Spell and Rune ListsChapter the Eleventh
In this chapter
- Spell and Rune Lists
- Soul Magic spells
- Easy (9)
- Medium (11)
- Hard (13)
- Very hard (15)
- Nearly impossible (17)
- Hearth Magic spells
- Hearth: Easy (9)
- Hearth: Medium (11)
- Hearth: Hard (13)
- Hearth: Very hard (15)
- Hearth: Nearly impossible (17)
- Rune Magic runes
- Runes: Easy (9)
- Runes: Medium (11)
- Runes: Hard (13)
- Runes: Very hard (15)
- Runes: Nearly impossible (17)


Soul Magic spells
Soul Magic is the elven tradition, the working of the Worldsoul itself. Its spells reach widely: they heal, sense and hide, work on the mind, and call on the land and sky to strike. Many need growing things underfoot or an open sky. It is cast with Resolve and follows every rule in How spells work, including Fatigue and rituals. See Soul Magic in chapter 10.
Very easy (7)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Kindle | Near | Instant | Lights a candle, torch, pipe or prepared fire, or snuffs one out. |
| Mend | Touch | Instant | Repairs one clean break or tear in a small object: a strap, a bowstring, a cup. |
| Sense the Breath | Near | Scene | You know whether magic, a rune device or another caster is near, and roughly where. |
| Soothe | Touch | Instant | The target gains +1 on their next Resist (Fear) or Resist (Pain) roll this scene. |
| Soul-light | Touch | Hour | An object glows like a torch. The light gives no heat and cannot be blown out. |
| Sting | Near | Instant | Damage 1. |
| Sweetwater | Touch | Instant | Makes one person's food and water for a day clean and safe to eat and drink. |
| Whisper | Far | Instant | A short sentence reaches one person you can see, and only they hear it. |

Easy (9)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Beast-speech | Near | Scene | You and one animal understand each other. It is not compelled to help. |
| Breath of Mending | Touch | Instant | Restores 4 Wounds. It does not cure a critical wound, and works on a given person once per day. |
| Dazzle | Near | Scene | A flash of light in the eyes. One target who fails to resist takes -1 on attack and Perception rolls. |
| Sleep-song | Near | Scene | One target who fails to resist falls asleep. Harm or a hard shake wakes them. |
| Snare | Near | Scene | Roots and grass grip one target's feet. They cannot move from the spot until they pass an Athletics roll at Medium, tried at the end of each of their turns. They can still act. It needs earth or growing things underfoot. |
| Soul Dart | Far | Instant | Damage 4. |
| Trackless | Near | Hour | You and up to five companions leave no tracks or scent. |
| Ward | Touch | Scene | The target gains +1 armour on every location, to a maximum of 5. |

Medium (11)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Cleanse | Touch | Instant | Ends one poison or one disease in the target. |
| Fade | Touch | Scene | The target is overlooked. Anyone not already watching them fails to notice them unless a Perception roll beats your casting total. It ends if the target attacks, casts or shouts. |
| Hold | Near | Scene | One target who fails to resist cannot move or act. They resist again at the end of each of their turns. |
| Mist | Near | Scene | Thick fog fills the area. Nothing beyond a few paces can be seen, and ranged attacks into or through it take -2. |
| Read the Heart | Near | Scene | You sense the strongest feeling in one target who fails to resist, and whether what they last said was a lie. |
| Thorn-lash | Near | Instant | Briars whip out of the ground. Damage 5 to each of up to three targets. It needs earth or growing things underfoot. |
| Tongues | Touch | Hour | The target speaks and understands every language spoken to them. |
| Wither | Touch | Instant | Damage 6, ignoring armour. |

