Spells
Charisma
Divine, 1 point, non-stackable, temporal.
All (1 use, Eurmal).
Any Eurmal holy site.
This spell doubles the basic APP of the target. Now matter how high APP goes, the target remains recognisable. (RQ)
Combat
Healing
Divine, Heroquest, 3 points, self, non-stackable,
temporal.
Adventurer/Spearwoman
(AssocHQ/Bevara).
The Three Hopping Things heroquest can be learnt, and
the spell sacrificed for, at Tarthcaer and shrines on the Bevara Ridges only.
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)
Comfort
Song
Divine, 1 point, non-stackable, ranged,
temporal.
Adventurer/Spearwoman (1 use/Chalana Arroy)
This spell allows
the user to sing a Song of Power, which 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)
Destor's
Sight Divine, Heroquest, 1 point, self, non-stackable,
temporal.
Adventurer/DarkStorm/Pathfinder (AssocHQ/Destor).
Sacred Top, Orlanth Victorious, Old Wind. Details of the
Vinga is Saved by Destor heroquest at Tarthcaer, Notchet, and Pavis.
This is cast in any situation where the caster is in a situation where their escape looks to be almost impossible
(trapped in an impregnable room, imprisoned in Aldryami brambles etc). If there is any possible escape route, no matter how
dangerous, the caster will be made aware of it. If there are multiple escape routes, only one will be made known to the caster.
(NE)
Dodge
All Attacks
Divine, Heroquest, 4 points, non-stackable, self, temporal.
Adventurer (HQ).
Details of the Vinga
in The Black Forest myth are known to be held at the temples at Notchet, Jonstown, Tarthcaer, Pavis, and at Last Cast.
Some sites in Esrolia.
The caster of this spell can make a Dodge attempt against all melee or missile attacks made on them. They have their
full Dodge skill against the first attack; subsequent attacks cumulatively diminish Dodge by 10% per attack. (NE/J)
Ear-splitting
Shriek
Divine, 2 points, non-stackable, ranged, instant.
Defender Storm
(Bevara), Adventurer/Spearwoman (1 use/Bevara).
Any Bevaran or Vingan site.
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
Critical: Target stunned for 4d6 SR and deafened until healed.
Earthpower
Divine, 3 points, one-use, special.
Adventurer/Avenger/DarkStorm (1 use/Ernalda).
At any Ernaldan temple.
Once
bought, this is an automatic spell. The spell activates at the first time that the priestess touches the ground and her magic
points or her POW drop to zero. It activates exactly as her POW drops to zero, preventing destruction of her soul, and allowing
her to draw 1 POW and 1d8 magic points directly from the earth. If she has more than one Earthpower spell, all activate
at once. (RQ)
Enthral
Divine, 2 points, self, stackable, temporal.
Adventurer/DarkStorm.
Available at all Vingan sites.
This spell must be cast upon an opponent in melee combat, repartee, or any other form of interpersonal competition.
The Vingan must overcome the MP of the target with her own to have an immediate effect. Immediate effect is to completely
entrance the target with the Vingan's weapon skill, witty tongue, etc. The target, if so affected, cannot take any offensive
action against the Vingan (although they may still defend themselves with parries if the Vingan continue to attack).
Furthermore, the target should act appropriately in other ways. If the initial effect fails, the Vingan may still attempt
to overcome the target's MP every time she scores a special success in the appropriate combat or interaction skill so long
as the spell is in effect. Every casting of the spell will affect an additional opponent. (Critter/J)
Flowers
Divine, 1 point, self, non-stackable, temporal.
Adventurer
(1 use/Voria), The Loom Vows.
Available at any temple where the Loom
Vows can be taken or a Voria site.
This
spell allows the user to create flowers. When she touches any surface and expends a magic point, a pretty flower or spray
of leaves unfurls on the spot touched. If the site is suitable for a small plant's growth, it takes root and sprouts. If the
site is not suitable (such as behind someone's ear or on a tile floor) only the flower or leaves and a bit of stem appears,
unconnected to the surface. She can continue thus creating flower's as she walks along until she runs out of magic points
or the spell's duration expires. (RQ)
I'm Hardly
Trying Yet
Divine, 1 point, self,
non-stackable, temporal.
Adventurer.
Only available at Tarthcaer.
Only Storm Ladies can sacrifice for this spell.
This
spell helps the caster to retain the appearance of being perfectly composed, barely exerting themselves, and will not be out
of breath or at a loss for words for the duration of the spell. The person under the influence of this spell will display
poise, grace, and radiate a daunting air of confidence in even the most appalling situation. It will appear to viewers that
the character is not really having to make any effort at all. This has no effect on game mechanics but may possibly affect
NPC reactions to the spell user. (J)
Invigorate
Divine, 1 point, touch, non-stackable,
instant.
Adventurer/
Spearwoman (Voria), All others 1 use (Voria).
Can
be sacrificed for at any Vingan or Ernaldan temple, or Voria site.
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)
Put
Down Weapons
Divine, 2 points, ranged, stackable, temporal.
Adventurer/Pathfinder (1 use/Orventili).
Known to be accessible at many Orventili
shrines across Kethaela and Kerofinela. Includes Clearwine, Nine Moss Hill, Greenstone, and GoodFields temples.
Once cast everyone
within range will find themselves compelled to put their weapons down and stop fighting, or taking offensive actions of any
kind. It is effective only against Orlanthi. To work, the caster must roll d100 and compare the results on the resistance
table. All targets whose magic points would have been overcome are affected. For instance, a priest with 12 magic points rolled
52; all potential targets with 11 magic points or less are affected. The spell is ineffective unless everyone in the
area of effect is affected. A target may voluntarily submit to the spell if they so wish. Stacking the spell gives the caster
an extra effective 5 magic points for overcoming purposes per spell stacked. The effects of the spell end if the caster
takes any offensive actions. (NE)
Shout
of Command
Divine, 1 point, stackable, self,
instant.
