Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
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Spell Trading<br />
Instant, Magnitude 2, Touch<br />
Cult: Issaries<br />
This spell allows the caster to trade one use <strong>of</strong> any <strong>of</strong> his<br />
currently known Divine spells (except for Spell Trading)<br />
in exchange for one Divine spell known by another.<br />
Its original owner loses their ability to cast the spell<br />
immediately.<br />
Spell trading requires special circumstances for the magic<br />
to work properly:<br />
1. Trade items accompanying the magic must be stated<br />
in advance. Exact prices are negotiable but Issaries<br />
insists that the caster have a clear pr<strong>of</strong>it in one form<br />
or another.<br />
2. Some sort <strong>of</strong> token must be passed as a part <strong>of</strong> the<br />
trade. This item must symbolise in some way the spell<br />
being traded. For example, a dagger might represent<br />
a Humakti spell, or trading a Mindblast spell might<br />
require the exchange <strong>of</strong> a cracked skull.<br />
3. Each participant must simultaneously roll 1D100.<br />
If 01-95 is rolled by both, the spell was passed<br />
successfully. A 96-00 result by either participant<br />
means that the spell was activated against the other<br />
one and immediately takes effect. If Sunspear was<br />
being traded, for example, the intended recipient<br />
would be stuck by the blast.<br />
Spirit Blade<br />
Duration 15, Magnitude 1, Progressive, Ranged<br />
Cult: Kab Tolat Solf<br />
This spell allows the recipient to fight spirits or other<br />
incorporeal beings with a sword. For each point <strong>of</strong><br />
Magnitude in this spell, the recipient gains a +10% bonus<br />
on their rolls and does an additional point <strong>of</strong> damage<br />
to their foe on a successful attack. When this spell is<br />
effect, the user’s sword takes on an unearthly, translucent<br />
shimmer.<br />
Sprout<br />
Duration 15, Magnitude 2, Touch<br />
Cult: Flamal<br />
This spell causes a single seed to germinate and sprout.<br />
Over the course <strong>of</strong> 15 minutes, it will grow roots, a<br />
Sprout<br />
shoot, and unfurl small leaves. The spell will affect any<br />
seed provided it is still viable. Seeds which have been<br />
damaged by storage, ravaged by disease, afflicted with<br />
parasites or partially eaten may not sprout. The chance <strong>of</strong><br />
the spell working successfully in these cases is equal to<br />
the percentage <strong>of</strong> the seed which remains undamaged.<br />
Steadfast<br />
Duration 15, Magnitude 1, Progressive, Ranged<br />
Cult: Elmal, Yelmalio Tharkantus<br />
For each point <strong>of</strong> Magnitude in this spell, the recipient<br />
gains a +10% bonus when parrying with all Spear and<br />
Shield skills as well as a +3 effective SIZ usable only for<br />
resisting Knockback.<br />
Steady Speed<br />
Duration 8 Hours, Magnitude 3, Touch<br />
Cult: Lokarnos<br />
This spell must be cast upon a moving, wheeled vehicle,<br />
such as a wagon, cart or chariot. For the duration <strong>of</strong> the<br />
spell, and while the vehicle remains on a road, track or<br />
path, the vehicle’s speed remains constant, moving as fast<br />
as it would upon smooth, level ground. The spell does not<br />
protect the vehicle from mishaps caused by travelling on<br />
narrow roads, around narrow bends or from other traffic;<br />
nor does it protect the vehicle from damage from such<br />
mishaps. Should the vehicle leave the road for whatever<br />
reason, the spell ends.<br />
93<br />
Divine Spells