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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

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