Sunicarn magic is similar to sorcery magic. It was devised on the planet Dikar.

Each spell listed below follows the same format and is listed in alphabetical order

Spell Name
Variable or Non-Variable
Magic Point Cost

Spell Description (including area of effect, whether the spell is offensive-requiring a magic point vs. magic point roll, and other notes.)



Bi-Kill
Non-Variable
6 Magic Points

This spell doubles the damage done by any weapon. The duration of the spell is 10 melee rounds.

Blazemost
Non-Variable
10 Magic Points

This spell can only be cast upon 1 target. The caster must overcome the POW of the target with his own POW. If successful, it invokes the flames of magic from the unseen world inside the target. The flames quickly move out for three strike ranks. The target receives 60 points of damage per location per strike rank. No armor will protect against these flames.

Blizzard
Non-Variable
10 Magic Points

This spell must be cast upon a group of 5 or more targets or it will be dormant. It causes a raging magical blizzard which inflicts 100 points of damage to 1D6 hit locations per round. The duration of the blizzard is 4 melee rounds. Escaping the blizzard is impossible through normal movement.

Explodet
Non-Variable
15 Magic Points

This spell causes up to 5 targets to literally explode if the caster's magic points exceed the target's magic points by at least 5. If the caster's magic points are only 4 or less points higher than the target's, then the caster must overcome the target's magic points with his own.

Firevolt
Non-Variable
10 Magic Points

This spell must be cast upon a group of 10 or more targets or it will be dormant. It causes 100 spears of magical fire to explode from the ground underneath the targets. Each spear which strikes a target will inflict 100 points of damage. Any spears which miss a target will dissipate. A 2nd critical dodge is required to dodge.

Healusall
Non-Variable
36 Magic Points

Before this spell can be used the caster must pre-designate who in his party will be healed by the spell 1 hour before it is used up to a maximum of 20 people including the caster. Any who are not specified within that time will not be healed. Although, once someone has been specified they will always be healed. Thus the caster must decide when to add or subtract someone in his party from the spell's "list" of those to be healed. When cast this spell heals all damage to every hit location, to all previously specified targets who are within his sight.

Ice Spear
Non-Variable
8 Magic Points

This spell must be cast in a region where certain "projectiles" are available that are in the shape of a spear, i.e., tree branches, staves, spears, severed limbs, knives, daggers, poles, etc. When cast, the spell freezes the intended projectile and encases the object with ice having a sharp, needle-like point. On command the "ice spear" projectile will hurl itself at the caster's intended target and strike one location for 20 points of damage.

Scan
Non-Variable
3 Magic Points

This spell allows the caster to view the POW aura of living beings and to gauge its relative strength. It allows the caster to also view the spirit plane. The aura of all creatures within the spell's range will glow only to the caster. The POW of enchanted items is also visible to the caster including magic points. This spells cannot be blocked by any opaque surface - a thick woolen blanket, a wooden wall, etc.

Thordain
Non-Variable
5 Magic Points

This spell allows the caster to view all of the characteristics of a target. These include STR, CON, INT, POW, DEX, and other unknown characteristics. In addition, it also allows the caster to view any skill percentage the target possesses. Creatures with certain POW have a chance equal to their POW of knowing they are being scanned. This is impossible with regular POW.

Zap
Non-Variable
60 Magic Points

This spell disrupts the space around the target and exposes them to strange magical currents on other planes. These currents range in a wide array of colors depending upon the plane to which the target is exposed. The caster has no control over which planes the target is exposed to. These magical currents rip throught the target's body causing 330 points of damage to their total hit points. In addition, if the victim's magic points are overcome by the magical currents, their spirit will be torn from their bodies and "zapped" into the other plane, afterwhich the other plane disappears. This spell can only be cast upon 1 target at any one time.


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