Cults

Every character belongs to exactly one cult. The character's relationship with a god is quantified by two numbers: Blessing Points (BPs) and Intervention Points (IPs).

BPs are the basic measure of favor. They influence the chance that a god will respond to a request for Blessing, and they determine which spells Channelers and Holy Warriors can cast.

IPs are the measure of how many divine interventions a character is entitled to. A character's IPs are equal to their BPs minus the cost of any intervention the characters have received.

Quests is the generic term for all activity that pleases a god. Completing quests earns Blessing Points (BPs). As new quests are completed points are added to a character's BPs and IPs.

Transgressions is the Rites term for all activity that displeases a good. Committing transgressions results in a lowering of BPs and IPs.

Intervention: cult members may request interventions from their god. Each intervention has a base chance for being granted that can be modified by the situation and by the requestor's current BP total. Each intervention also has a IP cost which is subtracted from the requestor's IP score if the intervention is granted. If the intervention is not granted 1/2 the BP cost (round up) is subtracted. It is a zero phase action to request a blessing. IPs cannot go negative as a result of an intervention, in other words if you don't have enough IPs for a blessing you cannot request it.

BPs

Bonus

BPs

Bonus

2

+1

16

+4

4

+2

32

+5

8

+3

64

+6

Channelers and Holy Warriors are characters who directly channel the power of their deity on a regular basis. Each deity has some combination of `Greater', `Major' and `Minor' lists. The highest level spell castable is determined by the caster's BPs.

 

Greater

Major

Minor

Spell Pts

Channeler

BPs/2

BPs/3

BPs/5

5*Level+Ego/3

Holy Hybrid

BPs/3

BPs/5

BPs/8

2*Level+Ego/5

Spell cost is based on which Sphere the spell is from:

 

Greater

Major

Minor

Cost

1/2*Level

Level

3/2*Level

Spell Points recovers fully every 24 hours (pro-rated). Channelers and Holy Hybrids can use IPs to substitute for Spell Points. For every IP expended 5 spell points are gained.

 

 

Summary of the Gods

Ahtos

Marines, any with Sailor legacy

Water, Air, Rites, Nature

B

Marine

Dark Tower

Evil NPC only

Dark, Rites, Combat, Fire

B

Footsoldier

Ebashi

Any non-Mage

Nature, Rites, Air, Earth, Water

C

 

Flynn

Any rogue or swashbuckler (+special)

Deception, Combat, Rites, Healing

H

Swashbuckler

Garl Glittergold

Gnome

Rites, Earth

B

Rogue

Grungni

Dwarf, Gnome*

Earth, Rites, Combat, Fire

B

Footsoldier

Gruumsh

Half Orc

Combat, Fire, Rites

H

Footsoldier

Hodunn

Any Military

Combat, Rites, Healing, Information

H

Berserker

Jeb

Any with Peasant Background

Rites, Healing, Earth, Nature

B

Rogue

Jogarth

Farmers, farmer legacy

Nature, Rites, Earth, Healing

C

 

Kimon

Any Loyal, Honorable or Never Lies

Rites, Combat, Healing

B

Warrior

Kraq Kisstoreth

Araq

Fire, Deception, Earth, Rites

B

Warrior

Leto

Amazon, Female(Elf, Half-Elf, Hobbit, Human)

Combat, Rites, Healing, Air

B

Footsoldier

Mysos

Any Mage, Any Natural Mage

Air, Earth, Fire, Rites, Water

C

 

Partawk

Ardua

Air, Rites, Healing, Nature

B

Scout

Purratt

Jaka

Deception, Nature, Healing

B

Scout

Star Mother

Phraint

Rites, Combat

H

Footsoldier

Strogg

Any Military

Rites, Combat

H

Warrior

Rhodar

Any Empire citizen

Combat, Healing, Rites, Air, Fire

B

Officer/Warrior

Taboro

Born on Taboran holy ground

Air, Fire, Rites, Earth, Water

C

 

Thieron

Elf

Rites, Nature, Healing, Information

B

Archer

Thrym

Half Giant

Rites, Earth, Nature, Water

H

Berserker

Wahakochek

Centaur

Rites, Air, Earth, Nature

B

Archer

Yondalla

Hobbit, Kobbit

Rites, Earth, Healing, Nature

C

 

Entries marked with `*' indicate special conditions. Spell lists Greater, Major and Minor. The last column indicates if the god has Channelers, Holy Warriors or Both).

 

Sphere of Air

1) Gust: Well, blow me down

Does (Level)" of knockback to target (modified by weight), reduced by range (-1"/3"), 1 round duration, G&I, No Enc

2) Shock:

(Level+6)d6 energy blast, No Rng, No KB, +3 OCV, 1 round duration, G&I

3) Good Air: Now available in regular or pine-scented

Life Support vs gasses, either for caster or all within (Level/3)" inches, decide when casting, 1rnd/lvl G&I.

5) Summon Aeroid

Summon Aeroid. Max number at one time = (Level/3)-(Aeroids died in service in last day). Duration=1 min./level or until killed/dismissed.

7) Air Barrier:

(Level) hexes are filled with swirling winds for (Level) segments Missile weapons are -2 OCV for each hex entered. G&I

8) Heavenly Bolt:

(Level+8)d6 Energy Blast, +5 OCV, No KB, G&I

10) Summon Lesser Air Elemental

Summon Lesser Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

12) Flight: The caster is lifted up and moved about by magical force.

40"/Round flight, 1/2 DCV while flying, No non-combat, No Enc, 1 Round/Level Duration

15 Summon Standard Air Elemental

Summon Lesser Elemental. Max number at one time = (Level/10)-(Std. Elementals died in service last week). Duration = 30min/level or until killed/dismissed.

