ABSOLUTION This invocation may not be performed on
oneself. The procedure varies, but most often includes confession, the
laying-on of hands, and the assigning of some many of penance (i.e. a
certain number of hours spent in prayer, self-flagellation, a quest, a
donation, etc.). While all of the deities can grant Absolution there are
some who grant it more fully and freely than do others (often granting
absolution freely, without "strings" attached). It is these deities who
have this invocation noted in their descriptions
ANIMALSPEAK This invocation allows the cleric to
understand and speak to animals. The more "evolutionarily advanced" the
animal spoken with, the more articulate, comprehending, and responsive
they will be to the cleric's questions. This ability will last up to 10
minutes with a MS, or up to 30 minutes with a CS. A CS also allows the
invocation to be placed upon another person. In using this invocation
the GM must take into careful consideration the animal's own
"personality" (animality?) and disposition when interacting with the
cleric. The GM must also be careful with the phrasing and content of a
given animal's responses, as they will seldom be framed in typical human
terms or speech styles.
ARMOUR OF GOD This invocation augments the recipient's
armour so as to give it a temporary combat advantage. For the duration
of the effect (5/15 minutes with MS/CS) the armour behaves as if it were
enchanted (immune to damage except against other enchanted/charmed
equipment). Note: This invocation is similar to the invocation
Weapon Charm (which should be revised slightly to agree
with the structure of this invocation).
ATTRIBUTE ENHANCEMENT This invocation temporarily
increases a particular physical or personality attribute. With a
Critical Success, the increase is five points and lasts for about twenty
minutes. Marginal Success increases that attribute by three points for
about ten minutes. When bestowing an enhancement on another, a laying on
of hands is usually required during a ritual lasting about a minute.
Note: This invocation encompasses and replaces the Courage and
Endurance (Religion 8-9) invocations.
AWARE This ritual invocation enhances the recipient's
Awareness skill. With a MS the recipient has his ML increased by 50% for
5 minutes, and with a CS the ML is doubled for about 15 minutes. Note:
This invocation is similar to the invocation Stealth (which
should be revised slightly to agree with the structure of this
invocation).
BATTLEFURY This invocation is used to increase one's
"presence of mind" in combat situations. The recipient is allowed
multiple attacks (over and beyond any DTAs that might occur) in the
course of a combat round. With a Marginal Success two attacks per round
are allowed at full ML, while a Critical Success allows three attacks
per round. The effects last for 5/15 minutes with MS/CS. Note: This
invocation differs from Rage primarily in the fact that the
recipient maintains mental control over his actions and is able to make
judgments regarding any actions he wishes to take.
BLINDNESS This invocation causes its targets to suffer an
immediate loss of visual capabilities. With a Marginal Success the
effects last for 5 minutes, and with a Critical Success the effects will
last for 15 minutes. In exceptional cases the effects may be permanent
(although the ritual invocation Curse is more frequently employed
to achieve such ends). Critical Failure results in the character being
stricken with blindness (length of duration left to GM discretion). Any
individual who is blinded must select the IGNORE defense, and all
MLs for sight-based skills suffer a 50% (or higher) penalty. With
increased expenditure of Piety Points the invoking character may target
more than one individual.
CHARISMA This invocation not only increases the
recipient's rhetorical and oratorical skills (50%/100% with MS/CS), but
also elicits extraordinary devotion and loyalty in those who listen to
and/or follow the speaker. This invocation also provides for a positive
bonus to any Reaction Rolls made by those who interact (even in very
minimal ways) with the character. The effects last for an indeterminate
amount of time. Individual's are allowed to make a Will x 4 (MS) or Will
x 2 (CS) Saving Throw any time that the charismatic either proposes a
course of action which is not in the individual's best interests or
engages in activities which the individual would feel to be
morally/ethically improper.
