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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Not a gift of a cow, nor a gift of land, nor yet a gift of food, is so important as the gift of safety, which is declared to be the great gift among all the gifts in this world. -Panchatantra
Priests of this church worship Our Lady of Holy Sanctuary, and draw all
their magical energy from their goddess. Our Lady is called by many names in
different lands, but all titles use the honorific.
The major aspects of Sanctuary Magic include protection, sanctuary, and
defense of the weak. Minor aspects include humility, charity, and solitude.
The symbol of Our Lady is a golden rose emblem upon a white background. Many
of the spells of Our Lady are difficult to learn, and require much study and
prayer in the temples. The spell effects almost invariably display a golden
hue, and the priests must carry a special blessed shield which bears the
emblem of Our Lady.
The temples of Our Lady are constructed in highly defensible locations, and
double as a secure fortress. Often these holy citadels are monasteries located
atop a remote mountain peak or rocky island. Those invited on to church
grounds are immediately granted sanctuary by the priesthood for a period of
not less than 24 hours, and will be defended to the death by the clergy unless
they violate the sanctity of the grounds with bloodshed. For this reason, the
priesthood is cautious about allowing strangers on to their holy ground.
The priests of the Church are usually armed with an ornate Staff, Club, or
other blunted weapon, and employ a sling to attack at range. They prefer to
strike so as to disable rather than to slay, but will not hesitate to kill in
order to protect themselves or their charges. Failure to defend the weak and
helpless at all costs is considered a major affront to the Lady, and will
result in the loss of magical abilities for a lengthy period.
Common Limitations: Gestures (-1/4), Incantations (-1/4), Characters
Must have at least 20 points from college (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/2).
Total: -3
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Basic Spells
Smite Most Foul
The Priest projects a golden mailed fist at a foe, striking a fierce blow.
This spell is more strenuous than normal, as striking another is usually
against the creed of this church.
Power: 6d6 Energy Blast versus PD (Punch)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4), x2 END (-1/2).
Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Holy Armor
Upon casting this spell, the Priest is covered in the polished golden armor
of Our Lady. This armor is hardened, and so is resistant to armor piercing,
penetrating, or indirect attacks.
Power: 8 PD / 8 ED Force Field
Modifiers: Hardened (+1/4); Gestures (-1/4), Incantations (-1/4),
Character must have at least 20 points in spells from College (-1/2), Requires
Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 0 phase.
Real Cost: 5.
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Dispel the Dark Arts
The priest hurls a golden sphere at the target. Upon striking, the sphere
bursts and tries to shatter the target spell.
Power: 8d6 Dispel
Modifiers: Affects any single magical spell (+1/4); Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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Aura of Magic
Sanctuary priests can use this spell to detect the presence or use of magic
nearby. Once cast, any magic will give off a golden glow.
Power: Detect Magic (Sense, Ranged, Targeting)
Modifiers: Costs END (-1/2), Gestures (-1/4), Incantations (-1/4),
Character must have at least 20 points in spells from College (-1/2), Requires
Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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College Spells
Aid the Helpless
This spell can be used to dramatically increase the healing rate of the
target, restoring 1 BODY for each turn the spell is in effect. The priest
spends the number of END needed to maintain the regeneration for the required
number of turns at the time the spell is cast. Restoring a large amount of
BODY in this manner can be quite exhausting to the cleric. If the priest fails
his Magic Skill roll, he goes into a temporary state of shock.
Power: Regeneration (1 BODY per turn)
Modifiers: Uncontrolled (+1/2), Useable by Others (+1/2); Costs END to
use (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least
20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF
Holy Shield (-1), Religious Restrictions (-1/4), Side Effect (5d6 Ego Attack)
(-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Begone
Upon casting this spell, the eyes of the target turn golden, and he has a
sudden, powerful urge to return home. If the target is already located in his
home, den, or natural territory, this spell has no effect. (This includes a
seasonal home, such as a migratory nest or hibernation cave.) The spell also
has no effect if there is no way for the target to return home, other than a
sharp sensation of homesickness.
Power: 10d6 Mind Control
Modifiers: Single Command: Return Home (-1/2), Costs END to cast
(-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at least 20
points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF
Holy Shield (-1), Religious Restrictions (-1/4). Active Cost = 50
points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 11.