16) Vortex: Creates a spinning, unpredictable whirlwind

Creates 8d6NND (low-pressure)+2d6" KB (random) within (Level/2)", unc cont, if caster spends 1/2 phase to maintain roll at end of each segment: 1-3) moves d3" in direction caster chooses, 4-5) moves d3" in random direction 6) dissipates. If not controlled roll: 1-5) moves d3" in random direction 6) dissipates. Caster cannot regain control once lost. G&I, No Enc

18) Chain Lightning

(6+Level)d6 Electrical Blast, AOE 1 hex, -5 to Dive rolls. When it hits, roll d6 (1=stop, 2-5= attack closest occupied hex not already attacked (must be within 3" or stop), 6=attack random not-yet-hit occupied hex within 10"). No KB, G&I

20) True Flight:

(5*Level)"/Round Flight. Full DCV, 5x Non-combat (=25*Level)"/Rnd, 1 min./level duration

24) Summon Greater Elemental:

Summon Greater Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

26: Vortex Army:

As Vortex but 1) creates (Level/5) Vortices within (Level/2)". No need to control. While caster conscious roll 2d6

at the end of each segment for each vortex 2-4) dissipates, 5-9) move d3" in direction of caster's choice, 10-12) move d3" in random direction

30) Summon Greater Air Elemental

Summon Lesser Elemental. Max number at one time = (Level/15)-(Greater Elementals died in service last week). Elemental arrives stunned. Duration = 1 hr./level or until killed/dismissed.

35) Hurricane: Caster creates hurricane. Must be cast on an area. Effect builds over 1 minute.

Change Environment, Wind Level 6, 500" Radius, No Rng, 1 minute delay, 1 Hour Effect, Gestures

 

Sphere of Combat

Note: Spells marked (*) only work vs the special enemy of the caster's god. See god descriptions to enemy listings.

Note: Bonuses from multiple Sphere of Combat spells do not add.

1) Combat Awareness I

Caster takes no multiple attacker penalties and has the `blind fighting' ability for 1 round. Incantations

2) Resist Cold

1/2 Damage reduction vs cold, 1 round effect, G&I

2) Resist Electricity

1/2 Damage reduction vs electricity, 1 round effect, G&I

2) Resist Heat

1/2 Damage reduction vs heat, 1 round effect, G&I

2) Resist Mental Assault

+3 DECV, 5pts Mental Defense, 1 round effect, G&I

3) Holy Avenger I (*)

Caster is +3 OCV, +3 Damage Class with attacks 1 turn. Incantations.

4) Holy Chant I

+1 OCV, +1 DCV, +1 Dam Continuous Incantation (Can't cast other Incantation spells, or get stunned) Dur=1 min./level

5) Guided Shots

+5 OCV w/ranged attacks, 1 round duration G&I

6) Renew self

Caster heals 2xRec Stun and 1/2xRec Body. Self Only, Not an attack action

7) Holy Aura (*)

Caster is +5 DCV, +Level RDef vs Enemy attacks, G&I, 1 min. duration

8) Haste

(2+Level/2)d6" Running aid, 1 minute duration. Incantations

9) Holy Avenger II (*)

Caster is +5 OCV, +5 Damage Classes with 1 hand-to-hand weapon for 1 minute. Incantations

10) Holy Chant II

+2 OCV, +2 DCV, +2 Dam Continuous Incantation (Can't cast other Incantation spells, or get stunned) Dur=1 min./lev

11) Combat Awareness II

Caster takes no multiple attacker penalties and has the `blind fighting' ability. Dur=(level/3) rnds Incantations

12) Turn Aside I

Opponents are -10 OCV vs caster in HTH, 1 turn duration, only affects 1 attack/phase, G&I

13) Armor of Faith

+(5+Level/2) resistant def, (Level/2) rnds

14) Indomitable Will

1/2 Damage Reduction, stun only, 2 rnds duration

15) Defeat Magic

Ignore DCV bonuses from magic spells, magic rings, cloaks, defenders, etc. and is +5 DCV/DECV vs magic 1 min. duration

17) Holy Avenger III (*)

Caster is +8 OCV, +8 Damage Classes with 1 hand-to-hand weapon for 1 minute. Incantations

18) Turn Aside II

Opponents are -10 OCV vs caster in HTH, 1 turn duration, only affects 2 attacks/phase, G&I

25) Lay Waste

Each phase, caster can either make 1 HTH attack autofire (5 shots) or make 1 HTH attack go against all adjacent enemies, 1 min./level duration, G & I

Sphere of Dark

 

1) Darkfire: Caster's hand/blade enshrouded in black flames

Weapon (or bare hands) now does (1+Level/3)dc NND, No KB in addition to normal damage, 1 Min. Duration, Incantation, weapon will only burn while caster holds it. Darkfire damage crits the same as a normal hit.

2) Weakness:

3d6 Str Drain, Rec 1pt/rnd, @ range, +5 OCV

3) Darkbolt:

(3+Level)d6 NND Energy Blast, +(Level/2) OB. 1 minute duration.

4) Dark Sphere:

1+(Level/2)"Radius. 2d6 Str Drain, 4d6 NND, Pre Roll @-1 or run away (as Terrorbolt). 1 rnd Duration

5) Terrorbolt:

Target makes Pre roll @ -(Level/2) or run away non-combat 1 phase/pt. missed. +(Level/2) OCV. 1 rnd Duration

6) Summon Lesser Darkness Elemental

Summon Lesser Darkness Elemental. Max number at one time = (Level/5)-(Lesser Darkness Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

7) Dark Sphere II:

2+(Level/2)"Radius. 3d6 Str Drain, 4d6 NND, Pre Roll @-3 or run away (as Terrorbolt). 1 rnd Duration

8) Shadowstep:

(3*Level)" teleport, Not into/out of direct sunlight.

