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Cults of G.. - Index of - Free

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Morale<br />

Duration 1 day, Magnitude 2, Progressive<br />

Cult: Humakt<br />

This spell requires an hour-long ritual to cast. It blesses<br />

the battle standard <strong>of</strong> a warband or company <strong>of</strong> soldiers.<br />

Each point gives up to one hundred initiates in that cult a<br />

+10% to their unit’s main Weapon skill. It lasts until the<br />

next sunrise or sunset, whichever comes first.<br />

Outlaw<br />

Instant, Magnitude 1, Range Special<br />

Cult: Orlanth<br />

This ritual spell takes one hour to complete and can<br />

only be cast upon a target who is cast out from the clan<br />

or tribe. It immediately brands the target as an enemy<br />

<strong>of</strong> the clan or tribe. The target will always register as<br />

such with Detect Enemy and similar spells for as long<br />

as the outlawry continues. The target immediately loses<br />

any special tribal or clan magic they possessed and all<br />

members <strong>of</strong> his former community will know <strong>of</strong> his<br />

status.<br />

Passage<br />

Duration 8 weeks, Magnitude 1, Progressive, Touch<br />

Cult: Issaries<br />

This spell must be used to bypass a Lock spell. For<br />

each Magnitude <strong>of</strong> Passage, one additional person may<br />

pass through or open the Lock besides the caster. It is<br />

cast upon the door (or relevant item) and those allowed<br />

Passage must be present, laying their hands upon the<br />

opening while the spell is cast.<br />

Pathfinder<br />

Duration Special, Magnitude 2, Touch<br />

Cult: Vinga<br />

This spell is used when exploring new or dangerous<br />

territory. It functions so long as the recipient has not<br />

travelled down the path he is on or visited the locale<br />

before. Should the recipient enter an area that they have<br />

been to before, the spell ends immediately. While in<br />

effect, spell alerts the caster to the location and number<br />

<strong>of</strong> all enemies and traps within 100m <strong>of</strong> him.<br />

Plough Strong<br />

Duration 1 day, Magnitude 2<br />

Cult: Barntar<br />

This spell allows the user to plough twice the amount <strong>of</strong><br />

land he would ordinarily be able to till over the course<br />

<strong>of</strong> the day. The spell requires the user to pull the plough<br />

along with his oxen for the duration <strong>of</strong> the spell.<br />

Proteus<br />

Duration 15, Magnitude 3<br />

Cult: Triolina<br />

This spell allows the caster to change his shape to that<br />

<strong>of</strong> another creature. The caster must have had physical<br />

contact with the creature he wishes to change into. He<br />

can also use any special innate powers <strong>of</strong> the creature he<br />

has become such as a troll’s Earth Sense.<br />

For the duration <strong>of</strong> the spell, the user can transform<br />

back and forth between his usual shape and the chosen<br />

creature’s. Each transformation takes one Combat Round,<br />

during which the caster can do nothing else.<br />

Purify Water<br />

Instant, Magnitude 1, Progressive, Ranged<br />

Cult: Sea, Magasta<br />

This spell causes a body <strong>of</strong> water no larger than 10 cubic<br />

metres to purify <strong>of</strong> all contaminents and extraneous<br />

particles (such as salt or grit) making it suitable for<br />

drinking.<br />

Radiate<br />

Duration 15, Magnitude 3<br />

Cult: Sun Dragon<br />

The caster’s body immediately begins to radiate an<br />

incredible heat. Anything touching him takes 1D6 damage<br />

(if they touch him with a body location, they take that<br />

damage on each hit location in contact with the caster).<br />

The heat drops <strong>of</strong>f with great rapidity over distance and<br />

anything more than a few centimetres from the caster is<br />

unaffected.<br />

89<br />

Divine Spells

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