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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

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