Hard (13)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Circle of Warding | Near | Scene | You and up to five companions each gain +1 armour on every location, to a maximum of 5. |
| Dream-sight | Self | Scene | Ritual (ritual Fatigue 4). You see and hear a place you know well, up to a day's walk away, as if standing there. |
| Gale | Near | Scene | A howling wind fills the area. Bows and thrown weapons are useless, every firearm in it misfires, and anyone moving against it must pass an Athletics roll at Medium or fall. |
| Greater Mending | Touch | Instant | Restores 8 Wounds, or ends the effect of one critical wound that has not maimed. Once per person per day. |
| Lift | Touch | Scene | The target rises or sinks straight up or down at walking pace, to treetop height. They cannot move sideways except by pushing off something. |
| Skyfire | Far | Instant | Under an open, clouded sky only. Lightning strikes a point you can see. Damage 8 to everyone within a few paces of it. |
| Swarm | Far | Scene | A cloud of stinging insects fills an area a few paces across. Everyone in it takes damage 2, ignoring armour, at the start of each of their turns, and -1 on all rolls. |
| Unravel | Near | Instant | Ends one spell, or silences one rune device for a scene. Against another caster's spell, your total must beat theirs. |

Very hard (15)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Bind the Will | Near | Scene | One target who fails to resist obeys your spoken commands. They resist again at the end of each of their turns, and at once if ordered to harm themselves. |
| Call Storm | Sight | Hour | Ritual (ritual Fatigue 6). You change the weather over the land you can see: fog, rain, wind or clear sky. |
| Dread | Near | Scene | Every enemy within Near who fails to resist must flee from you, and cannot willingly come closer while the spell lasts. Each resists again at the end of each of their turns. |
| Forget | Touch | Instant | One target who fails to resist loses the last hour from their memory. |
| Killing Frost | Far | Instant | Damage 10, ignoring armour, to every creature within a few paces of a point you can see. Water there freezes. |
| Oak-flesh | Touch | Scene | The target gains +2 armour on every location, to a maximum of 5. |
| Speak with the Dead | Touch | Scene | Ritual (ritual Fatigue 6), worked over the body or at the grave. The dead person answers one question in a few words, from what they knew in life. They cannot lie but need not be helpful. A given person can be asked only once, ever, by anyone. |
| Tangle | Near | Scene | Living plants within Near of you seize everyone in them. Each creature must pass an Athletics roll at Hard to move at all that turn. It needs growing things to work. |

Nearly impossible (17)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Earthshake | Sight | Instant | Ritual (ritual Fatigue 8). The ground heaves over an area the size of a village. Buildings crack, everyone falls, and walls may come down. |
| Great Ward | Near | Day | Ritual (ritual Fatigue 8). A house, camp or grove is sealed. No spell cast from outside reaches in, and anyone crossing the boundary with ill intent is known to you at once. |
| Hold the Breath | Touch | Day | Ritual (ritual Fatigue 8). A living person who is dying of wounds, poison or sickness does not die while the spell lasts, giving time to treat them. It heals nothing and cannot help someone already dead. The target does not die while the ritual is being worked; if it is interrupted or the roll fails, they die. If they are still dying when the spell ends, they die then. |
| The Long Road | Self | Instant | Ritual (ritual Fatigue 8), taking a full night at a place where the Worldsoul runs strong. You and up to five companions arrive at another such place that you have stood in before. |
| Long Sleep | Near | Until ended | Ritual (ritual Fatigue 8). One target who fails to resist falls into a sleep from which nothing wakes them. They do not age, hunger or thirst. It ends when a condition you name at the casting is met, or when the spell is unravelled. |
| Sever | Near | Day | Ritual (ritual Fatigue 8). One target who fails to resist is cut off from the Worldsoul. They cannot cast, and rune devices are dead in their hands. |
| Storm's Wrath | Sight | Scene | Under an open sky only. On each of your turns, lightning strikes a point you choose: damage 12 to everyone within a few paces. Every strike after the first costs 1 ritual Fatigue, which returns at only 2 per night. It is not a ritual: this is the one ordinary spell that costs ritual Fatigue. You can do nothing else while it lasts, and can end it at any time. |

Hearth Magic spells
Hearth Magic is the halfling tradition. Its business is the home and the people in it: food, rest, shelter, healing, welcome and keeping harm outside the door. It has almost nothing that attacks. Many of its spells work through a shared meal, a doorway or a fire already burning. It is cast with Presence, and follows every rule in How spells work, including Fatigue and rituals. See Hearth Magic in chapter 10.
Hearth: Very easy (7)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Bank the Fire | Touch | Day | A fire burns low without fuel, and neither spreads nor goes out in wind or rain. |
| Clean Sweep | Near | Instant | A room, a set of clothes or a wound dressing is cleaned of dirt, stains and vermin. |
| Good Night | Touch | Day | The target sleeps soundly whatever the noise or discomfort, and wakes at once if danger comes. |
| Kind Word | Near | Instant | The target gains +1 on their next Resist (Fear) or Resist (Temptation) roll this scene. |
| Mind the Pot | Touch | Day | You know at once if the object you touched is moved, opened or tampered with. |
| Shoo | Near | Scene | One animal no bigger than a dog that fails to resist backs away and will not come near. |
| Stretch the Pot | Touch | Instant | A meal for one becomes a meal for three. |
| Warm Hands | Touch | Hour | The target is untroubled by cold and makes no Resist (Hardship) rolls for it. |