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Behold the Wicked
This spell allows the sanctuary priest to see those who would seek to harm
others. The individuals glow with a golden-orange fire of malevolence. It
remains up to the priest to determine the actual target(s) of the hatred.
Power: Sense Harmful Intent (Mental, Discriminatory, 360 Degrees)
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions
(-1/4). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Banish the Undying
This spell allows the priest to drive away most undead creatures, causing
them to flee from the glowing holy shield of Our Lady.
Power: 10d6 Mind Control
Modifiers: Only to cause fear reaction in undead (-3/4), Gestures
(-1/4), Incantations (-1/4), Character must have at least 20 points in spells
from College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.
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Bless Journey
This spell will bestow the blessing of the Lady upon a fellow traveller in
the form of a faint golden halo floating just above his head. This enchantment
will bring good omens to the target for a period of a month, and protect him
on his journey.
Power: 2d6 Luck
Modifiers: Single Continuing Charge lasting 1 month (+1/2), Useable by
Others (+1/4), Ranged (+1/2); Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4), Extra Time - Full Turn (-1). Active Cost
= 22 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2
phase.
Real Cost: 4.
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Blessed Rose
This spell is named for one of the standard defensive formations of the
priesthood. The priests form a ring of six defenders facing outward, and each
protects the flank of the person to their left and right. This spell increases
the efficacy of this formation by placing a golden flower of protection over
the ring members.
Power: 3 PD/3 ED Force Field
Modifiers: Area Effect (2" Radius) (+1+1/4), Useable by Others at Range
(+1); Only against attacks from outside area (-1/4), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Cleanse the Spirit
To cast this spell, the sanctuary priest must clear his mind of all dark
thoughts. The cleric is then protected from all forms of mental assault. Any
word, thought, or deed related to harming another is sufficient to cancel this
spell.
Power: +20 Mental Defense
Modifiers: 1/2 DCV Concentrate throughout (-1/2), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Dismiss the Unclean
By calling forth Our Ladies' protection, this spell can be used to dismiss
any creature summoned through the dark arts of magic. A golden sheet flies
from the praying hands of the priest toward the target, wrapping it in the
folds and vanishing with a flash of light. This spell will normally dismiss
all but the most powerful foes. If the priest fails his Magic Skill roll, he
is stunned by intense magical feedback.
Power: 25d6 Dispel Summoning
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4), Extra Time - 1
Turn (-1), Side Effect (4d6 STUN Drain) (-1/2). Active Cost = 75
points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 14.
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Endure the Flames
This spell covers the sanctuary priest in a polished golden sheen, allowing
him to endure intense heat and flame with minimal damage. This reduction works
against normal and magical fire, including killing attacks.
Power: 50% Resistant Energy Damage Reduction
Modifiers: Only against heat and fire (-1), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Ever Watchful Lady
This spell creates an invisible guardian that will watch over an area to
look for a specific event. The type of event must be specified when the spell
is cast, but it can be anything stated at the time the spell was cast.
(Players should write down the event at the time the spell is cast.) The
maximum range of the spell is 250 meters.
Power: Clairsentience (Sight/Sound)
Modifiers: Invisible Power Effects (All Senses) (+1), Trigger (Any)
(+1/2); Gestures (-1/4), Incantations (-1/4), Character must have at least 20
points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF
Holy Shield (-1), Religious Restrictions (-1/4), Extra Time - 1 turn (-1).
Active Cost = 62 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
Real Cost: 13.
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Free the Body
This spell allows the trapped cleric to escape physical imprisonment by
spirit passage to a nearby location. This spell is unusual in that it requires
neither gestures nor an incantation. Instead, the priest must maintain a
steady mental chant to his goddess. Casting this spell is fatiguing and
requires total concentration until the priest is free. If the priest fails his
Magic Skill roll, he is momentarily stunned by magic feedback.
Power: 1" Tunneling through 20 DEF, closes behind
Modifiers: Only to escape imprisonment (-1), 0 DCV Concentrate
throughout (-1), Character must have at least 20 points in spells from College
(-1/2), Requires Magic Skill Roll (-1/2), Religious Restrictions (-1/4), Extra
Time - 1 Turn (-1), x5 END (-2), Side Effect (3d6 STUN Drain) (-1/2).
Active Cost = 72 points.
END Cost: 1 per 1" tunneled; Magic Roll: -7; Casting
Time: 1 Turn.
Real Cost: 9.
