Divine Magic
To cast a Divine spell, the caster must be able to make a Spellcraft - Divine test and an active worshiper of a Deity of Greater Supernatural Power.
Which means not only must they know the skill that is unlocked from the Divine Training Talent Tree but they must also be able to incant and gesticulate in order to cast the spell.
Power – when casting a spell this requires a cost, Power is used to fuel all spells. For each Tier beyond 8 the cost and additional +2 per Tier.
Tier
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Power
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1 |
1 |
2 |
3 |
3 |
5 |
4 |
7 |
5 |
9 |
6 |
11 |
7 |
13 |
8 |
15 |
Modifiers - some spells can be affected by circumstances and impact the Spellcraft test. All penalties are cumulative.
Condition
|
Penalty
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Fatigue |
See condition penalty |
Caster is gagged or silence |
failure |
Caster is prone |
-20% |
Caster on unstable footing |
-20% |
Partially obscured target |
-20% |
Heavily obscured target |
-60% |
Critical Success – A critical success means the caster has been able to control the flow of magic particularly effectively. The cost of the spell is reduced by 1 Tier (minimum 1 Power) and any Resistance tests have a -10% penalty. On a roll of 01 the spell is maximised
Fumble – on a Spellcraft test of roll or 96-00 a fumble occurs. Power is still used and then an affect occurs, roll on the appropriate table for the outcome.
Ending Spells – as a single Combat Action, a caster can dismiss any Permanent spell(s) he has cast. Ceasing to cast a Concentration spell is immediate and not a Combat Action. If a character is rendered unconscious or receives a Critical Wound then a Spell that that he has cast will end.
Recovery – a caster automatically regains his Power equal to his Recovery per hour of full rest.
Rituals, require
time to prepare and the area must be prepared by drawing magic circles, lighting
candles, burning incense, etc.
Tier 1
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Tier 2
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Tier 3
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Tier 4
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Ceremony* |
Antidote |
Animate Corpse |
Heal Wound |
Dismiss Magic* |
Bolster |
Consecrate |
Improve Attribute |
Divine Shield* |
Breathe Water |
Fear |
Mind Link* |
Extension* |
Find |
Lightning Strike |
Protection Circle |
Heal Body* |
Reflection* |
Pact |
Speak with the Dead |
Light |
Minblock* |
Reduce Fatigue |
Astral Projection |
Provision |
Sanctuary |
Spirit Sight |
Sun Spear |
Spirit Block* |
Sureshot |
Thunders Voice |
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Well Spring |
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Warmth |
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Tier 5
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Tier 6
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Tier 7
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Tier 8
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Berserk |
Madness |
Wall of Retribution |
Excommunicate |
Devil Trap |
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Mind Blast |
Exorcism* |
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Spiritual Journey |
Panacea |
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Spirit Summoning |
Poison touch* |
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Special
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Resurrect – Tier 21 |
Animate Corpse
Casting Time 5 minutes, Ranged 60‘, Duration: permanent
This spell allows the caster to make animated skeletons or zombies from skeletons or dead bodies within range. These animated undead creatures will obey the Caster until they are destroyed by a Priest or a Dispel Magic spell. For each Mind modifier of the spell, one undead per Mind modifier may be controlled. Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. See Bestiary for animated skeleton and zombie stats
Antidote
Casting Time 1, Instant Touch
This spell gives an additional Concentration or Endurance test at +40% to one type of poison, toxin or drug effect. Per casting of the spell.