9) Mass Weakness:

As Weakness, but can target up to (Level/2) targets

10) Mass Terror:

As Terrorbolt, but can target up to (Level/2) targets

12) Deathbolt:

1+(Level/5)d6 poison @ range, No range mod, +5 OCV, 1 rnd duration, G&I

14) Dark Armor:

Caster is +10 Str, +10 R Def, -1" KB, 1 min. duration

15) Summon Standard Darkness Elemental

Summon Standard Darkness Elemental. Max number at one time = (Level/5)-(Lesser Darkness Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

20) Vampire Field:

2d6 Stun, 2d6 Body, 2d6 Str drain, AOE 1+(Level/2)", caster heals Stun, Body, Str equal to most drained, Unc Cont, 1 rnd dur.

30) Summon Greater Darkness Elemental:

Summon Greater Darkness Elemental. Max number at one time = (Level/5)-(Lesser Darkness Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

 

 

 

 

 

Sphere of Deception

 

1) Cloak Self:

Image, Only to disguise caster's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of caster's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1min/level. Gestures

2) Unseen Presence:

Invisible to sight at ranges over 1". Dispelled by sudden action, must move at 1/2 rate, Dur=1min/lvl.

3) Dull Senses:

(2+Level/2)d6 Int Drain, Based on ECV, +5 ECV, only affects Per Rolls, AOE 3" R, Gestures, No Enc

4) Trickery:

Caster is +5 to disguise, mimicry, forging, blather, sleight of hand, gambling, dur=10min/level

5) Befuddle:

Roll (Level+3)d6 vs Int. For every full 10pts Int is exceeded, target is -1 OCV and DCV. Target makes an

Int roll @ -(Level/3)to lose one level of effect every time Befuddle causes them to miss or to be hit. +(Level) OCV, Multiple Befuddles do not add G&I

6) Air of Authority:

Troops/workers must make Int roll @ -(Level/2) or accept caster as authority figure and follow reasonable orders. Non-combat only. Dur=1 min./level.

7) Babel:

AOE (10+Level)"R, selective, all must make Int roll @ -(Level/3) or cannot speak/write/understand language. May re-roll 1/min. Does not interfere with spell casting. Incantations.

8) Shadowstep:

(2*Level)" Teleport. Start and Stop point must be in full darkness, Invisible effects. Gestures

9) Mystify Mages:

AOE 5"R, any mages are -(Level/5) to their magic roll for 1 min. Not additive. Gestures.

10) Invisibility:

Recipient is limited to 1/2 moves and 1/2 DCV or spell will break. Invisibility vs. Normal Sight, 5 Minute Duration, Dispelled by sudden action, G&I, No Enc

11) Multi-befuddle

As Befuddle, but 3 attacks (must be against 3 different targets). G&I

12) Blackout:

Darkness vs Normal Sight, AOE (3*level) hexes, Duration: 1 minute, Gestures

15) Cloak Others:

Image, Only to disguise target's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of target's height and +/-50% of target's mass. Needs disguise/Mimicry to imitate specific character. Duration=1min/level. Usable on up to (Level) others G&I.

16) Mass Confusion:

As Befuddle, but effects all targets in a (Level/2)" Radius.

17) Mass Invisibility

As Invisibility, but (Level/2) characters within (Level)" are affected.

25) Vanish: Which way did he go?

10" teleport, x1024 non-combat. (Level/3) memorized locations. Invisible effects. Gestures

30) Improved Invisibility

Invisibility vs. Normal Sight, Self Only, Duration=1min/lvl

 

 

Sphere of Earth

 

2) Stone's Throw: Any pebble becomes a dangerous projectile.

(6+Level)d6 Energy Blast vs PD, +(Level/2) OCV, 1 round duration, Gestures, Disposable Foci: small rock

4) Earth Power:

1d6 Aid to all stats below normal level, uncontrolled continuous, 1 rnd/level, only on natural surface, G&I

5) Summon Lithic:

Summon Lithic. Max number at one time = (Level/3)-(Lithics died in service in last day). Duration=1 min./level or until killed/dismissed.

8) Stone See:

N-Ray vision, only through rock/stone/earth, maximum (Level/2)" of stone, 10min/level duration

10) Summon Lesser Earth Elemental:

Summon Lesser Earth Elemental. Max number at one time = (Level/5)-(Lesser Earth Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

12) Stone Armor I:

+5RDef, +5/5 Def, LS: Pressure, Temp, +10 Str, x2 mass (6*Level) segment dur

14) Stone Grenade:

(6+Level/2)dc Armor-Piercing Explosion, +1 Stun Multiplier

15) Summon Standard Earth Elemental

Summon Standard Earth Elemental. Max number at one time = (Level/5)-(Lesser Earth Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

19) Quicksand

AOE: Level2 hexes of unworked stone/earth. Non-flyers roll Str Roll @ -3 every " moved or -1" move. Dur: (Level)min

22) Entomb: The earth rises up and holds the caster's enemy.

(Level/2)d6 AOE hex Entangle, Target must be on earth/natural stone, G&I

20) Stone Swim:

20"/rnd Tunneling, 10 def of rock/stone/earth, leaves no tunnel, 1 min./level duration

25) Stone Armor II:

+10/10 Armor, +10/10 pd/ed only vs stun, No Hit Locations, LS: Pressure, Temp, +15 Str, x3 mass (6*Level) segment dur

28) Summon Greater Earth Elemental

28) Minefield:

(3+Level/2)dc Armor Piercing AOE hex +1 Stun Mod RKA vs PD, triggered (anyone other than caster stepping on hex), duration = (Level) hours. Affects (Level) hexes within (level)", independently triggered, must be natural surface.