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Glyph of Sanction
This spell creates a golden sigil of warning on any surface, such as a door
or floor. Anybody touching the sigil without speaking a key phrase will
trigger an intense blast of pain to anybody standing nearby. The mental blast
is a one-sided explosion, and the number of STUN dice drops by one per hex of
distance from the sigil.
Note that eventually this spell will be discharged when an unfortunate
animal touches the sigil, unless they are kept out of the hex by some means.
Any creature with more than 50 points of shrinking (smaller than a mouse) will
not trigger the sigil.
Power: 4d6 Ego Attack
Modifiers: Explosion (lose 1d6 per 2") (+1/2), Trigger (Mouse-sized or
larger creature touches Sigil hex surface without speaking password) (+1/4);
No Range (-1/2), Only on a flat surface (-1/4), Only explodes on side facing
Sigil (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4), Extra Time - 1
Turn (-1). Active Cost = 70 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 turn.
Real Cost: 12.
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Hands of Our Lady
Upon casting this spell, a pale, golden image of Our Lady will appear
superimposed upon the priest, and her hands will swiftly deflect any incoming
ranged attacks aimed at the cleric. Casting the spell requires concentration
to bring forth the protection of Our Lady.
Power: +10 Missile Deflection
Modifiers: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions
(-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.
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Open Thy Heart
This spell causes the opponent to open his heart to Our Lady and lose his
combative ardor. He will continue to defend himself, but will not attack
unless others seek to kill him. If he suffers from the berserk disadvantage,
this spell will usually cause him to lose his combat frenzy. If the priest
fails his Magic Skill roll, he suffers a stunning backlash of intense
emotions.
Power: 10d6 Mind Control
Modifiers: Does not require verbal communication (+1/4); Only to calm
target and make him peaceful (-1/2), Gestures (-1/4), Incantations (-1/4),
Character must have at least 20 points in spells from College (-1/2), Requires
Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4),
Side Effect (4d6 Ego Attack) (-1/2). Active Cost = 62 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 13.
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Resist the Fury of Nature
This spell allows the sanctuary priest to function in otherwise punishing
environments, including intense heat or cold, strong winds, sunburn, crashing
surf, poison gases, and underwater. The cleric is protected by repeated bands
of glowing gold light which move down from his head to the ground, increasing
speed as the environment grows harsher.
Power: -10" Knockback Resistance
Modifiers: Only versus wind or water (-1). Active Cost = 20
points.
Power: Life Support (Intense Heat/Cold, High Pressure, Don't
breathe)
Modifiers: Linked to Knockback Resistance (-1/2). Active Cost =
19 points.
Combined: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.
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Ring of Steel
Upon casting this spell, flashing scimitars appear in the ring of hexes 2"
from the target hex, and they proceed to whirl about, slashing any who enter.
Those who stay within the outer ring of hexes are protected and remain
untouched by the blades.
Because of the lethal nature of this spell, it requires additional effort
to maintain. Use of this spell is frowned upon by the majority of the clergy
of Our Lady, save in the most desperate of circumstances.
Power: 1d6+1 RKA versus PD
Modifiers: Area Effect (2" Radius, Nonselective) (+3/4), Hole in the
Middle (+1/4); x2 END (-1/2), Gestures (-1/4), Incantations (-1/4), Character
must have at least 20 points in spells from College (-1/2), Requires Magic
Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
Active Cost = 40 points.
END Cost: 8; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.
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Shield of Deliverance
This spell allows the cleric to make it more difficult for someone to
teleport into the vicinity of the target hex. This is often used by the clergy
during a siege to prevent the attackers from teleporting troops into a castle,
or at least into critical areas such as the gate house. The area warded from
teleportation is suffused by a faint golden mist.
Power: 6d6 Suppress Teleportation
Modifiers: Explosion (lose 1d6 per 5") (+1+1/2), 1/2 END (+1/4);
Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points
in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy
Shield (-1), Religious Restrictions (-1/4), Extra time - 1 Minute (-1-1/2).
Active Cost = 82 points.
END Cost: 4; Magic Roll: -8; Casting Time: 1/2 phase.
Real Cost: 16.
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Stay Death
The target of this spell is bathed in a healthy golden aura, and becomes
warded against blows that would otherwise prove lethal. Wounds will close by
themselves, and the subject quickly recovers his physical prowess. This
healing bonus is lost once the priest falls asleep or is rendered
unconscious.