Astral Projection
Casting Time 20 minutes, Duration 1 hour
This spell enables the recipient to enter a deep trance like state. Once in that state the recipients Spirit is shunted in Spirit World, they take on a non-corporeal form. For the duration of the spell the recipient can travel away from their body. However, if the body is moved then the Spirit will be forever trapped in the Spirit World. At the end of the spell the recipient will snap back to their body, they must make a Concentration tests or be nauseated for the next hour, -10% on all tests%
Berserk
Casting Time 1, Duration 10 minutes, Touch
The recipient of this spell is overcome with bloodlust, causing him to disregard his own safety and loyalties but imbuing him with tremendous stamina and combat ability. The recipient will automatically succeed any Endurance test for the duration of the spell. The recipient also automatically succeeds at any Fatigue tests and cannot be rendered unconscious. The Close Combat skills of the recipient receive a +40% bonus for the spell’s duration. However, the subject may not parry, evade or cast any magic spells while under the influence of Berserk. Normally, the recipient remains in the Berserk state for the entire 10-minute duration of the spell, but Games Masters may allow a Berserk character to shake off the effects with a Difficult (–40%) Concentration test. At the end of the spell, the recipient immediately collapses and must gather his wits and catch his breath. They automatically take the Fatigue state of Tired - All skill tests (including further tests to resist Fatigue) suffer a –20% penalty. Initiative is reduced by 2.
Berserk may not be combined with Fanaticism – Berserk will always take precedence in such cases.
Bolster
Casting Time 1, Duration 5 rounds, Touch
The recipient of the spell gains a +20% bonus to Concentration tests when trying to resist mental effects such as the Fear spell, Intimidation tests, etc.
Breathe Water
Casting Time 1, Duration 15 minutes, Touch
This spell allows an air-breathing creature to breathe water for the spell’s duration (the subject will still be able to breathe air as well). It may also be used upon a water-breathing creature to allow it to breathe air.
Ceremony
Casting Time varies, Duration Permanent
The caster can perform a ritualised ceremony such as baptism, wedding or naming ceremony and make it morally and legally binding.
Consecrate
Casting Time 10, Permanent, Area Special
This spell is as much a part of a temple’s foundation as is its cornerstone, but may actually be cast almost anywhere. It creates a sphere with a radius of 30’. The consecrated sphere is sacred to the spellcaster’s god. Consecrate by itself does nothing to keep outsiders at bay, but the caster of the spell will know immediately if a spell, spirit or someone who is not a lay member of his cult crosses the boundaries of the Consecrate spell. While within the area of a Consecrate spell, an initiate of the same religion gains a bonus 10% to Spellcraft tests made to cast Divine spells. Initiates of other gods suffer a -10% penalty to such tests. This spell requires one hour to cast.
Devil Trap
Casting Time 60, Duration 60 seconds
This spell creates a 20’ diameter circle they will prevent any supernatural from physically leaving or harming anyone outside.
Dismiss
Magic
Casting Time 1, Instant, Ranged 100’
Dismiss Magic may be cast against either a general target or a specific spell. Dismiss Magic will eliminate a combined Power of spells equal to its own Power, starting with the most powerful affecting the target. If it fails to eliminate any spell (because the spell’s Power is too high), then its effects immediately end and no more spells will be eliminated. A spell cannot be partially eliminated, so a target under the effects of a spell whose Power is higher than that of Dismiss Magic will not have any spells currently affecting it eliminated. The caster can also target Dismiss Magic against a single specific spell. As long as Dismiss Magic’s Power equals or exceeds the target spell’s Power, the target spell is countered. Dismiss Magic may be fired as a Reaction, but only when another spell is cast within Dismiss Magic’s Range that the character wishes to counter. A successful Dismiss Magic disrupts the other spell and nullifies it.
Divine Shield
Casting Time 1, Duration 1, Self only
This spell protects the caster from physical and magical attacks. Each point of Power gives the caster 1D6 Armour and provides a +5% bonus to any tests the caster may make to resist malign magical effects. A Power 4 Shield spell provides the caster with 4D6 AR and a +20% bonus against malign spells, for instance. Shield is incompatible with Reflection and Spirit Block. This does not stack with Armour.
Excommunicate
Casting Time 10, Permanent, Resist (Concentration), Touch
This spell severs the mystical link an initiate enjoys with his god, causing the target of the spell to immediately and permanently lose all Divine Magic from the caster’s cult. The target will never again be able to learn or use Divine Magic spells from the cult, though it will still be able to use Knowledge: Religion for purely academic purposes. This spell must be cast by a High Priest and takes one hour to cast.
