Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
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Divine Spells<br />
92<br />
Slash<br />
Duration 15, Magnitude 1, Progressive, Touch<br />
Cult: Babeester Gor<br />
This spell must be cast upon an axe (one or two handed).<br />
Each point <strong>of</strong> Magnitude increases damage done by<br />
1D4.<br />
Sleep<br />
Duration 15, Magnitude 1, Progressive, Ranged, Resist<br />
(Persistence)<br />
Cult: Chalana Arroy, Erissa<br />
The target falls into a deep sleep for the duration <strong>of</strong> the<br />
spell. The target only awakens if injured or if a hostile<br />
spell is targeted on them. For each additional point <strong>of</strong><br />
Magnitude, the caster can designate another target.<br />
Sleep to Life<br />
Duration varies, Magnitude 2, Progressive<br />
Cult: Odayla<br />
The caster can heal even terrible wounds on himself, by<br />
sleeping them <strong>of</strong>f. He decides in advance how long he<br />
will sleep for: for every hour, he heals 1 hit point and<br />
the effects <strong>of</strong> Minor and Serious Wounds are lost as his<br />
hit points recover (although the scars and other physical<br />
signs remain). Major Wounds and – title <strong>of</strong> the spell<br />
notwithstanding – death cannot be reversed this way. The<br />
character is helpless and very hard to awaken during this<br />
restorative sleep, but if he is roused, then all the healing<br />
effects accrued during that nap are lost.<br />
Smashing Downpour<br />
Duration 10, Magnitude 2, Progressive, Ranged<br />
Cult: Heler<br />
This spell can only be cast when it is raining or snowing.<br />
Each round, the driving hail pounds the area doing 1D3<br />
points <strong>of</strong> damage (roll random hit location) to anyone<br />
exposed to it. Armour and magical defences such as<br />
Shield and Protection reduce this damage as will taking<br />
shelter under something sturdy enough to resist the<br />
damage. Acolytes and Runepriests <strong>of</strong> Heler are immune<br />
to this damage.<br />
For every 2 points <strong>of</strong> Magnitude in this spell, the Hail<br />
does 1D3 more points <strong>of</strong> damage or the radius <strong>of</strong> effect<br />
increases by 100m. When the spell ends, the rain or snow<br />
ends as well.<br />
Snow<br />
Duration 15, Magnitude 1, Progressive, Ranged<br />
Cult: Valind<br />
This spell must be cast when precipitation is present. For<br />
the duration <strong>of</strong> this spell, if it is raining, the spell changes<br />
all the rain to snow, sleet or hail (at the Games Master’s<br />
discretion) within the area <strong>of</strong> effect. If it is already<br />
snowing, the spell doubles the amount <strong>of</strong> snow falling.<br />
For each point <strong>of</strong> Magnitude in this spell, the caster can<br />
increase the radius <strong>of</strong> effect by 100 metres.<br />
Solace<br />
Duration 1 day, Magnitude 1, Touch<br />
Cult: Chalana Arroy, Xiola Umbar<br />
This spell is cast upon a sufferer. While it lasts, the spell<br />
cancels mental distress and anguish, be it grief over the<br />
loss <strong>of</strong> a loved one, fear <strong>of</strong> death, or any other sort <strong>of</strong><br />
angst and anguish. The target is able to continue with<br />
his regular actions, relieved <strong>of</strong> the stress and sorrow. It<br />
does not alleviate the effects <strong>of</strong> physical pain such as that<br />
caused by disease, wounds, nor does it promote healing.<br />
However, it permits the recipient to deal with their<br />
impending fate bravely.<br />
Speaking Ritual<br />
Duration 1 hour, Magnitude 1, Touch<br />
Cult: Issaries<br />
This spell allows the caster to learn the basics <strong>of</strong> a new<br />
language. During the course <strong>of</strong> the hour-long ritual, the<br />
caster and a person who knows the language the caster<br />
desires to learn sit together. They must talk uninterrupted<br />
for the duration <strong>of</strong> this spell. At the end <strong>of</strong> the spell, the<br />
caster must successfully roll his Language (Tradetalk)<br />
and the other person must succeed on a test <strong>of</strong> his own<br />
Language skill. If both are successful, the caster learns<br />
the new language at a percentage equal to his INT and<br />
the other participant learns Language (Tradetalk) at a<br />
percentage equal to his own INT. Should either <strong>of</strong> them<br />
fail, the spell is unsuccessful.