CHARITY This invocation is essentially a version of the
ritual invocation Blessing (Religion 8). The recipient is blessed
with the "kindness of others." Thus, if the recipient is running low on
cash, unexpected financial gifts will be received, if food or lodging is
sought, it will be offered (often in unexpected ways and by previously
unknown persons), if some special favor must be obtained, it will for
inexplicable reasons be granted, etc. The effects last an indeterminate
amount of time (lengthen or shorten according to character's
gratitude/appreciation. MS allows for reasonable/explicable requests and
needs to be met. CS increases the chances that even wildly improbable
and unreasonable requests/needs will be met. Note that it is (1) not
necessary that characters fully discuss their needs with others they
meet (often strangers will show uncanny insight), and (2) there are
subtle differences between this invocation and the invocation
Mercy (take care that they are not used synonymously).
CONFUSION This ritual invocation creates confusion and
disorientation in either an individual (MS) or over an area (CS) with a
diameter in yards equal to the number of Piety Points expended for a
period of either 15 minutes (with a single individual) or 5 minutes
(with two or more creatures). The central point of this zone of
confusion can be any location within direct line-of-sight of the
invoking character. Those affected by this invocation generally lose all
sense of personal volition, and stand around helplessly until the effect
wears off or is removed. Note that when affecting an area rather than a
specified individual all individuals within that area (except the
invoking character) will succumb to the confusion. Note also that while
experiencing the effects of confusion individuals will take no action to
adequately defend themselves from attack (i.e. they always "choose" the
Ignore defense).
CRAFTLORE This ritual invocation enhances the recipient's
ML of a particular craft skill in which they have some measure of
competence. With a MS the recipient has his ML increased by 50% for 5
minutes. With a CS the ML is increased by 100% for about 15 minutes.
These times are only suggested, however, and may be adjusted in
accordance with the time-demands of the particular skill in question.
DEATH This invocation is one of the rarest and most
dangerous of all the ritual invocations available, and should (GM
discretion) be reserved for very high-ranking or powerful NPC priests.
This invocation is essentially self-descriptive, although the details
and severity of suffering is left (again) to GM discretion.
DISCERNMENT This invocation allows the recipient to
"read" the thoughts and/or feelings of another person. With a Marginal
Success only vague impressions are sensed (accompanied by fleeting
images, words, etc.), but with a Critical Success a generally complete
understanding of complex thoughts and ideas is possible (given the
character understands the language in which the thoughts are being
thought). The effects last either 5 minutes (MS) or 15 minutes (CS) and
may be directed at 1 individual (MS) or a number of individuals (CS).
Note: This invocation is similar to the invocation TruthSense,
but has both a wider and more limited scope. While its scope is wider
than TruthSense because it allows for greater depth of access into what
the target is thinking or feeling, it is also more limited because it
does not necessarily reveal whether or not the target is lying.
ESCAPE This invocation provides the recipient with a
chance to escape imprisonment or bondage (particularly if such
imprisonment is unjustified). With a Marginal Success the recipient is
provided with an opportunity in which to carry-out an escape plan (i.e.
the guard starts to doze and the keys are just within reach, there's an
unexpected distraction, etc.). The burden of success for the escape
attempt is, however, entirely on the shoulders of the escapee -- only a
window of opportunity is provided. With a Critical Success, on the other
hand, the escapee will find that "everything works out perfectly" (in
fact, in some rare instances the Deity themselves will transport the
escapee away). In neither of the above cases, however, will those who
imprisoned the recipient forget about the escapee, and will most likely
pursue them vigorously if necessary.
FEEBLEMIND This invocation causes the target(s) to suffer
an immediate 50% to 100% loss in Intelligence. With a Marginal Success
the character can designate up to 2 different targets to suffer a
temporary (1-10 days) reduction (50%) in Intelligence. With a Critical
Success the character may either select up to 2 targets to suffer a
permanent (100%) reduction in Intelligence (the victim is reduced to
complete idiocy) or designate up to 10 targets to suffer a temporary
(1-10 days) reduction (50%) in Intelligence. The effects of a permanent
Feeblemind are only reversible via divine intervention. In the
case of a Critical Failure the invoking character suffers a temporary
(1-10 days) reduction (100%) of Intelligence.
FORTRESS OF GOD This invocation causes a powerful
invisible shield to come into existence around the recipient. The
fortress's boundaries extend outward (and upward) from the recipient's
body to a range of either 5' (MS) or 15' (CS). Anyone other than the
recipient who is within the boundaries of the fortress will also receive
all of the its protective benefits. However, they (like the recipient)
are unable to either move the fortress or move beyond its boundaries.
