Divine Lore

A Gods & Monsters Lorebook

Divine Lore

A Gods & Monsters Lorebook

by Jerry Stratton

Copyright ©2008

http://www.godsmonsters.com/Divine/

http://www.godsmonsters.com/Divine/Divine.pdf

“Take no thought for your life, what ye shall eat; neither for the body, what ye shall wear. Life is more than meat, and the body more than raiment.”--Luke 12:22-23

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1, published by the Free Software Foundation. A copy of the license is included in the section entitled “GNU Free Documentation License”

July 10, 2008

Spirits

There are up to eighteen levels of spirits, possibly more in some campaigns. Spirits may manifest themselves in numerous ways. “Spirit manifestations” in other games are sometimes called “clerical”, “druid”, or “priest” spells. You can still often use them in “Gods & Monsters”. If the other game uses seven levels of spells, you can usually double the level of any spell less than seventh level, and then possibly subtract one, for the “Gods & Monsters” level. Seventh level spells in other games might be from thirteenth to eighteenth level. The class of “all” is often the “prophet” spirit: all prophets may call the spirits capable of performing these manifestations.

Most spirit manifestations may be ended at any time by the calling prophet. Some manifestations list a duration of “concentration”. This means that the manifestation lasts as long as the prophet continues the rite (which may include gestures, words, and/or a focus, according to the spell description).

Causing spirits to manifest requires the performance of a special rite on the part of the prophet. Rites can generally consist of words, gestures, and a focus. When a rite requires words, the words must be pronounced clearly and said firmly and at a conversational loudness. They may not be whispered, for example. When a rite requires gestures, the gestures will require freedom of movement of arms, hands, and fingers. A focus is some physical thing that the prophet must have in order to cause the spirit to manifest. Rites which require a focus usually do not result in the destruction of the focus. Unless otherwise noted, a focus may be re-used for further rites. Where a rite calls for a focus but none is listed, the prophet’s holy symbol is the focus.

Where a spell’s success depends on the faith of the target (usually through a Wisdom roll), the prophet may give their wisdom or charisma, as a major modifier, as a bonus to any potential believers’ rolls.

Spirit Types

Animal

Animal Call/Bane

Animal Companion

Animal Aid

Animal Revelation

Animal Tracks

Aurora

Divine Courier

Divine Messenger

Druidsight

Easy Catch

Hound’s Breath

Infestation

Protection from Animals

Ravel/Unravel

Sword to Snake

Track Animal

Vermin Bane/Call

Chaos

Glory Days/Decadence

Ethical Invisibility (Order)

Babel

Babel Script

Detect Influence

Protection from Order

Charm

Animal Companion

Captivate

Command

Courage/Fear

Dissension

Divine Sanctuary/Peril

Enthrall/Aversion

Purpose/Indecision

Quest

Serenity

Spiritual Hold

Spiritual Torpor

Steady Will

Death

Bloodbath

Darkness

Deadly Injury

Deathmask

Decadence

Deflower

Deplete Vitality

Foul Air

Foxfire

Infestation

Locate Disease

Nauseate

Paths of the Dead

Putrefy Food

Spiritual Hold

Spiritual Torpor

Vermin Call

Water of Life

Earth

Anchor

Clay wheel

Earth Shot

Earthmeld

Part Sand

Part Stone

Stone Hail

Sunder Stone Structure

Fire

Aurora

Dry Water

Fire of the Forge

Fire Stone

Firewalk

Part Ice

Pure Fire

Sunlight

Healing

Aurasight

Cure Nausea/Nauseate

Death’s Door

Detect Ailment

Detect Influence

Divine Nourishment

Fresh Air

Heal Injury

Just Sleep

Locate Disease

Paths of the Dead

Restore/Deplete Vitality

Restore Health

Spark of Life

Water of Life

Hearth

Animal Aid

Courage

Divine Nourishment

Hearthmeld

Fire Stone

Fresh Air

Freshen Food

Home Rule

Just Sleep

Pure Fire

Ravel/Unravel

Order

Branch of Truce

Command

Divine Contract

Ethical Invisibility (Chaos)