Adventurer.
Can be sacrificed for at any Vingan shrine or temple.
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)
"Stop this!" screeched a voice. It was so sharp it pierced Harmast's illness. The entire clearing
froze from the command. One of the Vingan women was there, fiery eyed and snarling. Her javelin was poised, and at this range
even Big Dick [a Storm Bull] could not dodge it. A crackling noise from it betrayed its magic. The huge man, still on his
knees, froze."
(JW)
Sleep
Anywhere
Spirit, 2 points, non-stackable, touch, instant.
Adventurer/ DarkStorm/Pathfinder (Yinkin).
Can be learnt at any Yinkin shrine or temple.
When cast on a willing target, this spell puts the person to sleep, no matter what the external
conditions are. The target must not resist this spell otherwise it will fail. (SP)
Sober
Up
Spirit Magic, 2 points, touch, instant.
Adventurer/Spearwoman (Barntar).
Can be learnt from any Barntar site, or from any Barntar
priest.
This
spell causes the recipient to recover immediately from the effects of drinking alcohol. It removes all alcohol-based toxins,
prevents a hangover and removes any skill loss. (SP/J)
Speak
To Horses
Divine, 2 points, self, temporal.
Voudisea (Redalda),
Adventurer/Spearwoman (1 use/Redalda).
Can only be sacrificed for at the Redalda shrine at Charandar’s
Rest or at Voudisea shrines.
This allows the user to speak with the type of beast for the duration of the spell. This does not impart intelligence
to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced, an Orate, Fast Talk or
similar skill must be used. Redalda grants this spell to her friend to aid her in her travels. (SP)
Squeeze Spirit, variable, self, temporal.
Adventurer/DarkStorm (Yinkin).
This spell can be learnt at any DarkStorm or Yinkin
site.
Each point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small
spaces. This can only halve the character's effective SIZ, no more. (NE)
Survive
Battle
Divine, 2 points, self, non-stackable,
temporal.
Adventurer/Spearwoman
(AssocHQ/Bevara).
Details of the Vinga’s Rough Day heroquest are widely known in Sartar. The spell may be sacrificed for
at any Bevaran shrine or temple, or at Tarthcaer, or at Red Larch Hill, a small Vinga shrine in the Bevara Ridges, where Bevara
once healed Vinga after she had been badly wounded by Zorak Zoran.
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)
Taunt
Divine, 1 point, non-stackable, self, instant.
Adventurer.
Can be sacrificed for at most Vingan temples.
This spell is used to provoke a reaction and requires an Oratory or
Fast Talk roll. Success makes the person angry, a special success makes the person act without thinking, a critical success
causes the person to attack the caster. A failure has no effect and a fumble makes the caster look stupid to everyone, including
the taunter. Typical taunts are "Your mother mates out of season", “Any of you lads know any grown ups to help you fight
us”, "We shagged your sister", calling Orlanthi "Sheep Shaggers", Praxians "Bison/Llama/Impala Shaggers" and so on.
(SP/J)
There
is Always A Way
Divine, 4 points, non-stackable, self, temporal.
Avenger, Adventurer/DarkStorm
(HQ).
The heroquest ritual for this spell
is simple and widely known at Avenger shrines and temples. They are usually prepared to teach it to Adventurer cultists. Many
Adventurer priestesses also know the secrets of the heroquest. The spell can be sacrificed for at any Avenger shrine or temple.
This spell may be used in one of four ways, to be chosen at casting.
The first use is as a form of divination. It enables the caster to seek a solution to a problem by thinking of another
way to deal with it. In game terms this use is heavily dependant on GMD, and whether or not the GM believes that a solution
to the problem is evident through observation or character knowledge. If the solution to the problem is based on something
within Ernaldan or Orlanthi mythology, a useful mechanism is to allow the caster to make a lore roll, with the degree of success
adjudicating the GM’s answer (as it seems that not even the most remarkable player will have as thorough a knowledge
and understanding of the mythological environment as their character, especially if the character is a priestess). Bonuses
should possibly be allowed for players who do use their knowledge of the appropriate mythology to suggest an appropriate solution.
It is best used to find a solution to a problem that players cannot solve themselves, although at best any answer
from the GM should be vague, only hinting about a way to go about things. The spell also enables a GM to give a little ‘shove’
to an otherwise stalled scenario or situation if they wish to.
The other three uses are called Fight Harder (combat skills), Try Harder (non-combat/communication skills),
and Be More Persuasive (communication skills). These provide skill bonuses equal to 50% of the characters base skill
to all skills included within their category. They cannot be used to boost any skills already used in an attempt to solve
a problem, so if fighting has not worked then the character can only Try Harder or Be More Persuasive etc.
It may be obtained via the ‘Vinga Finds A Way’ heroquest
ritual of the Adventurer subcult. (J)
Tireless
Dance
Divine, Heroquest, 1 point, ranged, duration 1 day.
Adventurer (AssocHQ/Drogarsi).
The Vinga
and Drogarsi heroquest ritual is well known among Sartarite Adventurer cultists, less well-known elsewhere. Often taught
to initiates, but rarely to non-members. Can be sacrificed for at any Drogarsi site.
For the duration of this spell, the target will find
themselves capable of dancing without tiring. The spell lasts for a day, or until the user stops dancing in which case it
expires.
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