30) Summon Greater Earth Elemental:

Summon Greater Earth Elemental. Max number at one time = (Level/5)-(Lesser Earth Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

35) Stone Rain: A hard rain is coming.

10d6 Autofire Energy Blast vs PD, AOE 6" Radius Non-selective, No Rng Mod, +5 OCV G&I

40) Mass Entomb:

(Level/3)d6 AOE (Level/4)" Radius Entangle, Target must be on earth/natural stone, G&I

 

 

 

 

Sphere of Fire

 

2) Kindle: Flaming embers leap from the caster's fingers at will. Good for lighting fires, too.

(6+Level)d6 Energy Blast, No KB, 1 minute duration. G&I

4) Fan of Flames:

(6+Level) d6 Energy Blast, AOE hex, 1 rnd duration (non-continuous) No Rng, No KB, G&I

5) Summon Mephit:

Summon Mephit. Max number at one time = (Level/3)-(Mephits died in service in last day). Duration=1 min./level or until killed/dismissed.

8) Flaming Sword: A weapon (or body part) bursts into flame.

Weapon (or bare hands) now does (3+Level/3)dc KA vs ed, No KB in addition to normal damage, 1 Min. Duration, Incantation, weapon will only burn while caster holds it. Flame damage crits the same as a normal hit.

9) Fiery Ray:

(4+Level)d6 EB, +(Level/2) OCV, Max rng=3*Lvl", Duration=(Level/2) rounds, No KB

10) Summon Lesser Fire Elemental

Summon Lesser Fire Elemental. Max number at one time = (Level/5)-(Lesser Fire Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

11) Blazing Light

3d6 Flash, AOE 5"Radius, Selective, G&I

12) Immolation: The caster is wreathed in flames. Any in HTH suffers the damage shield. Does not add w/Flaming Sword.

(3+Level/3)dc RKA, No KB Damage Shield, AOE Hex, Life Support vs Heat, +30 RDef vs Heat, HTH attacks do additional (3+Level/3)dc Flame Damage, 1 Min. Duration, Incantation

14) Flamesphere: Caster gets a good blaze going.

(6+Level)d6 AOE (Level/3)" R Energy Blast, Unc Cont 1 round duration, No KB, G&I, NoEnc

15) Summon Standard Fire Elemental

Summon Standard Fire Elemental. Max number at one time = (Level/10)-(Std. Fire Elementals died in service last week). Duration = 30min/level or until killed/dismissed.

20) Fiery Wrath: Streams of fire pour from the caster's fingertips, burning his enemies.

(6+Level)dc RKA, AOE 48" Cone, Selective Target, +(Level) OCV, No Rng Mod, No Rng, No KB, G & I, 1 turn dur

25) Fiery Barrier: Great sheets of fire extend from the ground high into the air.

(6+Level)dc RKA, AOE (3*Level) Unoccupied Hexes (Level)" high, 5 Minute Duration, Blocks Sight, No KB, G&I

30) Summon Greater Fire Elemental

Summon Greater Fire Elemental. Max number at one time = (Level/15)-(Std. Fire Elementals died in service last week). Duration = 1 hr./level or until killed/dismissed.

40) Purifying Flames:

4d6 RKA, AOE 96" Radius, Unc Continuous (5 min. Duration), No KB, G&I, No Enc. Caster and all worshippers of the caster's god are immune.

50) Wrath of God:

(Level/3) x (Level+8)d6 AOE (Level/2)" R Energy Blasts, No KB, G&I, No Enc. Targets in overlapped areas take only the highest damage and can only be crit'ed once. Duration=1 minute.

 

 

Sphere of Healing

1) Restore Vision:

Poof. Someone isn't flashed anymore. Usable at Rng, G&I

2) Healing Touch: The caster lays hands on someone and lets the healing power of the universe flow.

1d6 Stun Aid + 1d6 Body Aid, only to heal, Max of 6 pts/day to each stat, 2x effect & max vs worshippers. 6 uses within 2 rnds. G&I

3) Healing Rays:

2d6 Stun Aid + 1d6 Body Aid, @ range, only to heal, Max of 6 pts/day to each stat, 2x effect & max vs worshippers G&I 1 round duration

4) Cure Poison:

Poison effect in target is reduced by (Level/2) dice. No Rng, G&I.

5) Fortitude:

100d6 Con Aid, dispelled when target takes 3 attacks that would normally stun him or in 1 rnd. No Rng, G&I

7) Purification Field:

Changed Environment, 10"Radius, No Rng, Kills harmful microorganisms, G&I

8) Healing Hands: The caster lays hands on someone and lets the healing power of the universe flow.

3d6 Stun Aid + 3d6 Body Aid, only to heal, Max of 18 pts/day to each stat, 2x effect & max vs worshippers 6 uses within 2 rnds.G&I

10) Restore Faithful:

2d6 Aid vs any stat that has been drained. AOE 5"R vs worshippers Only to heal. No Rng, G&I

11) Aid

Target is +(level/3) steps on the recovery table for 1 minute. AOE 5"R vs worshippers No Rng, G&I

12) Rally

Allies in (Level)" Radius are -(Level/3) steps on PRE table (-((Level/3) phases of terror). No Rng, G&I

13) Healing Field:

3d6 Stun Aid + 3d6 Body Aid, AOE (Level)"R, Friends/allies only, max (5*Level) targets, No Rng, only to heal, Max of 18 pts/day to each stat, G&I, 1 round duration

14) Cure Impairment:

Impaired character isn't impaired any more.No range. G&I

15) Heal: The caster lays hands on someone and lets the healing power of the universe flow.