The fortress provides protection against physical attack roughly
equivalent to a 1' thick stone wall. The fortress's Damage Factor is
8d6/per inch, with an Armor Protection of (Blunt) 18, (Edge) 16, and
(Point) 12. Also note that only Picks (6p) and Chisels (3p) can deal
effective Point Impact to "stone," and these tools require Masonry,
Mineralogy, or Carpentry ML to be used correctly. Unless breached the
fortress will continue to exist for either 5 (MS) or 15 (CS) minutes. If
breached in any (physical) way, the fortress dissipates completely.
HUSBANDRY Enhances agricultural skills (i.e.
Agriculture, Animalcraft, Fishing, Timbercraft, Tracking, Weatherlore,
etc.) and helps to ensure good harvests and healthy cattle. The
recipient's ML in a particular skill is increased by 50% with a Marginal
Success and by 100% with a Critical Success. The amount of time the
effects last is variable depending upon the needs and time-demands of
the particular skill(s) being enhanced.
INSIGHT Provides recipient with unusual insight into a
given intellectual problem or puzzle. This invocation can be used to
temporarily enhance the recipient's Intelligence. Marginal Success
allows for the (correct) answering of one specific question or problem.
Critical Success allows for either multiple questions to be answered
immediately or for the recipient to experience Insight over a period of
days and situations (GM discretion). Critical Failure provides the
recipient not only with inaccurate answers or solutions, but also an
intense desire to act on and teach them to others when possible (of
course, others will probably quickly recognize the character's mistakes
and point them out to him).
INSPIRATION This ritual invocation enhances the
recipient's ML of a particular aesthetic skill (i.e. Acrobatics, Acting,
Dancing, Drawing, Legerdemain, Lovecraft, Musician, Singing, and
Woodcarving) in which they have some measure of competence. With a MS
the recipient has his ML increased by 50% for 5 minutes. With a CS the
ML is increased by 100% for about 15 minutes. Times are only suggested,
however, and may be adjusted in accordance with the time-demands of the
particular skill.
LIGHT With a Marginal Success this invocation increases
the illumination by half for about 10 minutes over a radius of 30 yards.
With a Critical Success, illumination is either doubled within the same
range for the same amount of time or by half for an indeterminate amount
of time (GM discretion). Halve Ritual ML if attempted in complete
darkness. Critical failure blinds the caller for an indeterminate amount
of time. Note: This invocation is essentially the reverse of the
Darkness invocation (which should be expanded to agree with the
structure of this invocation).
LOREMASTER This invocation endows the recipient with
special or hidden knowledge about historical/mythical figures and
events. MS allows for a basic understanding of one specific event or
figure; whereas a CS allows for a basic understanding of multiple
figures and events or an extensive understanding of a single figure or
event. CF provides the recipient with false (perhaps dangerously so),
but extremely convincing and believable, knowledge. This knowledge is
usually "revealed" in images, songs, poems, or recalled stories.
MAGICSENSE This invocation allows the cleric to perceive
the presence of the magical "aura" emanating from currently operating
enchantments. It also allows for the detection of the magical "residue"
of recently cast spells (how recent varies with the power of the
original spell -- the more powerful the spell the longer its "traces"
will be detectable). The effect lasts for about 5 minutes with a MS, and
for about 15 minutes with a CS.
MERCY This invocation brings about a "softening of the
heart" in the recipient's enemies. Its effect is to cause persons who
are "ill-disposed" toward the character to make a check against Will to
NOT act in a merciful or forgiving way to them (Will x 4 (MS)/Will x 2
(CS)). If the roll exceeds this number, then the character will be
granted mercy by their enemies. If there is more than one enemy
involved, it is left up to GM discretion as to whether each one of them
will make the Will saving Throw or if only the most powerful/leader will
make the roll.
MIRTH This invocation serves to bring on a bout of
laughter in the recipient (target?). Its effect is to cause the affected
individual to make an immediate Will x 4 (MS) or Will x 2 (CS) saving
throw to avoid succumbing to a debilitating fit of giggling and
laughter. While under the effects of this invocation the recipient is
unable to engage in any activity other than laughing. The effects last
for 5/15 minutes (MS/CS), during which time the recipient accumulates
fatigue at double the normal rate each minute until the number of
fatigue points equals Initiative, at which point the recipient losses
consciousness. the ritual takes about one minute to perform.
