A cook stirring a cauldron and a dwarf with a rune-sphere sit before a mountain lake valley.
An elven healer holds a glowing spell over a wounded man by candlelight.

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.
An elven woman in a forest offers her hand to a wolf, a cat and a deer nearby.

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.
An elven caster flings thorny vines at charging soldiers among standing stones.

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.
An elven caster shields her companions with a glowing dome as lightning strikes.

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.
An elven caster calls a huge storm over a misty river valley from a stone circle.

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.
An elven caster summons a ghostly spirit over a body among candles and a skull.

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.
A halfling cook sprinkles herbs into a glowing stew pot while her dog watches.

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.
A halfling healer bandages a man's arm in a warm hearth-lit room with her dog.

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.
A halfling raises a steaming bowl at a shared meal with friends and a dog.

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.
A halfling weaves glowing vines over a thatched cottage at dusk.

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.
A halfling blesses a golden wheat harvest as farmers work the field.

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.
A halfling kneels at a carved hearthstone with a glowing spell above a village at dusk.

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.
A dwarven runewright carves glowing runes into an axe blade in a forge.

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.
A red-bearded dwarf hammers and chisels runes into an axe in his workshop.

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.
A dwarf peers through a rune-etched spyglass in his workshop.

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.
A dwarf studies a glowing blue rune amulet among chests and tools.

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.
A dwarf holds up a glowing rune lantern beside a carved stone statue.

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.
A dwarf carves glowing runes into a great stone among standing stones at sunset.

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.