CLOSED CHANNELING
Ceremonies

2 – Prepare Vestment – R: T D: V Consecrates a ceremonial garment or uniform appropriate to the channeler’s profession.  The vestment is specific to the caster and can be considered either AT 1 or 2.  Any given channeler can own at most three vestments at any given time.

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.

5Eulogy – 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.