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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