NOURISH This ritual invocation allows the recipient to
forego the necessity of eating (without suffering any seriously
debilitating side effects) for either a 1 day (MS) or 5 day (CS) period.
It also allows the recipient to endure a 1 day (MS) or 3 day period of
time without water. Although successive invocations are possible (and in
some circumstances appropriate), players should be discouraged from
using this ritual to excess (i.e. in order to avoid having to hunt, or
purchase food, etc.).
PENANCE This invocation (employed frequently in sermons
and at morality plays) brings about intense and extreme feelings of
guilt and remorse in the recipient for past wrongs committed. These
feelings may cause the recipient to become restless, experience a loss
in appetite, and feel an overwhelming sense of uneasiness and anxiety.
The depth and severity of these feelings is dependant upon (1) the
success level of the ritual when performed and (2) the number and scope
of "Morality Incongruent" actions in which the recipient has engaged.
The recipient may make a Will x 4 (MS) or Will x 2 (CS) saving throw
every 24 hour period in order to "throw-off" (or rationalize away) these
feelings of despair. If, however, the character seeks out a priest to
whom a proper confession can be made (usually accompanied by the
assignment of an appropriate act of penance and contrition), the guilt
feelings will be replaced with a sense of purity and forgiveness.
Obviously, this invocation demands a great deal of GM discretion and
creativity in order to be effective.
PILLAR OF FIRE This powerful invocation calls down a
shaft or pillar of fire from Heaven which can be directed at a specific
target. With a Marginal Success the cleric is able to inflict 3d6 of
fire impact, and a Critical Success causes 5d6 worth of fire impact
(minus armour/clothing protection). Effects last 10/20 seconds with
MS/CS. In addition, with a Critical Success the cleric may select an
Aiming Zone for the attack. When directed at non-sentient targets (i.e.
buildings, altars, wagons, etc.), ignition is immediate and the rate at
which such objects will burn is tripled.
PLAGUE This nasty invocation is used to bring about
disease in a single individual or a small group (allowable size of the
group is left to GM discretion). The Contagion Index for the disease is
7 (essentially nontransferable) with a Marginal Success; whereas with a
Critical Success the cleric may select the level of contagion. The
Healing Rate is 3/1 (MS/CS). A Critical Failure may bring disease upon
the invoking cleric (HR: 3).
PROPHECY This ritual invocation grants the recipient a
prescient vision or dream concerning the future of a group, person, or
item. The cleric specifies the subject of inquiry and enters a trance
for 12-Index hours, during which time he will have a vision concerning
the subject of inquiry. Normally, the recipient lacks control over the
vision (which may come in a highly symbolic and confusing manner), but
with a Critical Success, it is possible to direct the inquiry somewhat.
RAGE This invocation is used to instill a "berserk" state
in the recipient such that they attack the nearest target possible. In
this state the recipient is allowed multiple attacks (over and beyond
any DTAs that might occur) in the course of a combat round. With a
Marginal Success two attacks per round are allowed at full ML, while a
Critical Success allows three attacks per round. In addition, the
recipient enjoys an "Injury Point Bonus" equal to the average of his
Strength, Endurance, and Will. Any Injury Points suffered in combat are
first subtracted from this Bonus amount, and when this amount is
exhausted damage begins to accrue normally. Finally, because the
recipient is in an inspired berserk rage difficulty is experienced in
distinguishing between friend and foe (essentially, everything becomes a
target for his frenzied wrath). The recipient must make a Will x 3
Saving Throw in order to end the rage before attacking an ally. The
effects last until the field has been cleared of enemies or the rage has
ended. Note: Although the Berserk State induced by this invocation
differs significantly from that discussed under Morale (Combat
9), it does not represent a revision of that rule (which is an
appropriate way to handle "non-inspired" frenzies). SAFETY
This invocation provides for a "positive" (i.e. in the
recipient's favor) modification to be made to all Weather and Encounter
rolls while travelling across a significant distance. With a Marginal
Success a small modification (GM discretion) to these rolls should be
made; whereas with a Critical Success the recipient should enjoy the
best possible travelling conditions and the most propitious encounters
(if any should occur at all). The effects last either 1 day (MS) or for
the duration of the trip (CS). The ritual requires a ceremony which
takes some thirty to sixty minutes to perform. A Critical Success
immediately brings about "poor travelling weather" and an increase (GM
discretion -- perhaps double) in the number of encounter checks.
