Issaries

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Issaries[edit]

Standard Cult Specialist
Skills Tradetalk, Fast Talk, Evaluate, None
Spirit Magic Mobility, Befuddle, Glamour, Mind Speach, Glue None
Divine Magic Any Lock, Special Lock, Path Watch, Create Market, Create Great Market, Spell Trading

Issaries Divine Magic[edit]

Lock[edit]

1 point    Nonstackable, Duration 8 weeks, Range touch, Reusable

This spell is an elaboration and specialisation of the Glue Spell. It lasts eight weeks. It may be cast on a door, chest lid, bag opening, or similar device. It will thereafter act as a Glue spell with a strength equal to twice the magic points use to strengthen the spell when it was cast. It is personalised to the caster and only he may open and close the door (or whatever) as many times as desired and, when it is closed, the Lock will continue to work. This will be broken if overcome by superior strength. It cannot be removed by Dispel Magic.

Special Lock[edit]

1 point    Nonstackable, Duration 8 weeks, Range touch, Reusable

This is like Lock in every way, but may be cast on top of it to allow one other specific person to pass through the door each time it is cast. This is cast on the door (or whatever) and the person getting the 'passage' must also be present, laying their hands on the object during the spell. It is only good for one item and one person per casting.

Path Watch[edit]

2 points    Nonstackable, Duration variable, Range 160 m to each side of the path, Reusable

Goldentongue priests us this stackable spell when passing through dangerous or questionable territory, or by others when traveling to a city market and home again. It must be laid upon a known path or visible road which will be traveled by the caster. While it lasts the spell will act as 100% Detect traps and Detect Enemies spell for the caster. It will last as long as the road lasts and as long as the caster stays awake.

Create Market[edit]

3 points    Ritual, Nonstackable, Duration 8 weeks, Range 160 m, Reusable

This spell creates a gently glowing wall similar to a dull Lightwall in size. This acts as a Warding spell in most respects, except that insted of wooden pegs the priest must use 1 meter staffs carved with the likeness of Issaries at the corners. Also, it does not just detect anyone entering, but instead it detects anyone who is entering the area with a hostile intent. Theft is a hostile intent. Note that this will make no distinction between "friendly" fighters and "hostile" fighters; anyone attempting to pass through with intentions of harm from the Outside will alert it.

Create Great Market[edit]

1 point    Ritual, Nonstackable, Duration variable, Range 400 m, not Reusable

This spell is available only to the elected High Priests of the cult, and is temporarily given to them by Issaries when they attain that status. This simply allows all priests of the cult to combine their Create Market spells together to make one large, protected marketplace. It lasts a week in a temporary market, and a full year in on-going places of market worship where Issaries has an established temple.

Spell Trading[edit]

2 points    Ritual, Nonstackable, Duration 5 min, Range 3 m, Reusable

This spell allows the Issaries priests the ability to trade one use of any Divine Magic spell which they know (except this one!) in exchange for one use of any Divine Magic spell known by another priest of any cult. The trade must be done voluntarily. One-use Divine magic may be traded by either party, but trading counts the same as casting it and they loose that use of it. Issaries priests may trade any spell of which they have use, even if it did not originate withe their cult.

  1. The trade must be done in an Issaries Market. This protects the priest from persons with ill intent, so the thief who intends to 'accidentally' cast a Dark Shade at the Issaries priest will be detected by the market spell.
  2. Traded items must be specified. Exact prices are negotiable, but Issaries insists on a negotiated clear profit for his priest in one form of another. For, should the trade fail, the priest still will get something for his attempt. After statements are made, the Spell Trading is cast.
  3. Some sort of token must be passed as part of the trade, and it should represent in some way the spell being traded. Thus a shield spell would use a shield, a Humakti spell use a knife, of summon Sylph use a bag of air. In case of accident, this is especially important in trading Elementals.
  4. Each priest simultaneously must cast their spell upon the other. A roll of 01-95 means the spell was passed successfully, but a 96-00 means that the spell actually was activated against the other priest, and immediately takes effect. If an elemental was being traded, then the intended recipient is attacked by the elemental, for instance. Even though on of the parties fails to pass the spell, he of she still receives the spell from the other party.
  5. If the spell traded away can be reused, both priests must throw d100 again to see if each will recall his spell after a meditation at a temple. If one throws 96-100, he does not normally recall. He then must make a 'remembering roll' before he gets the use of the spell. This may be attempted once a week, and the priest must make a successful roll which is computed exactly the way his POW gain roll is figured for that week. Once the spell is remembered, then there is no further trouble.

If an intended recipient or an actual recipient goes away from the exchange feeling cheated, either because of bargaining or because they did not get the spell, then they will be cursed by Issaries if they try to right their failure through any means but peaceful trade. The curse takes the form of the cult spirit of reprisal, Raw Greed, either for the spells intended or for the token used in the trade.

Spirit of Reprisal[edit]

Raw Greed[edit]

This spirit is loosed by the god against any cult member who breaks cult vows. It may also be summoned with a Divine Intervention by a priest who wishes to summon it. It may also be found in certain jewels called Greed Gems which always 'attack' anyone who picks them up. These jewels are faceted with 51 sides and are valued at over 15,000L.

The spirit of Raw Greed will attack with a POW = 2d6+12. It will continue attacking until it is dead or else the character had lost all his POW but one point. Thus it does not try to kill offenders, but only to inflict them with as much of their curse as possible through spirit combat.

For each point of POW which is taken from the defender the defender will get a 5% Greed factor. This curse should be handled as an ability. That is, if a character has some Raw Greed in him then he must throw over his Greed on d100 to overcome his greed in any situation. Otherwise his lust of the object is obsessive. This does not imply an overwhelming desire, but does magnify current desires far out of proportion and make victims wish for personal control of the object or object type. If in steeling something from a priest they were cursed this way, they will lust for whatever they stoll and will never part with it if possible.

Associated Cults[edit]

Lhankor Mhy[edit]

Divine Magic[edit]

Analyse Magic
1 point    Nonstackable, Duration instantaneous, Range 10cm, Reusable
This spell will give a true statement of at least one function of a single magical item or substance.
Knowledge
2 points    Nonstackable, Duration 15 min, Range 10cm, Reusable
This spell allows the user to read the past history and purposes of an item. If the information cannot be assimilated fully within the 15 minutes of the spell, parts may be lost. If the item has a long history, the spell with start at the beginning unless the user dictates a particular time in which to start.

Holy Days[edit]

Tribal market days (held the Wild Day of Mobility Week in each season) are cult holy days. Unlike most cults, Issaries’ seasonal holy days are not especially elaborate or sacred days. Every marketplace is a home for the god, and every exchange of goods and currency gives him power.

Only the high holy day, Secret Way Day, is particularly sacred, being one of the “Twenty-eight Days” of the Heortling sacred calendar. The annual great market is on Gods Day of Harmony Week in Earth Season. It is no more sacred than any other market day, although Issaries worshippers often promise great bargains on this day.

Secret Way Day[edit]

Wild Day, Luck Week, Sacred Time

Issaries’ high holy day falls in the middle of the Lightbringer’s Quest. When the Lightbringers were lost and without hope, with no way to move forward, Issaries found the secret way that allowed them to pass from the trackless Underworld into the Hall of the Dead. He faced Hu’s final silence, and learned how to speak without sound. This confounded Hu, who could not exist in the presence of communication. Issaries spoke to the dead, and they gathered around Hu and made him a part of them again.

Worshippers celebrate on this day by offering the best of their goods to the god, burning them and scattering the ashes to the winds.