Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
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The caster may transport one object <strong>of</strong> a SIZ equal to<br />
his POW, through the air for the duration <strong>of</strong> the spell.<br />
Convert any ENC to the equivalent SIZ.<br />
An object affected by this spell moves at 3m per round.<br />
Float<br />
Duration 15, Magnitude 1, Progressive, Ranged<br />
Cult: River God, Sea<br />
This spell is intended to be cast on submerged items or<br />
objects that need to be conveyed over water. For each<br />
point <strong>of</strong> Magnitude, 100kg <strong>of</strong> material is transported<br />
just below the surface <strong>of</strong> the water. Heavier objects will<br />
not float but will continue to sink – albeit more slowly.<br />
Lighter objects will be raised about halfway out <strong>of</strong> the<br />
water, bobbing about.<br />
<strong>Free</strong>zing Wind<br />
Duration 15, Magnitude 1, Progressive, Ranged<br />
Cult: Valind<br />
For the duration <strong>of</strong> this spell, the average wind temperature<br />
decreases by 1d10 degrees centigrade. All winds within<br />
100 metres <strong>of</strong> the caster are affected. For each point <strong>of</strong><br />
Magnitude, the caster can decrease the wind temperature<br />
by another 1d10 degrees or increase the radius <strong>of</strong> effect<br />
by 100m. The spells has no effect on wind strength or<br />
direction.<br />
Fruition<br />
Duration Instant, Magnitude 1, Touch<br />
Cult: Flamal<br />
This spell takes one entire day to cast and causes one tree<br />
or plants covering a patch <strong>of</strong> ground 3m x 3m to bear<br />
fruit. The casting time is to ensure that the plant spirit<br />
is appeased should the spell kill it. Depending on the<br />
season, the spell has a chance <strong>of</strong> killing the affected plant<br />
life: Sea 30%, Fire 15%, Earth 10%, Darkness 50%,<br />
Storm 70%. If the spell is cast during the Sacred Time,<br />
the plant always survives. Sentient or magical plants may<br />
make a Resist (Resilience) test against this spell at the<br />
Games Master’s option.<br />
Great Parry<br />
Duration 15, Magnitude 3, Touch<br />
Cult: Babeester Gor<br />
The Shield <strong>of</strong> Arran once belonged to Babeester Gor’s<br />
mother, Ernalda. She had little use for it and gave it to<br />
her daughter. When cast upon a shield, the spell gives<br />
it an unlimited number <strong>of</strong> armour points for the spell’s<br />
duration. Knockback still affects the shield’s wielder.<br />
Great Roar<br />
Instant, Magnitude 2, Resist (Persistence)<br />
Cult: Star Bear<br />
This spell lets the caster give forth a great roar. Anyone<br />
within earshot <strong>of</strong> this spell (50m) who is not an ally or<br />
follower will suffer the effects <strong>of</strong> a Befuddle spell. This<br />
Befuddle-like effect is similar to the Rune Magic spell<br />
except that those affected may elect to run away for the<br />
duration that they are affected.<br />
Group Defense<br />
Concentration, Magnitude 3, Progressive, Ranged<br />
Cult: Xiola Umbar<br />
This spell creates a veil-like barrier enclosing the caster<br />
in a circle with a 5m radius. All those within the barrier<br />
automatically lose 1 Magic Point when it forms – no<br />
more and no less. These Magic Points are absorbed into<br />
the barrier. Any creature attempting to pass the barrier<br />
automatically takes damage equal to the number <strong>of</strong><br />
Magic Points in the barrier to a random hit location.<br />
Armour does not protect against this damage, but it can<br />
be blocked by Countermagic or Shield.<br />
For every 3 points <strong>of</strong> Magnitude in this spell, those<br />
within the barrier lose an additional Magic Point and the<br />
damaging effects are increased accordingly. This spell<br />
remains active so long as the casting priestess maintains<br />
her concentration.<br />
Guided Teleportation<br />
Instant, Magnitude 3<br />
Cult: Mastakos<br />
This spell returns the caster to a specific spot made sacred<br />
to Mastakos through a complicated week-long ritual<br />
which is learned when acquiring the spell. A week spent<br />
performing the ritual again allows the caster to move the<br />
location. The spell has no range limitations.<br />
85<br />
Divine Spells