Exorcism
Casting Time 10, Concentration
By means of this spell, a divine spellcaster can draw out a spirit currently possessing a corporeal being. Whether the possession is dominant or covert is immaterial. The spellcaster must be open to the spirit world in order to cast this spell – he may not be shielded by a Spirit Block, Spirit Screen, Spirit Resistance or similar effect. In theory, exorcism is quite simple. The exorcist and the possessing spirit engage in a series of opposed Concentration tests. The exorcist gains a +10% bonus to these tests. Either may use Power to boost their Concentration by +5% per point expended, but this bonus only lasts for a single test. As soon as the exorcist accumulates enough successes to equal the possessing spirit’s Spirit attribute, the spirit is ousted form the host body and may not re-enter it for a period equal to the exorcist’s Power in days. The wise exorcist will ensure that he has sufficient wards and protections ready to be used, as the spirit will likely be vengeful. This is a dangerous spell to cast, as if the possessing spirit accumulates enough successes to equal the exorcist’s Power, the victorious spirit may automatically ‘jump’ from its current body into the exorcist’s.
Extension
Casting Time 10, Duration Special
This spell lengthens the duration of any Divine spell with the Duration trait. Extension, and the spell it is extending, are cast simultaneously by the caster – this is an exception to the normal rule that only one Divine spell may be cast during a single Combat Round. If the Extension spell fails to cast while the augmented spell succeeds, the augmented spell is not extended and operates normally. If the augmented spell fails to cast while the Extension spell succeeds, the Extension spell is not cast.
Each point of Power of the Extension spell doubles the target spell’s duration.
Thus, a
Power 1 Extension increases Breathe Water’s Duration to 30 minutes,
Power 2 increases it to one hour,
Power 3 increases it to two hours,
Power 4 increases it to four hours, and so on.
Fear
Casting Time 1, Ranged, Resist (Concentration, see below)
This spell causes the target to be gripped with overwhelming fear. Fear has no effect on unconscious targets, targets without a Mind Attribute or targets that are currently under the effect of a Fear spell.
Fear Effects
Target Fumble on Concentration test: Victim instantly suffers enough health damage to its Chest to cause a Critical Wound, as its heart stops.
Target Fails on Concentration test: Victim flees in screaming terror for 2D6 Rounds. Victim will not engage in combat unless forced to and will use the Run action whenever possible (unless a faster mode of egress is available).
success on Concentration test: Victim is shaken and disturbed, suffering a –10% penalty to all skill tests for 2 rounds.
Target critically succeeds Concentration test: Victim is unaffected by the spell and cannot be affected by further Fear spells for a number of minutes equal to its Spirit attribute.
Find*
Casting Time 1, Duration 30 seconds, Ranged 100’
This is actually several spells, though they all operate in a similar fashion, which allow the caster locate the closest target of the spell within its range. This effect is stopped by a thick substance such as metal, earth or stone that is at least one metre thick. The separate Find spells are listed below.
Unlike the Arcane Magic Detect spells, the Find spells do not require concentration on the part of the caster – they simply function and alert him to the presence of whatever they are meant to locate.
• Find Enemy: Gives the location of one creature who intends to harm the caster.
• Find Magic: Gives the location of the nearest magic item, magical creature or active spell.
• Find Species: Each Find Species spell will give the location of the nearest creature of the specified species. Examples of this spell include Find Goblin, Find Rhino and Find Dragon.
• Find Substance: Each Find Substance spell will give the location of the nearest substance of the specified type. Examples of this spell include Find Coal, Find Gold and Find Wood.
The Games Master should provide the rough power of the detected subject (‘weak magic’ or ‘rich gold lode’).