Power: 3d6 Healing
Modifiers: Trigger (BODY or STUN falls below zero) (+1/4); Gestures
(-1/4), Incantations (-1/4), Character must have at least 20 points in spells
from College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4), Extra Time - 1 Turn (-1). Active Cost =
19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 turn.
Real Cost: 4.
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Suffer the Frost
This spell covers the priest of Our Lady in a golden glow, allowing him to
endure intense cold and frost with minimal damage. This reduction works
against normal and magical cold, including killing attacks.
Power: 50% Resistant Energy Damage Reduction
Modifiers: Only against cold (-1), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions
(-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Temple of Solitude
This spell is used to create a small pocket of solitude, where the priest
can pray to his goddess without disturbance from the outside world. The nature
of the pocket allows the priest to view events that are occurring where he
left the world, but he is unable to affect their outcome until he returns.
Power: Clairsentience (Sight/Sound)
Modifiers: Indirect (Location of pocket) (+1/2), Transdimensional
(+1/2). Active Cost = 50 points.
Power: Extra-Dimensional Movement
Modifiers: Linked to Clairsentience (-1/2), Only to a local (1 hex)
pocket (-1). Active Cost = 20 points.
Combined: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 17.
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Turn the Dark Arts
This useful spell allows the sanctuary priest to temporarily diminish the
magical powers of a Wizard. A band of golden fire flies from the fingers of
the cleric and hovers above the head of the target. Because of the nature of
this spell, it has no effect on any clerical powers derived from the gods. The
priest must concentrate during the full phase it takes to cast.
Power: 4d6 Suppress Magic
Modifiers: All Magical Powers (+2); 1/2 DCV Concentrate (-1/4), Not
versus clerical powers (-1/2), Gestures (-1/4), Incantations (-1/4), Character
must have at least 20 points in spells from College (-1/2), Requires Magic
Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4), Extra
Time - Full Phase (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 12.
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Unravel Binding Knots
With a golden touch, this spell will undo most entangle attacks by
unraveling all knots and links. No other gestures are required for this spell,
so the caster escape a trap that would otherwise hold him helpless. As a
result, however, Unravel Binding Knots requires steady concentration and
additional effort to cast. This spell has no effect if the entangle is
transparent to attacks.
Power: 11d6 Dispel Entangle
Modifiers: Not if entangle is transparent to attacks (-1/2), Has no
range (-1/2), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), x2 END (-1/2),
Character must have at least 20 points in spells from College (-1/2), Requires
Magic Skill Roll (-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
Active Cost = 33 points.
END Cost: 6; Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 6.
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Walk with Humility
To cast this spell, the sanctuary priest must clear his mind of all
egocentric thoughts. The cleric then becomes invisible to all but the most
powerful forms of magical detection. Any word, thought, or deed that is
clearly egocentric is sufficient to cancel this spell.
Power: 2d6 Suppress
Modifiers: Any Magical Detection (+1/4), Area Effect (hex) (+1/2),
Personal Immunity (+1/4); 1/2 DCV Concentrate throughout (-1/2), No Range
(-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20
points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF
Holy Shield (-1), Religious Restrictions (-1/4). Active Cost = 20
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Ward Malevolence
Upon casting this spell, the priest takes on the brilliant golden facade of
Our Lady, causing intense awe those who would do harm to him and his charges.
Most evil foes will flee at the sight, or grovel in surrender.
Power: +30 character points of Aid to PRE
Modifiers: Only versus malevolent foes (-1/4), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4), Extra Time - 1 turn (-1). Active Cost =
60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
Real Cost: 12.
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Unique Spells
Eternal Exile
This spell is used to punish an individual who has perpetrated a serious
crime against Our Lady. The criminal is banished for all time from a 120km
radius centered on the holy ground where the spell is cast. To exile the
target, the priest will need a piece of the body of the criminal, such as a
lock of hair, some nail clippings, or even a finger or other appendage. The
body part is planted 6' under the holy ground, packed with ash and salt, then
buried by rocks. (Destroying the body part is sufficient to cancel the
spell.)
By tradition, the exile is escorted from the area before the curse is put
into effect. Whenever the criminal returns to the area, his flesh acquires a
golden burning glow and the mark of Our Lady appears upon his forehead. The
magical curse will not allow him the mercy of unconsciousness, and he must
watch as his flesh burns and falls off. Casting this spell requires a
sacrifice by the cleric, costing him 1 character point.
