3 -
Benediction – Takes 20
rounds and successful ‘singing’ or ‘public speaking’ maneuver to cast. Adds +5 to RR, maneuvers,
morale of up to lvl
# of allies within earshot for the next 1 min/lvl.
Effects not cumulative with cleric-base
prayer, but can overlap. Caster
himself
does not receive these benefits. (Note:
Long casting time makes Extensions impossible).
4 – Vestment
I
– R: T Caster’s
vestment becomes as +5 DB magical
armor for 1 rnd/lvl.
5 – Eulogy
– Puts any one deceased
target to rest. The
deceased gets a RR
equal to half the eulogist’s lvl and at +25 vs. necromancy attempts,
animate
dead and the like until & unless the eulogy is Dispelled
(eulogy
resists vs. Dispelling at twice eulogist’s level).
However, Lifegiving chance for
success
is also reduced by 1% per lvl of eulogist.
6 - Acolyte /
Apprentice – R: T D: V
Binds young apprentice to the caster.
Apprentice agrees to be faithful to the interests of the
caster for the
duration of apprenticeship; betrayal of that faith results in an
appropriate
curse. Spell
effects last until the
caster wills them to lapse, the apprentice betrays the caster, the
spell is Dispelled
(resists as lvl of caster and at +50), or the apprentice becomes an
adult
(whichever comes first). Only
effective
on willing pre-adult target.
7 - Cadence – As Benediction,
except +10 for
any and all allies within 100’ who can hear the caster.
8 – Vows – As Acolyte,
except target is a
willing adult. Duration
is variable and
as stated by target when he swears his oath of fealty / allegiance /
faith. Spell can
also lapse if caster
fails to deliver on a promised obligation involved in the Vow. Breaking of a vow by the
target will result
in either a grievous curse or effects similar to that in True
Quest.
9 – Vestment
II – As Vestment
I,
except caster’s vestment becomes as +10 DB magical armor for 1 rnd/lvl,
or +5
for 1 min/lvl.
10 –
Atonement – R: T D: P
Caster forgives transgressor target of broken Apprenticeship
or Vow,
thus relieving any remaining curse effects and making it possible to
establish
new covenants.
11 – Vestment
of War – for 1 min/lvl,
vestment wears as AT2 but protects as AT16.
Dirt and fluids sleet from the garment without staining. Effect can be employed in
conjunction with
other Vestment spells.
12 – Exorcism – R: 50’ RR -20
Breaks the bond between a supernatural spiritual
creature
and a specific
(stationary) site. Creature
either
dissipates or is banished from the world for one decade per 5 RR
failure,
depending upon the nature of the being.
Can be effective provided that the creature is within a
50’ radius of
the target point (creature does not necessarily have to be seen or
detected to
have the site bond broken by exorcism).
13 –
Foundation – Prepares
grounds for building of a structure of spiritual significance. Protects the future
structural integrity and
is a RR barrier equal to half the caster’s lvl vs. spiritual beings who
might
attempt to take up residence there.
Foundation spells last as long as the structure stands,
and resist
dispelling at twice the caster’s level and +50 on RR.
14 –
Dismissal – R: 50’ Banishes a
supernatural spiritual creature
from the worldly plane for one decade per 5 RR failure.
Demonic or devilish foes of the caster get
–10 RR, undead resist normally, other multi-planar beings (e.g. shades)
resist
at +10.
15 – Vestment
III - As Vestment
I,
except caster’s vestment becomes as +15 DB magical armor for 1 rnd/lvl,
or +10
for 1 min/lvl, or +5 for 10 min/lvl.
16 – Holy
Grounds – For this spell
to function, the 10’/lvl radius region must be free of supernatural
spiritual
foes, not already designated or overlapping a competitor’s Holy
Grounds
and free of any other church’s Foundations. There is no absolute limit
to how many
grounds a caster may so designate, but each must be occupied by the
caster for
three days continuously after casting for the effects to manifest. Holy grounds protect
any deceased
there fallen or interred as by Eulogy (without
adverse Lifegiving
effect, effect dispels at level of creator of the grounds once off the
grounds)
and protect vs. haunting as Foundation, except at
the caster’s lvl and
across the entire grounds. Supernatural
foes are –15 to OB and maneuvers on holy ground.
Holy Grounds can be Dispelled
from the center by overcoming a RR +25 at the caster’s lvl.
17 –
Sanctuary – Creates a
protective, immobile 50’ spherical shell centered on the caster. Undead, demons, devils,
etc. within the
radius are struck with an appropriate ‘C’ elemental critical every
round they
remain there (no RR). Effect
lasts as
long as the caster concentrates and remains within 10’ of initial
casting
location. A Sanctuary attempted on someone else’s Holy
Grounds,
Citadel or Foundation is subject to RR before
casting. If the
caster fails RR, he cannot find the
words to create the spell. If
he makes
an immediate perception check, he will understand why, otherwise he is
afflicted with Confusion (as under Spirit Mastery)
for the remainder of
this and the following round.
18 – Holy
Water – Applicable to
faiths in which water has a ceremonial function.
Converts 4 ounces of clear spring water to
holy / unholy water. If
splashed upon
the undead, the water effects a ‘B’ heat (or other elemental) critical.
18 - Battle
Chant – As Benediction,
except +15 for any and all allies within 200’ who can hear the caster.
18 – Mass
Eulogy – As Eulogy,
except effective on up to level # of targets within 10’/lvl.
19 –
Abjuration – R: 50’ D: 1 rnd/lvl Target is held
immobile and must truthfully
answer all questions put to him or suffer an ‘E’ elemental critical for
each
untruth.
20 – Lord
Vestment - As Vestment
I, except caster’s vestment becomes as +20 DB magical armor
for 1 rnd/lvl,
or +15 for 1 min/lvl, or +10 for 10 min/lvl.
25 – Holy
Citadel – R: T D: V
Region 100’/lvl surrounding the point touched becomes as
Holy
Grounds
(subject to same preconditions except for three-day residency). The caster can only have
one citadel at a
time. Effects are
as Holy Grounds,
plus any foe in the citadel takes 1 hit/min (subject to RR), any
supernatural
foe takes 1 hit/rnd, and defenders of the citadel can inflict Holy
weapon
criticals (in place of the usual man-sized critical if defender wishes). Holy citadel can be Dispelled
from the
center by overcoming a RR +50 at the caster’s lvl.
30 – Crusade – Increases
caster’s recruitment
potential by one integer factor (1x to 2x, 2x to 3x, etc.) each
consecutive day
it is cast, up to a maximum of 10x.
A
day during which this spell is not cast reduces the
recruitment
potential by one integer factor (to minimum of 1x), and consequently
may result
in desertions. If
the War Law
recruitment guidelines table is being used, apply this same factor to
shorten
the recruitment time needed to cover a region.
Note that while this spell grants the potential for a
great host to
adhere to a cause, it doesn’t necessarily increase the chance for any
specific
individual to cleave to it.
50 - To War
- As Benediction,
except +25 for any and all allies within a mile who can either mentally
or
audibly listen to the caster. (Caster
is
allowed to simultaneously employ Mind Speech or
similar magic).
NOTE: On Ceremonies,
references to
the caster’s level in spells with quasi-permanent effects (e.g. Acolyte,
Eulogy, Vows, Foundations, Holy Grounds, Holy Citadel) refer
to the level
the caster was at the time he cast the spell.