All would-be initiates of Bevara must undergo a two-year apprenticeship under the guidance of either an acolyte or
a priestess. During this time they receive combat training from their local Vingan temple and training in the specialised
arts of Bevara from their mentor. At the end of apprenticeship the trainee will be initiated as a Nurse of the Goddess. The
apprenticeship trains the character to 50% in First Aid, 40% in Dodge, adds 10% to their primary combat skill and teaches
them the spirit magic spells of Minor Comfort, Strength of Bevara and Heal 3.
First Aid attempts on combat wounds by Bevara initiates always heal an additional point of damage if successful. Initiates
can cast spirit magic healing spells at a range up to 10metres. They must take the geas to " never voluntarily abandon a patient
Apprentices sacrifice 1 POW at initiation and are normally expected to
sacrifice immediately for Heal Wound. The new initiate then serves their mentor for a further three years before their training
is considered complete (treat as three years of civilised initiate
healer occupation).Initiates receive free
training in Dodge and combat training at half-price from Vingan temples. Initiates may also train in Treat Disease from either
Xiola Umbar or Chalana Arroy temples but must pay twice the normal training costs.
Ernalda the Healer + Bevara Lore. Dodge, Hide, Run, Scan, Sneak, Weapon Attack, Weapon Parry.
Ernalda the Healer + Befuddle, Endurance, Heal (Deer), Minor Comfort, Obscure, Strength of Bevara, Vigour.
Ernalda the Healer + Avoid Harm, Comfort Song, Ear-splitting Shriek, Heal Self, Safe Patient, Stop Dying, Survive
Ernalda the Healer + Combat Healing, Dodge All Attacks.
Associate Cults (Heroquests)
the Healer + Last Ditch Effort (Vinga).
Standard Ernalda the Healer + Dodge Missiles (Vinga), Ease Labour Pains (Eninta), Invigorate
(Voria), Shield (Orlanth), Shield Non-Combatant (Vinga), Shout of Command (Vinga), Solace (Xiola Umbar).
permits followers of Bevara to learn the following special spirit magic spells at her temples. Borrow Harm, Droop, Mobility, Read Foe,
Reflexes, Soul Sister.
Divine, 2 points, self, temporal.
the caster will be bequeathed with a remarkable ability to avoid harm in the middle of a battle. All Parry skills and the
Dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration
passes or the caster attempts to take any offensive actions, including casting attack spells. (NE)
Spirit, 1 point, ranged, instant
Cast on an attacker attempting a melee attack
of any kind, but especially useful in unarmed combat. If the opponent's attack is successful, the damage bonus from it is
transferred to any one successful attack the caster makes against them that turn. The opponent may appear to throw himself
or herself onto the floor, or onto the Vingan's blade. Useful against larger and stronger opponents (like men!). Armour protects
normally. This may appear to be a Bat-killer, but remember the target can resist the spell. It does work well against dinosaurs.
Divine, Heroquest, 3 points, self, non-stackable, temporal.
For the duration of the spell, the user may cast Healing magic on others
in addition to any other acts. These spells do not take a combat action and can be combined with other actions and spell casting.
All healing spells become ranged, so the user does not need to touch the injured person in order to use healing magic. (SP/P)
Divine, 1 point, non-stackable, ranged,
This spell allows the user to sing a Song of Power that keeps all who hear it from feeling pain, effectively anaesthetizing
the body, while still permitting consciousness. It is often used during childbirth and after battles. Characters who would
normally be incapacitated are not, though damage is unhealed. The spell requires a successful Sing roll to be effective. (RQ/J)
Divine, Heroquest, 4 points, non-stackable, self, temporal.
The caster of this spell can make a Dodge attempt against all melee or missile attacks made on them in a round for
the duration of the spell. They have their full Dodge skill against the first attack; subsequent attacks cumulatively diminish
Dodge by 10% per attack. (NE/J)
Divine, 1 point, touch, temporal, non-stackable.
1 use (Vinga).
This useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)
point, ranged, duration 1 day.
If the caster overcomes the (male) victim's
magic points then he becomes - well, unable to carry on with what he was about to do. And yes, it does work on Broo. Pointing
at the target and laughing, though this is not essential for the spell to work, normally accompany casting the spell. Note
that no actual damage is done other than to the target's ego, and no other abilities are affected. (JW)
Divine, 2 points, non-stackable, ranged, instant.