Hearth: Easy (9)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Find the Lost | Self | Scene | You know the direction of one thing you own, or one person you have shared a meal with, within a mile. |
| Good Wool | Touch | Scene | The target gains +1 armour on every location, to a maximum of 5. |
| Kitchen Physic | Touch | Instant | Restores 5 Wounds. It does not cure a critical wound, and works on a given person once per day. |
| Lend a Hand | Near | Instant | One companion gains +1 on their next skill roll this scene. It does not help an attack. |
| Second Wind | Touch | Instant | Removes 1 Fatigue from another person. It has no effect on yourself or on ritual Fatigue, and works on a given person once per day. |
| Settle | Near | Scene | One frightened or angry person or animal who fails to resist grows calm, and will not attack unless attacked. If it is attacked, the spell ends for it. |
| Stout Door | Touch | Hour | A door, gate or shutter holds as if barred with iron. Forcing it needs an Athletics roll at Hard. |
| Threshold | Near | Day | You mark a doorway or ring a camp. Everyone sleeping inside wakes the moment anyone crosses uninvited. |

Hearth: Medium (11)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Beneath Notice | Touch | Scene | The target is overlooked. Anyone not already watching them fails to notice them unless a Perception roll beats your casting total. It ends if the target attacks, casts or shouts. |
| Break the Fever | Touch | Instant | Ends one poison or one disease in the target. |
| Full Table | Near | Instant | Up to six people who sit down for an hour to a meal you have blessed each recover 2 Wounds. Once per person per day. |
| Good Dog | Near | Scene | One domestic animal understands you and carries out a simple task as well as it is able. |
| Hearth-ward | Near | Day | A room or camp is warded. Spells cast into it from outside take -2, and vermin and pests will not enter. |
| Homeward | Self | Day | You know the direction and distance to the last hearth you slept beside, and cannot lose your way back to it. |
| Spitting Fire | Near | Instant | A fire already burning flares up. Damage 4 to each of up to three targets within a few paces of it. |
| Table Truce | Near | Scene | Those who have eaten or drunk at the same table and fail to resist cannot attack one another while they remain there. |

Hearth: Hard (13)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Hearts Together | Near | Scene | You and up to five companions each gain +1 on Resist (Coercion), Resist (Fear) and Resist (Temptation) rolls. |
| House-blessing | Near | Week | Ritual (ritual Fatigue 4). Everyone who sleeps under the blessed roof tonight gains +1 on Resist (Disease) and Resist (Fear) rolls for a week. |
| Mother's Care | Touch | Instant | Restores 9 Wounds, or ends the effect of one critical wound that has not maimed. Once per person per day. |
| Quicken the Seed | Touch | Hour | Seeds planted in good earth grow to ripeness within the hour, enough to feed six for a day. |
| Sound Roof | Near | Day | A tent, lean-to or hut keeps out all weather. Those inside make no Resist (Hardship) rolls for cold, heat or wet. |
| Stay the Hand | Near | Instant | One attacker who fails to resist cannot bring themselves to strike, and loses that attack. |
| Undo the Knot | Near | Instant | Ends one spell on a person or a place. Against another caster's spell, your total must beat theirs. |
| Unwelcome | Near | Scene | One target who fails to resist cannot enter the house or camp you stand in, and must leave it if already inside. |

