[1] Mandatory for all magic items! Sun-cult magic items must not work for Arch-cultists. A minimal limit is "Does not work for Arch-cultists." Most Sun-cult items have the limit "Works only for Sun-cultists." [2] Sunball: As Fireball, page M34, but costs 3 more Fatigue to cast. When the Sunball goes off, a Flash occurs in the hex where the Sunball goes off. The caster is not affected by the Flash, although all others are subject to its effects. [3] Explosive Sunball: As Explosive Fireball, but costs 3 more Fatigue to cast. When the Explosive Sunball goes off, a Flash occurs in the hex where the Explosive Sunball goes off. The caster is not affected by the Flash, although all others are subject to its effects. [4] Self-mortification. The cultist mortifies the flesh (via fasting, dehydration, sleep deprivation, self-flagellation, what have you) and hopes for a vision. [5] To cast this spell, the cultist must scream and strike the object with a clenched fist. Rank 1 and 2 spells are actually rote prayers (in Latin.) For invested clerics, they default to Sun-cult Theology - 10. Individuals with the Blessed advantage cast them by speaking in tongues. The spells presented here are specific to a particular theology; in my game-world, the cult is a conflation of solar disk worship and Christianity.