Grave Contract

Major Contract

Placement

Protection from Chaos

Peace

Branch of Truce

Detect Enemies

Divine Contract

Grave Contract

Major Contract

Serenity

Speak in Tongues

Summit

Sword to Snake

Sunder Weapons

Understanding

Wisdom

Plant

Divine Nourishment

Earthmeld

Flower/Deflower

Foxfire

Fresh Air

Helpful/Unhelpful Hemp

Hound’s Breath

Invisible Passage

Locate Plant

Passage/Tangle

Plant Growth

Ravel/Unravel

Sunder Stone Structure

Sunder Weapons

Sunlight

Treeshape

Prophecy

Animal Revelation

Aurasight

Detect Ailment

Detect Enemies

Detect Influence

Detect Life

Divine Presence

Glory Days/Decadence

Know Morality

Locate Disease

Locate Plant

Locate Water

Placement

Safe Passage

Tidings

Track Animal

Worshipful Direction

Prophet

Bless/Defile

Divine Greatness

Divine Guidance

Divine Presence

Faithful Action

Quest

Rebuke Spirit

Protection

Anchor

Breathe Easy

Bridge of Faith

Buoyancy

Calm Storm

Courage/Fear

Divine Custody

Divine Esteem

Divine Favor/Disfavor

Divine Prowess

Divine Sanctuary

Durability

Endure Extreme Temperature

Ethical Invisibility

Fair Weather Faith

Firewalk

Fresh Air

Freshen Food

Invisible Passage

Ladder of Faith

Part Ice

Part Sand

Part Stone

Part Water

Passage

Protection from Animals

Protection from Morality

Protection from Sorcery

Protection from Undead

Safe Passage

Steady Will

Sunder Weapons

Suppress Sorcery

Unravel Spell

Vermin Bane

Sky

Animal Call/Bane

Animal Companion

Animal Revelation

Aurora

Calm Storm

Divine Courier

Divine Messenger

Lightning

Stone Hail

Sunlight/Darkness

Know Weather

Night Road

Windswept

Trickster

Dissension

Divine Disfavor

Foolishness

Home Rule

Indecision

Night Road

Ravel/Unravel

Helpful/Unhelpful Hemp

Unravel Spell

Wisdom

War

Branch of Truce

Bravery/Despondency

Courage/Fear

Detect Enemies

Divine Esteem

Divine Favor/Disfavor

Divine Prowess

Elemental Weapon

Holy Shot

Holy Weapon

Summit

Water

Anchor

Buoyancy/Sink

Breathe Easy

Divine Courier

Easy Catch

Fog

Hidden Pool

Locate Water

Part Ice

Part Water

Sea’s Revenge

Watery Rebuke

Water Walk

Warp

Weather

Calm/Raging Storm

Endure Extreme Temperature

Fair Weather Faith

Fog

Fresh Air

Hidden Pool/Dry Water

Icy Prison

Know Weather

Lightning

Sheet Lightning

Watery Rebuke

Windswept

Windy Rebuke

Levels of Spirit Manifestations

First Level

Animal Call/Bane

Animal Companion

Animal Tracks

Bless/Defile

Breathe Easy

Courage/Fear

Cure Nausea/Nauseate

Darkness

Detect Ailment

Divine Favor/Disfavor

Divine Guidance

Easy Catch

Endure Extreme Temperature

Faithful Action

Fire Stone

Foxfire

Freshen/Putrefy Food

Holy Weapon

Invisible Passage

Know Weather

Locate Plant

Locate Water

Passage/Tangle

Plant Growth

Protection from Animals

Protection from Morality

Sunlight

Track Animal

Vermin Bane/Call

Second Level

Babel Script

Buoyancy/Sink

Command

Detect Life

Divine Custody

Divine Presence

Divine Sanctuary

Earth Shot

Fresh/Foul Air

Helpful/Unhelpful Hemp

Hidden Pool/Dry Water

Infestation

Know Morality

Placement

Pure Fire

Rebuke Spirit

Restore/Deplete Vitality

Safe Passage

Sheet Lightning

Stone Hail

Worshipful Direction

Third Level

