Realm of Divine Magic.pdf - le verrah rubicon - Free
Realm of Divine Magic.pdf - le verrah rubicon - Free
Realm of Divine Magic.pdf - le verrah rubicon - Free
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Warhammer Fanrasy Ro<strong>le</strong> Play<br />
<strong>Realm</strong> Of <strong>Divine</strong> <strong>Magic</strong><br />
<strong>Magic</strong> Point expenditures for each prayer are listed in the prayer descriptions in the<br />
Common Prayers and Cult Descriptions chapters.<br />
A c<strong>le</strong>ric invoking a prayer must be ab<strong>le</strong> to speak the appropriate key phrases <strong>of</strong> the<br />
prayer, must be in f<strong>le</strong>sh contact with the appropriate sacred token, and must be ab<strong>le</strong> to<br />
mentally compose his <strong>of</strong>fering <strong>of</strong> <strong>Magic</strong> Points to the glory <strong>of</strong> his patron. Anything which<br />
interferes with speaking the key phrases, touching the sacred token, or concentrating on<br />
the <strong>of</strong>fering <strong>of</strong> personal power may prevent the successful invocation <strong>of</strong> the prayer.<br />
Whi<strong>le</strong> a c<strong>le</strong>ric is invoking a prayer, he may perform no other action. During<br />
invocation <strong>of</strong> a prayer a c<strong>le</strong>ric is considered to be prone for the purposes <strong>of</strong> attacks (i.e.,<br />
he is hit automatically and for doub<strong>le</strong> damage). If the prayer is interrupted for any reason<br />
(i.e., if the c<strong>le</strong>ric is successfully attacked, or if he voluntarily interrupts a prayer to parry a<br />
blow), the prayer is spoi<strong>le</strong>d, and no magical effect is received from the divine patron,<br />
though the <strong>Magic</strong> Points <strong>of</strong>fered to the patron are still expended in the fai<strong>le</strong>d attempt.<br />
Invoking a prayer requires one round.<br />
Initiative Penalty for Creating <strong>Divine</strong> <strong>Magic</strong> Effects<br />
<strong>Divine</strong> prayer and divine artifact magic effects occur within a round at the invoking<br />
c<strong>le</strong>ric's Initiative with a -30 penalty. There is always this brief delay whi<strong>le</strong> the divine<br />
patron hears his follower's petition, then produces the requested magic effect.<br />
Sacred Tokens<br />
Sacred tokens are symbolic representations signifying the authority and protection <strong>of</strong><br />
the cultist's divine patron. The symbols are carved or engraved in wood, <strong>le</strong>ather, metal, or<br />
gemstone, or woven or embroidered into the cultists garments, according to individual<br />
cult practice, then are ceremonially consecrated to the divine patron by a third rank priest<br />
or druid with the Consecrate <strong>Divine</strong> Artifact prayer. Sacred tokens are <strong>le</strong>sser divine<br />
artifacts, and as such produce an inactive magic effect perceivab<strong>le</strong> to a Detect <strong>Magic</strong><br />
prayer or spell.<br />
Since a third rank prayer is required to consecrate a sacred token, an initiate receives<br />
his first sacred token from a superior in the cult hierarchy. This first sacred token is<br />
included in an initiate's trappings. A cultist may receive other sacred tokens from his cult<br />
as rewards for faithful service or in replacement <strong>of</strong> lost or destroyed tokens. An initiate's<br />
first sacred token is typically in the form <strong>of</strong> a staff bearing the cult's symbol; later he may<br />
also receive an amu<strong>le</strong>t and a garment design as sacred tokens. Mundane tokens (i.e., nonconsecrated<br />
tokens) may also be worn, though they may not be used to invoke prayers.<br />
Targeting Prayers<br />
Before invoking a prayer, the c<strong>le</strong>ric must specify the subject or location where the<br />
magical effect is to be targeted. Each prayer description indicates what subject or area<br />
may be affected with that prayer.<br />
To accurately target a prayer's effects, a c<strong>le</strong>ric must see the target (with normal vision,<br />
or through some form <strong>of</strong> magical sight).<br />
If the target can be seen, it is hit automatically. (Unlike missi<strong>le</strong> combat, the targeting <strong>of</strong><br />
the magical effects <strong>of</strong> prayers is not affected by marksmanship.)<br />
If the target cannot be seen, the Gamemaster considers the circumstances, then<br />
determines the location <strong>of</strong> a prayer's area <strong>of</strong> effect at his discretion. For examp<strong>le</strong>, if a<br />
prayer is invoked in total darkness, the Gamemaster may decide that any one <strong>of</strong> a number<br />
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