Power: 1d6 RKA versus PD
Modifiers: Area Effect (120km Radius) (+5), Penetrating (+1/2), 0 END
Persistent (+1), Continuous (+1); No Range (-1/2), No Knockback (-1/4), No
STUN (-3/4), Independent (Costs 1 CP to cast) (-2), Only versus a banished
criminal (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at
least 30 points in spells from College (-3/4), Requires Magic Skill Roll
(-1/2), OIF Piece of Criminal buried on Holy Ground (-1-1/2), Religious
Restrictions (-1/4). Active Cost = 127 points.
END Cost: 0; Magic Roll: -13; Casting Time: 1/2
phase.
Real Cost: 15.
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Great Siege Wall
This spell can be used to create a strong, 14" long wall made from any
nearby material, including wood, metal, stone, glass, bones, bamboo, and so
on. The wall can be any shape, including a 3" radius sphere. The wall will
eventually be knocked apart with repeated battering by a sufficiently strong
force.
Power: +12 DEF Force Wall
Modifiers: Hardened (+1/4), 1/2 END (+1/4); Ablative (-1), Gestures
(-1/4), Incantations (-1/4), Character must have at least 30 points in spells
from College (-3/4), Requires Magic Skill Roll (-1/2), OAF Holy Shield (-1),
Religious Restrictions (-1/4). Active Cost = 97 points.
END Cost: 5; Magic Roll: -10; Casting Time: 1/2
phase.
Real Cost: 19.
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Holy Fortress
Within the area where the spell is cast, a golden, hexagonal fortress
materializes. The (9" radius) walls of the fortress are plate metal, with two
exits which can be barred from the inside. Arrow grills line the second floor
of the fortress, shaped in the form of the ladies' rose. On the third floor,
the walls are crenellated. The interior is divided into six primary chambers,
each containing two pallets, a bench, and a small altar to the Lady. There is
also a stable on the first floor with room for four mounts. Spiral staircases
run between the floors, and each of the interior doors can be bolted from both
sides.
Power: 9 DEF Entangle
Modifiers: Area Effect (Radius) (+1), Hole in the Middle (Fortress
template) (+1/4); Single Continuous Charge lasting 1 day (Unoccupied by caster
for 1 turn to cancel) (0), No Range (-1/2), 1/2 DCV Concentrate (-1/4),
Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points
in spells from College (-3/4), Requires Magic Skill Roll (-1/2), OAF Holy
Shield (-1), Religious Restrictions (-1/4), Extra Time - 5 Minutes (-2).
Active Cost = 202 points.
END Cost: 0; Magic Roll: -20; Casting Time: 5
Minutes.
Real Cost: 30.
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Penultimate Barrier
This powerful spell creates an illusionary barrier that blocks any who
attempt to cross. The nature of the barrier is left to the cleric, but all the
usual mental illusion modifiers apply. Any walls or similar features are
treated as major changes to the setting.
Power: 10d6 Mental Illusion
Modifiers: Area Effect (Any) (+1); Only to create a barrier (-1/2),
Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points
in spells from College (-3/4), Requires Magic Skill Roll (-1/2), OAF Holy
Shield (-1), Religious Restrictions (-1/4), Extra Time - 1 Turn (-1).
Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 turn.
Real Cost: 18.
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Suffer Thy Wrath
Upon casting this spell, the sanctuary priest is completely wrapped in the
golden glow of the Ladies protection. Attacks upon the priest are turned back
upon a foe: missile weapons are reflected back, and any damage from a melee
attack is also inflicted on the attacker. Of course this defense is not
perfect. Some missiles will still get through and the total reflected damage
is limited to the maximum allowed by the power.
Power: 2d6 RKA versus PD
Modifiers: Damage Shield (+1/2); STUN and BODY damage limited to attack
result (-1/4), No Range (+0). Active Cost = 45 points.
Power: Missile Reflection (Arrows or Projectiles) Modifiers:
Linked to RKA (-1/2), Costs END to use (-1/2). Active Cost = 30
points.
Combined: Gestures (-1/4), Incantations (-1/4), Character must have at
least 30 points in spells from College (-3/4), Requires Magic Skill Roll
(-1/2), OAF Holy Shield (-1), Religious Restrictions (-1/4).
END Cost: 4; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 17.
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