Difference between revisions of "Issaries"

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(Issaries)
(Issaries)
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|'''Spirit Magic''' || Mobility, Harmonise, Glamour, Mind Speach, Glue || None
 
|'''Spirit Magic''' || Mobility, Harmonise, Glamour, Mind Speach, Glue || None
 
|-
 
|-
|'''Divine Magic'''|| Any || Lock, Special Lock, Create Great Market, Spell Trading, Path Watch, Create Market
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|'''Divine Magic'''|| Any || Lock, Special Lock, Path Watch, Create Market, Create Great Market, Spell Trading  
 
|}
 
|}
  
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==Issaries Divine Magic            1 point==
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
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===Lock&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 point===
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''Duration 8 weeks, Range touch, Reusable''
  
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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.
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===Special Lock&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 point===
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''Duration 8 weeks, Range touch, Reusable''
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 +
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.
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===Path Watch&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2 points===
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''Duration variable, Range 160 m to each side of the path, Reusable''
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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.
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===Create Market&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3 points===
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''Duration 8 weeks, Range 160 m, Reusable''
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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.
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===Create Great Market&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 point===
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''Duration variable, Range 400 m, not Reusable''
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this spell is available only to the elected High Priests of the cult, and is temporarily given to them by Issaries when the 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.
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===Spell Trading&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2 points===
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''Duration 5 min, Range 3 m, Reusable''
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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.
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# 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.
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# 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.
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# 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.
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# 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.
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# 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.
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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.
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</div>
 
==Associated Cults==
 
==Associated Cults==
 +
 
===Lhankor Mhy===
 
===Lhankor Mhy===
 
;Divine Magic
 
;Divine Magic

Revision as of 10:56, 3 November 2017

Issaries

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

Issaries Divine Magic            1 point

Lock            1 point

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            1 point

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            2 points

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            3 points

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            1 point

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 the 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            2 points

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.

Associated Cults

Lhankor Mhy

Divine Magic
Analyse Magic
Knowledge

Chalana Arroy

Divine Magic
Heal Area