Editing
Divine spells
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
*[http://wiki.rpg.net/index.php/Savage_Prax wiki] *Special Divine Spellsfor Ancestor-Worshipers *Axis Mundi ritual Summon, nonstackable, reusable This one-hour ritual creates a holy sanctuary (10m in radius) which enhances the passage of ancestral spirits to the mundane plane. Ancestral spirits can appear within the Axis Mundi without the benefit of a Visibility spell The spells of Gift Power, Gift Spell, Incarnate Ancestor and Summon Ancestor can all be cast within its bounds as if they were ordinary divine magic, without going through a lengthy ritual. Axis Mundi can be boosted with as many MPs as desired. Each point gives the Axis Mundi one hour’s duration. This spell also attracts ancestral spirits and permits their participation in the holy day rituals. *Free Ghost This spell must be cast upon the ghost of a deceased mortal. The user must overcome the MPs of the ghost with his own. If he succeeds, the ghost is unbound from its haunting and returns to the Land of the Dead. *Incarnate Ancestor This spell causes a named ancestor to dominantly possess the body of a willing descendant, who can be the spell caster. The summoned spirit can use all spells, knowledge, and skills it had while living. The spirit need not leave the host body until it pleases to do so or is exorcised. Friendly spirits leave when the job at hand is through. Neutral spirits must be bribed to do so by Gift Power or Gift Spell. Malign ancestors do not leave voluntarily. *Summon Ancestor This spell summons an ancestral spirit from the Land of the Dead. If the spirit is friendly, it can engage in spirit combat or cast spells if the summoner desires. Not all a character’s ancestors may be righteous or kindly. Evil spirits may attack the caster, or at least refuse to aid him. If the caster names a specific ancestor when the spell is cast, he gets that particular ancestor. Otherwise, a randomly- determined spirit is called, the characteristics of which are determined through use of the Random Ancestor Table. *Oakfed *Elemental Summoning Duration 15, Rank Initiate, Touch This spell summons forth an elemental associated with the rune or runes of a cult. For example cults associated with the Earth Rune would summon Gnomes. The caster summons an elemental of one cubic metre per point of Magnitude in 1D3 Combat Rounds and remains in the area for the entire spell duration. For obvious reasons, the caster must have access to the same volume of the element’s material to cast this spell successfully. If less volume is available, then the caster can animate the material with a smaller elemental if desired. The elemental follows the directions of the caster for the duration of the spell but disperses once the spell expires.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information