10d6 Stun Aid + 10d6 Body Aid, only to heal, Max of 60 pts/day to each stat, 6 uses within 2 rnds. G&I

18) Cure Disablement:

Disabled character isn't disabled any more. No range. G&I

20) Blessed Circle:

5d6 Stun Aid, Heal Only,AOE (Level)" Moveable Radius around caster, Unc Cont, Friends Only, Duration=1 rnd/lvl G&I

25) Fix: Poof, you are healed

Target is restored to full body and stun, unflashed, unstunned, unterrored, all drained stats are restored and all impairments/disablements are fixed. Usable at range, G&I

Sphere of Information

1) Discernment

+5 to Per rolls, Only vs Spoken/Written words, 1 hour/level duration, G&I

2) Insight

Deduction, (9+Int/5)-, 1 phase, G & I

3) Translator I

Universal Translator 17-, spoken only, 1 min./Level duration, G & I

4) Clear Sight

+20 Int vs Sight Images, Targeting Sense Invisible at Range, (5*Level) Minute Duration, G&I

5) Translator II

Universal Translator 17-, spoken only, 1 min./Level duration, Usable on others, G & I

6) Know Death

Clairvoyance, through time, only to determine cause of death (species of attacker/attack type), G & I

7) Alertness

3600 vision, +5 to per rolls, only to spot traps/attackers, Dur=10min/level

8) Identify

Detect Magic, Discriminatory, 1 minute to cast, Concentrate: 0 DCV, No Rng, G&I, No Enc

10) Mind Link

Form mind link w/target, 1 hour/level duration, G & I

12) Find Magic

Targeting Sense Magic at Range, (5*Level) Minute Duration, G&I

15) Guiding Hand

+6d6 Luck, only for making choices, G & I

20) Translation Field

Universal Translator, 17-, spoken only, AOE (Level)" Radius, 1 min./Level duration, G & I

25) Mass Mind Link

Up to (Level) targets are all mind linked with each other, 1 hour/level duration, G & I

30) Fair Warning

30d6 Telepathy, AOE (Level)" R Only to learn target's abilities/powers/equipment, +10 OECV

 

Sphere of Nature

1) Animal Friendship: The caster makes up for his lack of real friends by forcing animals to like him.

20d6 Mind Control, Telepathic, Single Command ("Be my friend"), Only vs Animals, G&I. Max (Level*5) levels of monsters controlled at one time

2) Snare: The caster causes available plant life to snare his enemies.

5d6 Entangle, Variable Effect based on plants in hex (Grass:1, Bushes:2, Trees:5), G&I

3) Animal Contact: Doctor Doolittle has nothing on you.

10d6 Telepathy, Only vs animals, Max Rng=(Level*5)", Duration = 1min/Level, G&I

4) Deer Running: See caster run.

+4d6"/round running, Self Only, 1 Minute Duration (no fade), G & I

5) Barkskin: The caster's skin becomes brownish, dry and rough.+3 Resistant Def, Self Only, Dur=1rnd/Level, G & I

6) Healing Waters: Take me to the river, wash me in the water

1d6 aid vs all stats below max, only to heal, -1 level poison and acid/rnd uncontrolled continuous, max 30pts/day, must be in natural water (river, lake, ocean, heavy rain), G&I

7) Control Temperature:The caster can control the temperature, to put it in a nutshell.

Control Environment, +/- 2 temperature levels, 32" Radius, Centered on Self, 1 hour/level duration

8) Fish Swimming:

+6d6"/rnd swimming, self only, Life Support: Water Breathing, Pressure, 1 minute/level duration (no fade)

10) Ox Strength:

4d6 Str Aid, Self Only, Duration=1 min./lvl (no fade)G & I

11) Transport via Plants:

60" Teleport, Invisible Effects, Start & End point must be large, living plants

12) Summon Lesser Elemental:

Summon Lesser Air, Earth or Water Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

14) Control Winds:

Control Environment, 10 Hex Radius/level, +/- 1 level wind/3 levels, 1 Minute/level duration, G & I

15) Mass Tangle: 5d6 Entangle, AOE 5 hexes/level, Selective Target, No Range Mod, No Range, Variable Effect based on plants in hex (Grass:1, Bushes:2, Trees:5), G&I

18) Summon Standard Elemental

Summon Standard Air, Earth or Water Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

20) Summon Treefolk

Summon Standard Tree Elemental. +5 to control rolls. Max number at one time = (Level/5)-(Tree Elementals died in service last week). Duration = 1 hour/level or until killed/dismissed. Must have suitable tree available.

19) Quicksand

AOE: Level2 hexes of unworked stone/earth. Non-flyers roll Str Roll @ -3 every " moved or -1" move. Dur: (Level)min

25) Control Weather:

+/-2 Level Rain, +/-2 Levels Temperature, +/- 3 Levels Wind, Level*100" Radius, 1 Hour/Level Effect, No Rng

30) Hurricane: Caster creates hurricane. Must be cast on an area. Effect builds over 1 minute.

Change Environment, Wind Level 6, 500" Radius, No Rng, 1 minute delay, 1 Hour Effect, Gestures

35) Summon Greater Elemental:

Summon Greater Air, Earth or Water Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

Sphere of Rites

1) Confirmation

Suitable willing target becomes official `worshipper' or appropriate god, G&I, 10 minutes to cast. Can also be used to perform marriages.

2) Examine

Caster knows which of (Level^2) targets within (5*Level)" are worshippers of caster's god.

3) Bless Weapon

Target weapon (no rng) is now blessed and can affect monsters that need a magic weapon to hit. Dur=1 day/level. 5 minutes to cast.