Heal Body
Casting Time 1, Touch
This powerful spell instantly heals 1D6 Health per Tier spent. However, the target must still be functional to be healed – Heal Body will not reattach a severed limb or otherwise heal any Critical Wound suffered by the recipient. A maximum of of 1 + the power attribute modifier may be spent on Power, therefor a Priest with a Spirit of 16 (4) could cast a maximum of 5 Power and heal 5D6 Health.
Heal Wound
Casting Time 1, Instant, Touch
This spell heals Critical Wounds; the character is immediately restored to 1 Health. This spell will not cause limbs to reattach or regenerate, however.
Improve Attribute
Casting Time 1, Duration 60 minutes, Touch
This can be used to buff a single attribute of a target; the Attribute is selected at the time of the casting and it receives a +4 bonus for 1 hour. Only 1 active buff can be on the recipient and is not cumulative.
Light
Casting Time 1, Duration 60 minutes
This spell creates a ball of pall white light to appear within 5’ of the caster and shed light across a 30’ area. The area is considered to be illuminated. Note that only the specified area is illuminated – everything outside the area of effect is not. This spell creates raw light, not a flame.
Lightning Strike
Casting Time 1, Ranged 120’, Resist (Evade)
This spell causes a sizzling bolt of lightning to streak from the hand of the caster toward the target. If the bolt is not Evaded, The bolt cause 6D6 damage. Armour is not effective against this damage and it counts as both magical and electrical damage.
Madness
Instant, Ranged, Resist (Concentration, see below)
This spell causes the target to lose contact with reality and become a gibbering loon. Madness has no effect on unconscious targets, targets without a Mind Attribute or targets that are currently under the effect of a Madness spell.
Madness Effects
Fumble on Concentration test: Victim instantly loses 1D3 Mind permanently and lapses into a catatonic state for a 1D6 minutes.
Fail on Concentration test: Victim gibbers and raves uncontrollably for 1D6 rounds. Victim will perform random Combat Actions during this period;
Roll 1D6:
1 – Move to close combat attack a random target;
2 – Run in a random direction;
3 – Cast a spell at random target;
4 – Use ranged attack against random target;
5 – Shout at random target;
6 – Change stance.
Success on Concentration test: Victim is shaken and disturbed, suffering a -4 penalty to all skill tests for 1D6 rounds.
Critical on Concentration test: Victim is unaffected by the spell and cannot be affected by further Madness spells for 1D6 minutes.
Mindblast
Casting Time 1, Ranged 60’, Resist (Concentration)
This spell applies a 1D3 penalty to the victim’s Mind Attribute score. The effect lasts a number of days equal to the caster’s current Social modifier.
Mindblock
Casting Time 2, Duration 1 hour, Self
The spell renders the casters Mind immune to any Mind affecting spells. It also prevents the caster from accessing their Power; therefor preventing spell casting, use of Talents, activating Magic items, etc. For each additional Tier it is cast at the duration is increased by one hour.
Mindlink
Casting Time 1, Duration 1, Ranged 30’
This spell allows the transmission of conscious thoughts, spell knowledge and Power between 2 participants. For each additional Tier, an additional mind can join the link. Aa ‘central’ character is identified and is linked directly to other participants. Mindlink must be cast upon all participants at the same time and it limited to consenting participants. Any participant in a Mindlink may use the spell knowledge and Power Points of others they are linked to without consent. Participants in a Mindlink have a special vulnerability to Mind, Spirit, Social and morale-effecting spells. Such a spell cast against any member of a Mindlink will affect all those connected, though all participants are entitled to defend themselves individually. Although participants in a Mindlink share Power and conscious thought, they remain their own entity. Mindlink does not include hidden thoughts, memories, unconscious urges or permanent spell knowledge. Mindlink does not allow sharing of skills. Any participant may sever their connection to the Mindlink as a Combat Action. If any participant in Mindlink leaves the spell’s range, that participant is considered to have left the Mindlink.