SAINT VITUS' DANCE This invocation afflicts its victims
with a severe case of the Falling Sickness (i.e. epilepsy). The victim
will experience and immediate attack of the sickness (i.e. a Grand Mal
seizure), causing him to fall to the ground in convulsions lasting from
1-3 minutes. When the attack is over the victim immediately accrues
either 10 (MS) or 20 (CS) Fatigue points for each minute of the
convulsion. With a Critical Success the victim is permanently afflicted
with epilepsy, and may have a seizure (WIL x 5 saving throw) when in
highly traumatic, stressful, or fatiguing situations. In the case of a
Critical Failure the invoking character suffers an immediate seizure
(accruing 10 Fatigue Points per minute), and is permanently afflicted
with epilepsy. During a Grand Mal seizure the person falls down
unconscious and the entire body stiffens and then twitches or jerks
uncontrollably. There may be an initial cry; breathing is then absent or
very irregular during the seizure. Following the seizure, the muscles
relax, and bowel and bladder control may be lost. The person may feel
confused and disoriented and perhaps have a severe headache; often he
will want to sleep. These effects usually clear up in several hours. The
person usually has no memory of the event.
SANCTIFY This ritual invocation is essentially the
Blessing invocation, modified to bless non-sentient items and
places (i.e. homes, temples, weapons, etc.). As with Blessing, the
procedure varies with the situation -- most churches encourage a short
prayer and the burning of incense, but this is not mandatory. The
ceremony take only about 1 minute to perform. As a non-sentient cannot
be the recipient of bonus Piety Points, this invocation only conveys a
(one time) "luck" bonus of 10%/20% (MS/CS). This bonus will apply at the
next situation calling for luck (i.e. to prevent a fire, to cast out an
evil spirit, to prevent loss or breakage, etc. -- GM discretion).
Sanctify may also be used to reverse a curse or hex placed on an item or
place.
SHIELD This particular invocation provides the recipient
with a shield of "Bonus Injury Points." Any damage taken is first
subtracted from these bonus points before being applied to the
recipient. The number of bonus points enjoyed by the recipient is 3d6
with a Marginal Success and 5d6 with a Critical Success. The number of
points is re-rolled at the beginning of each combat round (thus, there
can be a great deal of variation in the protection offered at different
points in time). The effects last for 5/15 minutes (MS/CS).
SLUMBER This invocation brings about an immediate
"drowsiness" in the recipient/target. The target is allowed a Will x 4
(MS) or Will x 2 (CS) Saving Throw to avoid succumbing to the drowsiness
and falling into an immediate and deep sleep. Even if the Saving Throw
is successfully made, the target will still suffer from the effects of
"sleepiness" (i.e. they will suffer a -5 distraction to all skill
rolls). The effects of the sleepiness last 5/15 (MS/CS) minutes; whereas
the effects of succumbing to the sleepiness will last roughly 1 hour
(MS) or 1 day (CS). The ritual takes roughly 1 minute to perform.
SPEAR OF HEAVEN This ritual invocation serves to "call
down from on high" a bolt of lightning directed at a pre-specified
target. With a Marginal Success the cleric is able to inflict a "shock"
of 3d6 impact, and a Critical Success allows a 5d6 "shock" (resolve on
the Fire/Frost Table -- minus armour/clothing protection). Effects last
10/20 seconds with MS/CS. In addition, with a Critical Success the
cleric may select an Aiming Zone for the attack.