5) Reserved

6) Maintain Shrine

Shrine is blessed and will remain holy for another (5*Level) days, G&I, 10 minutes to cast

8) Holy Barrier

Non-worshippers must make Ego Roll @ -(Level/5) or cannot enter holy ground. No Rng, G&I, Duration=1 min./level AOE: 1 holy area.

9) Excommunicate

Reverses confirmation. Only usable against characters who have strayed.

10)Reserved

12) Bless Defenders

Up to (Level) target worshippers get bonuses while on holy ground. At a shrine bonus = +1 OCV, +1 DCV, +5 resistant def, at temples bonus = +2 OCV/DCV, +10 resistant def, at high temple bonus = +3 OCV/DCV, +15 resistant def. Dur=1 hour/level.

15) Maintain Temple

Temple is blessed and will remain holy for another (3*Level) days, G&I, 1 hour to cast, requires the presence and participation of at least (1000/Level2) worshippers.

18) Holy Wards

All worshippers on holy ground gain +10 Ego Def, +5 Power Def, +5 Flash Def, Immunity to gasses and poisons. Dur = 1 hour/level.

19) Induction

Target worshipper can now become a Channeler or Holy Warrior. G&I, 10 min. to cast

20)

25) Create Shrine

Suitable site is consecrated and is now a Shrine. G&I, 1 day to cast, requires (1000/Level2) worshippers.

30) Maintain High Temple

Temple is blessed and will remain holy for another (Level) days, G&I, 5 hours to cast, requires the presence and participation of at least (10,000/Level2) worshippers.

40) Create Temple

Suitable site is consecrated and is now a Shrine. G&I, 1 month to cast, requires (50,000/Level2) worshippers.

50) Create High Temple

Suitable site is consecrated and is now a Shrine. G&I, 6 months to cast, requires (2,500,000/Level2) worshippers.

 

Shrine Size=up to 10hex2, Temple = up to 100hex2 High Temple = up to 1000hex2. Shrines and Temples are holy ground. Worshippers of the appropriate god recover spell end at 1.5x normal rate in shrines, 2x normal rate in temples and 3x normal rate in High Temples.

 

Sphere of Water

3) Desiccate: Dry skin can be a horrible thing.

2d6 NND Does Body AOE 6" Radius, Unc Cont, 1+(Level/3) rnd duration. Def=non-water-based life, G&I

4) Create Water: Creates (Level)d6 liters of pure, room-temperature water, No Rng, G&I

5) Summon Hydrot:

Summon Hydrot. Max number at one time = (Level/3)-(Mephits died in service in last day). Duration=1 min./level or until killed/dismissed.

10) Summon Lesser Water Elemental:

Summon Lesser Water Elemental. Max number at one time = (Level/5)-(Lesser Water Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

11) Cold Dart: (3+level/2)d6 NND (cold) +(Level/2) OCV, (Level) uses in (Level/2) rnds. G&I

14) Waterbolt

(6+Level)d6 EB vs PD, +(Level/2) OCV, Does (Level)" of knockback (modified by weight), 1 rnd duration. G&I

15) Summon Standard Water Elemental:

Summon Standard Water Elemental. Max number at one time = (Level/5)-(Standard Water Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

18) Waterform: Caster gets all blue and wobbly.

1/2 Physical Damage Reduction, LS: Pressure 2xstun & body from heat/flame attacks 1 Minute Duration

20) Ice Storm: Hail the size of grapefruit

8d6 vs. PD, Autofire, AOE 8" Radius, Selective, OCV=5+Level, NRM, Indirect (from above) G&I, No Enc, Max rng=50", Only under open sky, <=200C, some humidity

25) Cone of Cold: Blue light shines from the caster's hands, and all within the area fell the chill.

8d6 NND AOE (Level)" Cone, No Rng, G&I, No Enc

30) Summon Greater Water Elemental:

Summon Greater Water Elemental. Max number at one time = (Level/5)-(Lesser Water Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

 

Ahtos

Aliases

Father of Storms

Area of Worship

Marines, any with sailor background

Enemies

Sea Monsters. Fire Elementals, Fire using beings (ie Hellhounds)

Description

Ancient Sea God. Usually depicted as an aged but powerfully built humanoid

Symbols

Seagull

Quests

 

 

Reward

Long Sea Voyage

 

 

1/week without touching dry land

Transgressions

 

 

Penalty

Failure to Sacrifice before sailing

-5 BPs. May also sink boat

Modifiers

 

 

Bonus

 

 

Blessings

Roll

BP Cost

Effect

Waterlife

5-

15

Life Support: Underwater Breathing & Pressure, +5" swim/rnd, 1 day duration

 

 

 

 

 

 

 

 

Skills

PS: Sailor, Navigation

Special Spells

 

 

 

5) Summon Hydrot

As Summon Hydrot (Water) but max is (Level) and caster is +3 to control roll, must have salt water

10) Calm Water

CE: (10*Level)"R, -(Level/2) on wind and rain,dur: 1 hour/level, no rng, moves with caster

20) ???

 

 

 

Ebashi

Aliases

Soul of the Forest

Area of Worship

Any non-Mage

Enemies

Extra-dimensional beings

Description

Usually represented by a large but simply dressed member of the worshipper's species with leaves for hair

Symbols

Leaf

Quests

 

 

Reward

Commune with nature

2pt/uninterrupted month spend outside artificial structures

 

 

 

 

 

 

 

 

 

 

 

Transgressions

 

 

Penalty

Pointless killing/destruction

1-10bps, based on severity and lack of purpose

 

 

Modifiers

 

 

Bonus

 

 

Blessings

Roll

BP Cost

Effect

Rouse Forest

5-

30

Summon 3d6 Greater Tree Elementals from suitable trees. Duration 1 hour

Stream of Life

6-

15

20d6 Stun & Aid, Only to heal, self, 10d6 Stun & Body Aid to all allies within 15"

 

 

 

 

Skills

Camouflage, Tracking

Special Spells

 

 

 

5) Summon Nature Sprite

Summon Lesser Nature Sprite. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed. +3 to control, must have appropriate flora.