Hearth: Very hard (15)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Bar the Door | Near | Day | Every door and window of one building is sealed. Nothing opens them from outside short of breaking the walls. |
| Bountiful Harvest | Sight | Until ended | Ritual (ritual Fatigue 6). The fields of one homestead yield double at the next harvest, and no blight touches them. It ends when that harvest is in. |
| Hale and Whole | Touch | Instant | Ritual (ritual Fatigue 6). Restores all Wounds and ends the effect of one critical wound, short of a lost limb. |
| Lay to Rest | Touch | Instant | Ritual (ritual Fatigue 6). A haunting is quieted, or a body is blessed so that it can never be made to speak. |
| Peace of the Hearth | Near | Scene | Every enemy within Near who fails to resist loses the will to fight, and will not attack unless attacked. Anyone who is attacked is freed from the spell. |
| Sanctuary | Near | Scene | Within one house or camp circle, no one can strike a blow or cast a harmful spell: you and your companions included. Anyone in it who wants to must first resist, and on a success is free of the spell for the scene. |
| Stand Fast | Touch | Scene | The target gains +2 armour on every location, to a maximum of 5. |
| Word Home | Self | Instant | A short message reaches one person at a hearth you have slept beside, however far away it is. |

Hearth: Nearly impossible (17)
| Spell | Range | Duration | Effect |
|---|---|---|---|
| Cold Hearth | Near | Until ended | One target who fails to resist finds no rest under any roof. A night's rest removes no Fatigue from them until the spell is undone or they make amends to you. |
| Good Year | Sight | Year | Ritual (ritual Fatigue 8). For a year, one village suffers no sickness beyond the ordinary and its crops do not fail. |
| Guest-right | Near | Day | Ritual (ritual Fatigue 8), worked over the meal. No one who has eaten under your roof today and fails to resist can harm anyone else under it. |
| Hearthstone | Near | Day | Ritual (ritual Fatigue 8). One house is sealed. No spell cast from outside reaches in, and anyone crossing the threshold with ill intent is known to you at once. |
| Homecoming | Self | Instant | Ritual (ritual Fatigue 8), taking a full night. You and up to five companions arrive at your own hearth, the home you have lived in longest, from anywhere on the continent. |
| Turn the Storm | Sight | Day | Ritual (ritual Fatigue 8). One storm, flood, wildfire or blight passes around a village and leaves it untouched. |
| Watch Through the Night | Touch | Day | Ritual (ritual Fatigue 8). A living person who is dying of wounds, poison or sickness does not die while the spell lasts, giving time to treat them. It heals nothing and cannot help someone already dead. The target does not die while the ritual is being worked; if it is interrupted or the roll fails, they die. If they are still dying when the spell ends, they die then. |

Rune Magic runes
Rune Magic is the dwarven tradition. It casts no spells: a runewright cuts a rune into a made thing, and the rune makes that thing better at what it already does. Each entry below is a rune and the object it is cut into. Passive runes work all the time, and woken runes must be woken by the holder, once per day. Making a device takes the time and materials shown in Rune Magic costs. See Rune Magic in chapter 10.
Runes: Very easy (7)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Chime-rune | A pair of tokens | Passive | When one token is struck, the other rings, up to a mile away. |
| Dry-rune | A pouch, box or powder horn | Passive | The contents stay dry, even under water. |
| Edge-rune | A blade or tool | Passive | It never dulls, rusts or needs sharpening. |
| Glow-rune | A lantern or stone | Passive | It gives the light of a lantern with no oil or flame. Cover it to darken it. |
| Mark-rune | Any object | Passive | The maker's mark cannot be removed, and whoever holds its paired token knows the direction of the object within a mile. |
| Plumb-rune | A rule, level or scale | Passive | It measures exactly, and cannot be made to give a false reading. |
| Stay-rune | A rope, strap, wheel or axle | Passive | It does not fray, snap or wear out in ordinary use. |
| Warm-rune | A cloak clasp or hearthstone | Passive | The wearer, or a small room, is kept warm against ordinary cold. |

Runes: Easy (9)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Bind-rune | A rope, chain or manacles | Passive | It cannot be cut or broken by ordinary force. |
| Float-rune | A boat, raft or belt | Passive | It cannot sink or capsize, and holds its wearer's head above water. |
| Grip-rune | Boots or gloves | Passive | They hold on ice, wet rock and rope. The wearer gains +1 Athletics to climb and never slips. |
| Keep-rune | A barrel, box or cellar door | Passive | Food and drink inside do not spoil. |
| Lock-rune | A lock | Passive | Picking it is Very hard, and it cannot be forced without breaking what it is set in. |
| Quiet-rune | Boots, a hinge or a wheel | Passive | It makes no sound. Boots give the wearer +1 Stealth when moving quietly. |
| Seal-rune | A seal, letter case or chest | Passive | It shows plainly whether it has been opened since it was last closed. |
| Spark-rune | The lock of a firearm | Passive | The gun does not misfire from damp. Magic nearby still fouls it. |

