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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.

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