10) Nature Power

Deer Running, Barkskin, Fish Swimming and Ox Strength, Dur: 1 rnd/level

20) Banish

Ego vs Ego roll with Extra-dimensional being. If you win they are banished, if they win you take 3d6 NND does body. 1 rnd duration

Flynn

Aliases

 

Area of Worship

Amazon, Human, Elves, 1/2 Elves, must be Altruistic, Hedonist, Honorable, Emotional or have `Thrill of Adventure motivation. Cannot be Cautious, Grim or Patient. Characters may be Holy Warriors if their stats qualify them to be Swashbucklers

Description

Unusually attractive Amazon, Human, Elf or Half-Elf with really great hair.

Enemies

Evil members of worshipper's species

Symbols

 

Quests

 

 

Reward

Swing from a chandelier, pull curtain down

over someone's head, pull rug out from under someone, etc.

+1 BP, +1 per 2x

 

 

 

 

 

 

 

 

 

Transgressions

 

 

Penalty

Ignore a cry of distress

-5 BPs

 

 

Modifiers

 

 

Bonus

 

 

Blessings

Roll

BP Cost

Effect

Fair Fight

11-

5

Enemies must attack one at a time (Hand-to-Hand enemies only)

Confound Enemies

10-

10

1024" Teleport, along a path that could be traversed by requestor, can be to vaguely described location

Inexplicable Survival

9-

25

Requestor shows up with no explanation after seeming to die (d6 days). Any equipment not taken by enemies (or friends) is kept. May be requested after death

Skills

Blather, Acrobatics, Seduction

Special Spells

 

 

 

5) Yoinks!

Caster takes no penalties for multiple dive-for-covers, and is not limited to 1/2 move for total distance. 1 min. dur

10)

 

 

 

20)

 

 

 

Grugni Ironfist

Aliases

Forger of Souls

Area of Worship

Dwarves, Gnomes with at least 15 Str

Enemies

Evil Dwarves, Kobolds, Orcs

Description

Chief of the Dwarven Pantheon. Grungni wears heavy metal armor and carries a blacksmith's hammer

Symbols

Two crossed hammers

Quests

 

 

Reward

Slay Orc, 1/2 Orc or Urukk

2 BP, +1 per 2x

Slay Ogre

 

3 BP, +1 per 2x

Slay Troll

 

 

5 BP, +1 per 2x

Slay Dragon

 

 

20 BP, +1 per 2x

Transgressions

 

 

Penalty

Fleeing Battle

-5 BPs

Forsake Dwarf/Gnome in need

-25 BPs

Modifiers

 

 

Bonus

Wielding a Hammer

+1, +1 per point of magic bonus

Blessings

Roll

BP Cost

Effect

Restless Vitality

8-

10

No penalty for multiple pushes 1 battle, +5 to push rolls

Stoneheart

7-

15

1/2 Energy, Physical, Poison reduction, No bleeding, +5 Def, 1 battle

Curse of Grugni

6-

20

Weapons and shields used to parry requestor must roll 8- (+magical bonus) or

shatter. Armor must roll 8-(+magical bonus) or lose d6 def when struck

Skills

PS: Smith

Special Spells

 

 

 

5) Bless Weapons

Up to (Level/3) Axes/Hammers gain +(Level/3) Bonus, not cumulative with inherent bonus, No Rng, 1min

10) Iron Skin

Caster gets +(2*Level)RDef, 1 min. duration

20) Iron Fist

Caster is +5 OCV, +5 Damage classes with HTH attacks, 1 min. duration

Gruumsh

Aliases

One-Eyed One

Worshipers

1/2 Orcs, Urukks, Kobbits

Enemies

Mages, non-Gruumsh Holy Warriors and Channelers

Description

A large Orc with one red eye located in the center of his forehead

Symbols

Red Eye

Quests

 

 

Reward

Loot

+1 BP for 250sp, +1 per 2x

Crit HTH attack vs Worthy opponent

+1 BPs, +1 per 2x

Defeat Worthy opponent in battle

+2 BPs, +1 per 2x

Transgressions

 

 

 

Fleeing Battle

-5 BPs

Modifiers

 

 

Bonus

Pluck out 1 eye (-1" to all range mods)

+5 to Blessing rolls

Blessings

Roll

BP Cost

Effect

Strength

6-

10

+25 Str, 1 battle

Gruumsh's Wrath

6-

15

6d6 RKA (lightning), 18 OCV, indirect, NRM, Max rng=30" must be under open sky

Glorious Death

4-

25

Requestor is healed to full stun and end. Immunity to Pre and Ego attacks, +5 Str, +10" running per round, (not cumulative with other blessings) +2 OCV, 3/4 damage reduction vs Stun, 1 battle. Death at end of battle

Skills

Berserking

5) Evil Eye

2d6 Dex Drain, Only for CVs, rec 1pt/min., +5 OCV

10) Inspiration

All Gruumsh worshippers within (Level)" are +2 OCV +2dc, 1 minute duration

20) Foot of Gruumsh

AOE 5"x20" rectangle, 16d6 Normal attack, -3 to Dive for Cover, must be under open sky

 

 

 

 

Hodunn

Aliases

Grey Wolf of the North, Berserker Lord

Area of Worship

Warriors of the Empire, Mercenary Warriors, Barbarians of the north

Enemies

Orcs, Giant Humanoids (Ogres, Trolls, Half Giants, Giants)

History

Hodunn was a mercenary barbarian. He rose to fame during the Unification Wars, ending the war as the commanding general of the Empire. He took enormous amounts of pay and loot and built a fabulous palace.

