Divine spells: Difference between revisions

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Created page with '*Special Divine Spells for Ancestor-Worshipers Axis Mundi ritual Summon, nonstackable, reusable This one-hour ritual creates a holy sanctuary (10m in radius) which enhances the…'
 
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*Special Divine Spells
*[http://wiki.rpg.net/index.php/Savage_Prax wiki]
for Ancestor-Worshipers
*Special Divine Spellsfor Ancestor-Worshipers
 
*Axis Mundi
Axis Mundi
 
ritual Summon, nonstackable, reusable
ritual Summon, nonstackable, reusable
This one-hour ritual creates a holy sanctuary (10m in radius)
This one-hour ritual creates a holy sanctuary (10m in radius)
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participation in the holy day rituals.
participation in the holy day rituals.


Free Ghost
*Free Ghost
 
ranged, instant, stackable, reusable
This spell must be cast upon the ghost of a deceased mortal.
This spell must be cast upon the ghost of a deceased mortal.
The user must overcome the MPs of the ghost with his own.
The user must overcome the MPs of the ghost with his own.
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returns to the Land of the Dead.
returns to the Land of the Dead.


Gift Power
*Incarnate Ancestor
 
ritual Enchant, nonstackable, reusable
This spell allows the user to donate a point of his POW to
a willing ancestral spirit.
 
Gift Spell
 
ritual Enchant, nonstackable, reusable
This spell allows the user to transfer the knowledge of any
one spirit magic spell (only) to a willing ancestral spirit. The
user loses knowledge of the spell.
 
Incarnate Ancestor
 
ritual Summon, nonstackable, reusable
This spell causes a named ancestor to dominantly possess the
This spell causes a named ancestor to dominantly possess the
body of a willing descendant, who can be the spell caster.
body of a willing descendant, who can be the spell caster.
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bribed to do so by Gift Power or Gift Spell. Malign ancestors
bribed to do so by Gift Power or Gift Spell. Malign ancestors
do not leave voluntarily.
do not leave voluntarily.
This spell can be cast without naming the specific ancestor
desired, in which case a random ancestor comes. This is
dangerous.
Spirit Guardian


ranged, duration one day, stackable, reusable
*Summon Ancestor
This spell must be cast upon a friendly ancestral spirit. It sets
up a mental connection, identical to Mindlink, between spirit
and caster.
 
Spirit Melding
 
touch, temporal, nonstackable, reusable
This spell must be cast upon a friendly ancestral spirit which
is enveloping the caster. For the spell’s duration, the spirit’s
magic points are added to the caster’s for purposes of resist-
ing spirit combat and spells. If the spirit leaves the caster, the
spell’s effects end.
 
Summon Ancestor
This spell summons an ancestral spirit from the Land of the
This spell summons an ancestral spirit from the Land of the
Dead. If the spirit is friendly, it can engage in spirit combat
Dead. If the spirit is friendly, it can engage in spirit combat
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determined spirit is called, the characteristics of which are
determined spirit is called, the characteristics of which are
determined through use of the Random Ancestor Table.
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.

Latest revision as of 13:01, 27 September 2010

  • 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.