Animal Revelation

Aurora

Divine Courier

Divine Esteem

Divine Greatness

Divine Nourishment

Divine Prowess

Druidsight

Durability

Fair Weather Faith

Fire of the Forge

Flower/Deflower

Holy Shot

Hound’s Breath

Just Sleep

Ladder of Faith

Protection from Undead

Purpose/Indecision

Ravel/Unravel

Speak in Tongues

Steady Will

Tidings

Warp

Water of Life

Windswept

Fourth Level

Anchor

Babel

Clay wheel

Detect Enemies

Detect Influence

Elemental Weapon

Enthrall

Ethical Invisibility

Firewalk

Fog

Home Rule

Locate Disease

Serenity

Spiritual Hold

Sunder Weapons

Understanding

Fifth Level

Aurasight

Branch of Truce

Bravery/Despondency

Bridge of Faith

Captivate

Divine Messenger

Heal Injury/Deadly Injury

Protection from Sorcery

Restore Health

Sunder Stone Structure

Sword to Snake

Watery Rebuke

Water Walk

Sixth Level

Bloodbath

Calm/Raging Storm

Death’s Door

Divine Contract

Spiritual Torpor

Summit

Treeshape

Unravel Spell

Wisdom

Seventh Level

Icy Prison

Spark of Life

Windy Rebuke

Eighth Level

Night Road

Sea’s Revenge

Suppress Sorcery

Ninth Level

Glory Days/Decadence

Paths of the Dead

Quest

Tenth Level

Earthmeld

Eleventh Level

Hearthmeld

Twelfth Level

Major Contract

Part Water

Fourteenth Level

Part Ice

Fifteenth Level

Part Sand

Eighteenth Level

Grave Contract

Twentieth Level

Part Stone

First Level

Animal Call

Range:

Prophet’s Location

Rite:

Words, Gestures, Focus

Focus:

Food

Duration:

2 minutes per level

Calling Time:

1 round

Area of Effect:

120 yard radius, plus 20 yards per level

Reaction:

Willpower

Spirits:

Animal, Sky

Reverse:

Animal Bane

Animal Call calls forth all animals within the manifestation’s area of effect. They congregate around the prophet for the duration, and will not harm the prophet or each other, but are not otherwise under control of the prophet. They will treat others in the area as they would normally do so. When the spirit’s duration ends, the animals disperse. Reactions should only be rolled for specific individual animals. There is no need to make a reaction for every animal in the area of effect.

Spirits of Sky may only affect birds or other sky-living creatures.

The reverse, Animal Bane, empties the area of effect of all animals. Hostile animals which wish to stay should be given a reaction roll.

Animal Companion

Range:

Level yards

Rite:

Words, Gestures, Focus

Focus:

Special

Duration:

Twice level days

Calling Time:

10 minutes

Area of Effect:

One animal

Reaction:

Willpower

Spirits:

Animal, Sky

If the prophet wishes to befriend an animal, Animal Friend can help. The prophet must truly wish to be the animal’s friend, without any ulterior motive. For the duration of the spirit, the animal will follow the prophet about and be trainable as a dog. When the spirit’s duration ends, the animal is no longer under a compunction to remain with the prophet, but if the prophet returns to the animal’s territories, the animal will remember the prophet fondly and associate with the prophet.

Spirits of Sky may only affect birds or other sky-living creatures.

The manifestation’s components are the prophet’s holy symbol and something the animal likes, such as a food or trinket.