An Ear-splitting Shriek affects one target per MP expended in the casting (but can only affect those who can hear
it, the spell does not make the noise carry any further than normal). A POW vs. POW roll must be made, with the casters roll
applying to all targets. (P)
Fumble: caster stunned for 2d6 SR.
Fail: No effect
Success: Target stunned for 2d6 SR
Special: Target stunned for 3d6 SR
stunned for 4d6 SR and deafened until healed.
Divine, 1 point, touch, non-stackable, temporal.
1 use (Eninta)..
Once cast, this spell will ease the pains of a woman in labour, reducing it to nothing other than minor discomfort.
Only serious birth difficulties cause anything more than minor pain, and even then it is limited. Obviously this spell is
often used in conjunction with Extension. (NE)
Divine, 2 points, stackable, self, temporal.
For the duration of the spell the casters Move is increased by 3 per point of spell when trying to escape
pursuing enemies (and only when pursued by enemies). The extra movement does not require the expenditure of additional fatigue
points. All skills used to evade a pursuit are doubled. It can be stacked with Mobility. Based on a NE spell. (NE/J)
Divine, 2 points, self, instant.
is a medic who is injured? This spell works exactly the same as Heal Body except affects only the caster. (NE)
Divine, 1 point, touch, non-stackable,
1 use (Voria)..
This spell restores the fatigue level of
the target, up to the maximum of their STR+CON minus ENC. The target’s previous fatigue points may have been positive
or negative. (RQ)
Last Ditch Effort
Divine, Heroquest, 3 points,
self, one-use, non-stackable, special.
the owner of this spell reaches a point where she is technically dead, either through Hit Point loss, through a spell such
as Sever Spirit or by characteristic loss then the spell will automatically fire, even if the character is unconscious. The
character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will
receive 1D6 points to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a
single combat action to be used immediately. (SP)
Spirit, 1 point, ranged, temporal.
This spell moderately anaesthetises the patient
from the pain of wounds they have received. It does not allow them to continue acting despite their wounds but instead reduces
the pain to a tolerable level. It has the side effect of increasing any First Aid attempts by 10% (as it is easier to treat
a patient who isn’t squirming around in pain). (Source uncertain)
Spirit, variable, self, temporal.
Obscure adds 15% per point of spell to the casters Hide skill. (P)
Spirit, variable, touch, temporal.
Allows the recipient to predict an opponent's attack just before it is made, thus effectively raising their Dodge
skill by 5% per point of spell. (JW)
Spirit, 1 point, touch, temporal.
Reduces the target's DEX strike rank by 1. SR cannot go below 0. (JW)
Divine, 1 point, touch, temporal.
When cast on an unconscious or non-fighting patient of the casters this spell provides 1 point of Shield to the patient
whilst they are being treated. In addition it will cause all attackers to resist versus the casters POW +10 or be compelled
to attack the caster and not the patient. (P)
Divine, 1 point, self, temporal, non-stackable.
1 use (Vinga).
This spell grants the caster an extra parry each round. This parry may only be used to protect a helpless individual,
and in no way provides the caster with an additional parry with which to defend themselves. (P)
Divine, 1 point, stackable, self, instant.
1 use (Vinga).
Based on the quote from the Harmastsaga. The caster may shout a short command (four words or less). The command will
be heard by all targets within range no matter what they are doing and no matter what background noise there may be. Targets
will obey the command if they fail a resistance roll- these targets include people on the caster’s side who are within
range. Additional points of the spell may be used to extend its range of effect (doubling for each extra point). (JW/J/P)
Spirit, variable, ranged, temporal.
This spell is
simply the Vingan version of Mindspeech. It performs as that spell in all respects except that it can only be used
to converse with women or girls. (JW)
Strength of Bevara
Spirit, variable, self, temporal.
When cast this spell empowers the caster
to better carry a patient to safety. It provides Mobility 1, Strength 2 and Endurance 1 per point of the spell. The benefits
of this spell can only be used if the recipient is carrying an injured person or being. The strength generated by the spell
only counts towards what can be carried and does not actually add to the statistic, merely enabling the encumbering effect
of a patient on manoeuvring and movement to be reduced. (J)
Divine, 3 points, non-stackable,
stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken,
until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the
recipient receives additional damage that would kill them then they will die. Based on a spell by SP. (SP/J).
Divine, 2 points, self, non-stackable, temporal.
Once cast the caster will be bequeathed with a remarkable
ability to avoid harm in the middle of a battle. All parry skills and the dodge skill are doubled, and any missile weapons
are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive
actions, including casting attack spells. (SP)