Symbols

Wolf's head

Quests

 

 

Reward

Defeat Worthy opponent in battle

+2 BPs, +1 per 2x

Transgressions

 

 

Penalty

Fleeing Battle

-5 BPs

Breaking Mercenary Contract

-50 BPs

Modifiers

 

 

Bonus

Hodunn Holy Symbol

+1 to Blessing roll for 10sp Holy Symbol. +1 Mod per 10x cost

Blessings

Roll

BP Cost

Effect

Strength

6-

10

+25 Str, 1 battle

Speed

6-

15

+25" running/rnd, 1 battle

Glorious Death

4-

25

Requestor is healed to full stun and end. Immunity to Pre and Ego attacks, +5 Str, +10" running per round, (not cumulative with other blessings) +2 OCV, 3/4 damage reduction vs Stun, 1 battle. Death at end of battle

Skills

Berserking, Oratory, Tactics

Special Spells

 

 

 

5) Wolfheart

LS vs Cold, Crits against caster do no extra damage, 1 min. duration

10) Frenzy

+3 OCV, +3dc with HTH attacks, take 2d6 NND does body/phase, 1 min. dur, only while Berserk

20) Juggernaut

+5 RDef, +10 Rec, +50 Stun, 1 min. duration

 

 

Jeb

Aliases

Prince of Paupers, Rabble Lord

Worshipers

Human, Hobbit, Kobbit, 1/2 Orcs with peasant Legacy

Enemies

Evil merchants,& landowners and their hirelings

Description

Folk god of the Empire, He is depicted as a young, muscular peasant

Symbols

Circle bisected by horizontal line

Quests

 

 

Reward

Risk Life for non-profit good cause

1-5 BPs (based on risk)

Help peasants

 

1-5 BPs

Critical shot w/missile weapon vs full DCV opponent

1 BPs, +1 per 2x

Transgressions

 

 

Penalty

Living/Eating well

1-3 BPs/day

Modifiers

 

 

Bonus

Jeb Holy Symbol

+1 to Blessing roll for 1sp Holy Symbol

Blessings

Roll

BP Cost

Effect

Hearten

7-

10

Up to 100 friendly characters are -1 level effect from Pre attacks for 1 battle

Bless Weapons

5-

15

Up to 10 weapons are treated as +3 for 1 battle

Resolve

5-

8

+15d6 Stun Aid, +15d6 End Aid, self only

Miraculous Recovery

4-

25

Dead or dying requestor is alive at 1 body (can be requested after death)

Skills

PS: Farming, Scrounging

Special Spells

 

 

 

5)

 

 

 

10)

 

 

 

20)

 

 

 

Jogarth

Aliases

King of the Harvest

Worshipers

Farmers or farm-related legacy

Enemies

Crop parasites, herd-eating monsters

Description

Depicted as a large member of worshipper's species with golden skin and wearing a wreath of wheat as a crown

Symbols

Wheat Wreath

Quests

 

 

Reward

Successful Planting

2 BPs (Max 3 BPS/year)

Successful Harvest

 

2 BPs (Max 3 BPS/year)

Transgressions

 

 

Penalty

Wasting/Destroying food

1-5 BPs

Modifiers

 

 

Bonus

Holy Symbol

+1 for 10sp Holy Symbol. +1 per 3x cost

Blessings

Roll

BP Cost

Effect

Miracle Feast

8-

5

A few seeds/scraps become hearty meal for (Level^2) people

Skills

PS: Farming

Kimon

Aliases

The Preserver, The Lawgiver

Worshipers

Any race, must be Honorable, Loyal or Never Lies

Enemies

Demons, Demonic Beings, Dark Tower Channelers & Holy Warriors

Description

Ancient God, now making a comeback. Depicted as a blindfolded humanoid

Symbols

none

Quests

 

 

Reward

Kill Servant of the Dark Tower

1 BPs, +1 per 2x

Kill Bladeling or Minor Demon of the Dark Tower

3 BPs, +2 pert 2x

Kill Major Demon of the Dark Tower

5 BPs, +3 per 2x

Transgressions

 

 

Penalty

Break Law

 

 

1-10 BPs (Jaywalk =1, Murder = 10)

Break Oath

15 BPs

Modifiers

 

 

Bonus

 

 

Blessings

Roll

BP Cost

Effect

Aura of Kimon

6-

20

+15 Resistant Def, Flash, Power, Ego Def, 1 Battle

True Sight

6-

10

Immune to Mental Images, Illusions, Invisibility, +5 to vis perception, 1 hour

Resolve

5-

8

+15d6 Stun Aid, self only

Miraculous Recovery

4-

25

Dead or dying requestor is alive at 1 body (can be requested after death)

Skills

PS: Law, Paramedics

Special Spells

 

 

 

5) Inner Light

Caster is immune to magical Darkness and Sphere of Darkness NNDs, +10pts Power Def vs Drains & Transfers 1 min., Incantation

10) Righteous Strike

(Level)d6 NND, does body, +(Level/2) OCV, only vs Enemy, 1 rnd duration, Incantation

20) Judgement of Kimon

(Level)d6 NND does body, AOE (Level)"R, only vs Enemy, Incantation

 

 

 

 

Kraq Kisstoreth

Aliases

Great Lord of the Desert

Worshippers

Araq

Enemies

Thieves, Desert Monsters

History

 

Symbols

 

Quests

 

 

Reward

Surprise attack vs Worthy opponent

+2 BPs, +1 per 2x

Lifetime Tithe

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