Pact
Casting Time 5, Instant, Touch
This spell creates a pact between two parties; each one is bound by the terms and agreements of the pact. If either one of the party or
both break the pack then the spell is triggered. The breaker will instantly suffer 2D6 wounds of damage, the stench of rotten eggs (this
cannot be masked) and a tattoo of “CHEAT” will appear on his forehead (this cannot be hidden; it will glow though anything placed in front
of it). The other party will instantly know the pact has been broken and the location to where the pact breaker is. The stench and tattoo
effect is permanent unless dispelled by a Dispel Magic at twice the normal requirement.
Panacea
Casting Time 10, Instant, Touch
This spell immediately allows the recipient to make a Concentration or Endurance test with a bonus to resist the effect of a disease. Common disease +60%, Rare Disease +20%, Magical Disease -20%.
Poison Touch
Casting Time 1, Touch,
This spell instils the target with a poison, for each Tier the Potency of the poison increases by one stage. The poison is resisted by making an Endurance vs Potency check as per poison stage.
Protection Circle
Casting Time 10 minutes, Duration 1 hour, Ritual
This spell creates a 20’ diameter circle they will prevent the supernatural from physically entering or harming anyone inside.
Provision
Casting Time 1
This spell creates simple provisions of food to feed up to 6. It is plain but nourishing (such as bread, fruit and cooked vegetables). Suitable receptacles must be ready for the food, which will only last for 12 hours before crumbling to dust.
Reduce Fatigue
Casting Time 1, Touch
This spell reduces the recipients fatigue level by one stage. The recipient can only benefit from this once per hour.
Reflection
Casting Time 1, Duration 1, Self
This spell reflects incoming spells aimed at the target or his equipment, redirecting the spell back at the original caster. Once cast Reflection will attempt to reflect any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Reflection depend on the relative Power of both itself and the incoming spell. Reflection cost one Tier in Power one than t incoming spell. So, a Lightning Strike will cost 7 Power to reflect.
Regrow Limb
Casting Time 1, Concentration Special, Instant, Touch
This spell will cause a limb severed by a Critical Wound to regrow, or if the detached limb is still present, for the limb to reattach itself to its stump. Regrow Limb takes a number of rounds equal to 10 minus 1 minute of the target’s Body Mod to reattach a limb, during which time the caster must maintain concentration on the spell. The recipient is immediately restored to 1 Health at the end of this period.
Resurrect
Casting Time special, Touch
The body of the deceased must be present and must be whole. If the target died due to disease or poison, the ailment must be eliminated or the Resurrect spell will fail. This spell summons the deceased spirit to approach its former body. The caster of the spell must then engage in spirit combat with the deceased. If the caster defeats the spirit, he can force it back into the body, restoring the individual to life. If the caster loses, the spirit is lost to death. Resurrect takes a number of minutes equal to the target’s totalled Characteristics to take effect, during which time the caster must maintain concentration on the spell. A resurrected character has 1 wound. Resurrect must be cast within a number of days equal to the Spirit of the deceased. Casting the spell after this point results in the magic automatically failing. This is a Tier 21 spell that cost 41 Power to cast. The caster then suffers the Exhausted Fatigue state for one hour, this cannot be cured.
Sanctuary
Casting Time 1, Duration 1 hour
This spell will protect the caster and a stationary area of 10’ around him from normal threats such as rain, snow, blazing sun, hot weather, cold weather and biting insects. This will not protect the caster from attack or creatures but otherwise will allow the caster to survive anywhere in relative comfort for up to 1 hour.
Smite
Casting Time 1, Duration 1, Ranged
The caster imbues their weapon with divine energy, for each Tier +1D6 damage is added up to a maximum of the caster Spirit Mod. The target must also make a Concentration test or be stunned for 1D4+1 rounds.
Speak with the Dead
Casting Time 10, Duration 1 minute, Touch
This spell allows the priest to force a corpse to temporarily reanimate and compel the spirit to answer truthfully, the corpse must have the constitute body parts to be able to speak and understand the Spellcaster. This can only be cast once per 24 hours on an individual corpse.