TRANSCENDENCE This invocation allows the recipient to
"transcend" the limiting confines of his body and travel about
"ethereally." While the character's spirit is detached, his body is left
in a state of metabolic suspension (unconscious). With a Marginal
Success the character has not achieved full "ethereality" and can still
feel events in the material world, but cannot affect them. With a
Critical Success full "ethereality" is achieved and the character is
able to both exist independently of his body and affect events in the
material world (albeit in a limited fashion). The ability to maintain
transcendence lasts either 1 hour (MS) or 1 day (CS). Note: The
individual's body is susceptible to damage, etc. while engaged in
transcendence. If the transcending character's body is killed or
destroyed, the individual's spirit will be forced to wander about the
"ether" indefinitely (attempts at possession may be permitted).
TRANSFIGURATION This invocation brings about a
"shapechange" in the recipient. With a Marginal Success only the
character's facial features are altered, but with a Critical Success a
full body transformation is possible (subject body mass must be
preserved within 50%). If "called down" upon anyone other than the
invocationist himself a Will x 4 (MS) or Will x 2 (CS) saving throw is
made to avoid succumbing to the shape altering effects (Note: this roll
need not be taken by a willing participant). Effects last either 1 hour
(MS) or 1 day (CS). A Critical Failure may have a multitude of differing
results (i.e. the altered shape tends to "flicker" in/out of existence
at embarrassing or dangerous moments, the altered shape is taken on
indefinitely, etc.).
TRUESIGHT This invocation assists the recipient in
"seeing-through" illusions, apparitions, and mirages by manifesting the
magical "aura" emanates from them. It also allows for the detection of
the magical "residue" of recently conjured illusions and the like (how
recent varies with the power of the original spell -- the more powerful
the spell the longer its "traces" will be detectable). However, before
this ritual invocation can be performed the character must demonstrate
that there is sufficient reason for suspecting either the existence of
an illusion or the possibility that illusions may be encountered in the
near-future. If the GM feels that the character has sufficient reason to
suspect the presence of an illusion, then they may be allowed to try
this invocation. Once a character can "see-through" an illusion he can
inform others of its unreal nature, thus allowing them an attempt to
"disbelieve" the false image (INT x 5 with MS; INT x 7 with CS). The
character's ability to detect illusions and their traces lasts for about
5 minutes with a MS, and about 15 minutes with a CS.
WARLORE This ritual invocation enhances the recipient's
Strategy, Tactics, and/or Logistics skill MLs. With a Marginal Success
the recipient's ML is increased by 50% for 1 hour. With a Critical
Success the ML is doubled for 1 day (or increased by 50% for 2 days --
recipient's choice). The Skill Data for the above-mentioned skills
follows:
Strategy INT INT WIL [AHN +2; ANG/TAI +1] SB1
Tactics INT WIL WIL [ANG +2; AHN/HIR +1] SB1
Logistics INT INT WIL [SKO +2; AHN/TAR +1] SB1
* These skills are not usually available as occupational skills, but
rather must be learned from another during the course of game
play.
WEATHER CONTROL Allows the recipient to command local
weather conditions during a 1 hour (MS) or 1 day (CS) period. It
requires roughly ten minutes for one weather condition to change fully
into another (perhaps more if the change is particularly drastic), but
there is no limit to the number of changes that can be made within the
given time limit (although, the granting Deity may not be too amused at
the flamboyant misuse of their gifts). Note: The recipient is not immune
from the effects of thee weather he is controlling. A Critical Failure
causes the exact opposite of the weather conditions sought by the cleric
(among other things which are best left to GM imagination).
WISDOM This invocation endows the recipient with special
wisdom and knowledge concerning what would be the most proper and/or
wise course of action for him to take in a given situation. Marginal
Success allows for the answering of one specific question or problem.
Critical Success allows for either multiple questions answered
immediately or for the recipient to experience Wisdom over a period of
days and situations (GM discretion). Critical Failure provides the
recipient not only with foolish advice or answers, but also an intense
desire to act on them. Note: This invocation is in many ways similar to
the invocation Insight. The primary difference is that the Wisdom
invocation is concerned with problems of "social" conduct, propriety,
and consequence (i.e. what is the wisest choice overall); whereas
Insight is concerned with the correct answer to a given "intellectual"
problem. There is obviously some theoretical overlap here, and it is
left to the GM to make any necessary distinctions (particularly the
practical ones).
Edwin Gantt <EdGantt@msn.com>