Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
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