Spirit Block
Casting Time 1, Duration 10 minutes, Touch
The recipient of Spirit Block may only be touched by spirits with a Spirit Attribute greater than the spell’s Tier in Power.
A spirit unable to touch a Spirit Blocked character will not be able to personally attack or harm the recipient, including through ranged attacks (such as a thrown spectral javelin). A spell cast by a spirit at the recipient is blocked unless its Power exceeds Spirit Block’s Power. Spirit Block is incompatible with Reflection and Shield.
Spiritual Journey
Casting Time 1, Duration 1 hour, Touch
This spell shunts the physical form of the recipient into the spirit world. The recipient’s corporeal body literally disappears to mundane sight as it moves to coexist with the recipient’s spirit. As a traveller in the spirit world, the recipient automatically gains the effects of Soul Sight for the duration of his Spiritual Journey. However, he will suffer a –40% penalty to all Perception tests to spot mundane items or events in the real world while in the spirit world. He may also interact with spirits on a near-equal footing. While on his Spiritual Journey, the recipient has all his usual Attributes, skills and Talents; his equipment functions normally. None of the recipient’s physical attacks can harm the mundane world but they will affect spirits. When the spell’s Duration expires, the recipient’s body phases back into the real world.
Spirit Sight
Casting Time 1, Duration 1, Touch
This spell allows the recipient to see the Spirit aura of anyone he looks at, enabling him to discern that creature’s current Power, as well as the nature of any active spells or enchanted items the creature is carrying. It also allows the recipient to see into the spirit world.
Spirit Summoning
Casting Time 2hours, Ritual
This spell allows the caster to summon spirits, in order to do so the caster must summon the spirit and then enter spirit combat with each other, if the caster wins the combat then the caster can choose to question the spirit in exactly the same way as Speak with the Dead or can choose to spend an addition 10 Power and compel the spirit to serve him for 24 hours. The spirit then takes the same attributes as of a Wraith. The Caster can choose to permanently sacrifice 1 Spirit Attribute point and bind the spirit for 1 year and 1 day. The spirit will vanish at the end of the duration of the spell. This can also be used to restore a lost Astral Traveller to their original body.
Sun Spear
Casting Time 1, Ranged 200’, Resist (Evade)
This spell will only function in direct sunlight. When cast, a shaft of light 5’ in diameter streaks from the sky to blast a single target, who must be visible to the caster. If the target does not dive out of the way, the blazing light will burn it for 6D6 damage. Armour points are not effective against this damage and it counts as both radiant and fire damage.
Sureshot
Casting Time 1, Duration 1, Ranged
Cast on a missile weapon (such as a knife, arrow, javelin or rock), this spell is triggered when it is fired or Thrown. Unless the wielder of the weapon rolls a fumble, the missile hits successfully (though it may be evaded or parried by a shield). So long as the target is within the maximum range of the weapon, the missile will strike home, regardless of concealment or any other factors. Attempts to parry with a shield or evade the missile suffer a –40% penalty. Sureshot may not be combined with Firearrow, Multimissile or Speedart – Sureshot will always take precedence in such cases.
Thunders Voice
Casting Time 1, Duration 1 minute, Touch
The target has +10% added to its Persuasion skill. The target’s voice may clearly be heard at up to 1320’.
Warmth
Casting Time 1, Duration 30 minutes, Touch
The target suffers no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also reduces cold damage by -1D6 (magical or mundane).
Well Spring
Casting Time 1, Duration 1 minute,
The spell calls forth a spring of fresh water to bubble up out of the ground for 5 minutes, creating enough water to refill 5 waterskins.
Wall of Retribution
Casting Time 3, Duration 1 hour
A wall of sparkling energy 10’ high, 30’ wide is created, allies of the caster can pass through it unharmed, however anyone intent on harming the caster in any way will be struck by a bolt of sparkling light for 1D6+1X10 as they pass through, ignoring armour. This barrier prevents objects and spells that are thrown or fired from passing through.