Runes: Medium (11)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Clear-rune | A spyglass or lens | Passive | It sees through fog, smoke and darkness as if at dusk. |
| Drive-rune | A wheel, mill or pump | Passive | It turns by itself, slowly, doing the work of two labourers. |
| Keen-rune | A weapon | Passive | Its Damage is 1 higher. |
| Lift-rune | A pulley, crane or cart | Passive | Its load weighs half as much. |
| Seek-rune | A compass | Passive | It points to the nearest source of one material chosen at the making, such as water, copper or iron, within a mile. |
| Stanch-rune | A surgeon's kit | Passive | Treat Wounds rolls made with it gain +1, and a wound it has dressed does not fester. |
| Turn-rune | One piece of armour | Passive | Its armour value is 1 higher, to a maximum of 5. |
| Wake-rune | A door, chest or set of boundary stones | Passive | When anyone crosses or opens it without the key-token, the owner's token chimes. |

Runes: Hard (13)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Aim-rune | A bow, crossbow or firearm | Passive | Attack rolls with it gain +1. |
| Breach-rune | A pick, ram or hammer | Woken | For a scene it breaks stone, gates and walls as if it were a siege engine. |
| Ease-rune | A suit of armour | Passive | It has no drawbacks to Stealth, Acrobatics or Movement. |
| Engine-rune | A cart or boat | Woken | For a day it moves by itself at walking pace, steered by whoever holds the tiller or reins. |
| Speak-rune | A pair of stones | Woken | A short message spoken into one is heard from the other, up to a day's walk away. |
| Strike-rune | A melee weapon | Passive | Attack rolls with it gain +1. |
| Vault-rune | A door or strongbox | Passive | It cannot be forced, picked or broken. Only its key opens it. |
| Ward-rune | An amulet | Passive | The wearer gains +1 on Resist (Enchantment) rolls. |

Runes: Very hard (15)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Deep-lamp | A lantern | Woken | For a scene, every spell, rune device and caster within Near shows in its light. |
| Hush-rune | A staff or standing stone | Woken | For a scene, no spell can be cast within Near of it. |
| Limb-rune | A brace or false limb | Passive | It serves as the limb it replaces, ending the penalty of one maiming wound. |
| Rampart-rune | A gate or section of wall | Passive | Cannon and siege weapons count at half their Damage against it. |
| Rend-rune | A weapon | Passive | It gains Piercing. A weapon that already has Piercing gains nothing. |
| Stone-rune | A suit of armour | Passive | The wearer takes 1 less damage from every hit. It does not add to any talent that reduces damage, such as Robust or Shield Block. |
| Thunder-rune | The lock of a firearm | Passive | The gun never misfires, whether from damp, from magic or from chance. |
| Warden-rune | A carved post or statue | Passive | It watches everything within Near. Its paired token shows the holder what it saw over the last day. |

Runes: Nearly impossible (17)
| Rune | Cut into | Kind | Effect |
|---|---|---|---|
| Aegis-rune | A suit of armour | Passive | Its armour value is 2 higher on every location, to a maximum of 5, and it has no drawbacks. |
| Bulwark-rune | A fortress wall | Passive | Cannon cannot breach it and the earth cannot shake it down. |
| Great Engine | A mill, forge or pump | Passive | It works without rest or fuel, doing the labour of twenty. |
| Master-rune | A weapon | Passive | Its Damage is 2 higher and it gains Piercing. |
| Null-ring | A ring of standing stones | Passive | Inside the ring no magic works at all: no spell, no rune, no working of any kind. |
| Road-rune | The milestones of a road | Passive | Those who travel the road cover twice the distance in a day and make no Resist (Hardship) rolls for the journey. |
| Sunder-rune | A weapon | Passive | A hit with it ends one spell on the target, and its bearer gains +2 on Resist (Enchantment) rolls. |