Animal Tracks

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fur or Feather

Duration:

30 minutes plus 20 minutes per level

Calling Time:

2 rounds

Area of Effect:

Creature

Reaction:

None

Spirits:

Animal

Animal Tracks gives the recipient the tracks of a normal, natural animal. The focus is fur or a feather from the animal to be imitated.

The spirit causes the target’s tracks to imitate both the feet and the gait of the animal.

Bless

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 minute

Area of Effect:

Level cubic inches

Reaction:

None

Spirits:

Prophet

Reverse:

Defile

Bless blesses items of symbolic import to the prophet. Water may be blessed to become holy water, for example, and used against some forms of the undead.

The reverse, Defile, makes an item unusable in divine rite or ritual. If Defile is manifested on a Blessed item (or vice versa), the prophet must make a Willpower roll at a penalty of the level the Bless was manifested and a bonus of the level the Defile is manifested.

Breathe Easy

Range:

Level yards

Rite:

Words, Focus

Duration:

Instant

Calling Time:

2

Area of Effect:

Level creatures

Reaction:

Health

Spirits:

Protection, Water

Breathe Easy adds 2d6 plus level minutes to the length of time the target(s) can hold their breath.

Courage

Range:

Ten yards per level

Rite:

Words, Gestures

Duration:

Twice level minutes

Calling Time:

2

Area of Effect:

Half level creatures

Reaction:

Willpower

Spirits:

Charm, Hearth, Protection, War

Reverse:

Fear

Courage grants the targets an immunity to non-magical fear, and a bonus of four to reactions against magical fear, for the duration of the manifestation. If any target is already under the effects of fear, non-magical fear is dispelled; or a new reaction is allowed for magical fear, with the above bonus.

The reverse, Fear, causes targets to flee uncontrollably, at their maximum speed, for the duration of the manifestation.

Hearth spirits may only manifest Courage.

Cure Nausea

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

10 minutes

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

Fortitude

Spirits:

Healing, Death

Reverse:

Nauseate

Cure Nausea temporarily cures the target of the nausea and stomach aches of minor ailments such as food poisoning and sickness. It also grants a bonus of 1 to reactions againt the ailment during the manifestation’s duration.

Nauseate gives the target the symptoms of nausea, aching stomach, and dizziness, resulting in a penalty of 1 to agility, attack rolls, and any reaction rolls, as well as requiring a reaction roll to concentrate enough to cast spells. Death spirits may only manifest Nauseate.

Detect Ailment

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

10 minutes + 2 minutes per level

Calling Time:

1 round

Area of Effect:

Creature or Object touched

Reaction:

None

Spirits:

Prophecy, Healing

Detect Ailment tells the prophet whether or not a creature has been diseased or poisoned. Spirits of Prophecy may also tell if some drink, food, or object contains poison or disease. The prophet may make a Perception roll to determine the kind of ailment. Once touched, the prophet will know if the object or creature becomes poisoned during the duration of the manifestation as long as the target remains in sight.

Divine Favor

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

Twice level+4 rounds

Calling Time:

1 round

Area of Effect:

Level times 10 yard radius

Reaction:

None

Spirits:

War, Protection, Trickster

Reverse:

Divine Disfavor

Divine Favor aids friendly morale and combat ability of all friendly creatures within the area of the spirit’s effect at the moment the spirit is made manifest. Willpower and any morale rolls are at a bonus of 1, as are attack rolls.

Divine Disfavor penalizes all unfriendly creatures in the same manner. Trickster spirits may only manifest Divine Disfavor and may choose who is unfriendly.

Divine Guidance

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Special

Calling Time:

Special

Area of Effect:

Special

Reaction:

None

Spirits:

Prophet

Divine Guidance gives the prophet spiritual guidance. This manifestation may only occur at a shrine or other holy place. The guidance provided is of the deity’s choosing, and may come in any form such as angel, omen, riddle, symbol, and/or animal. Guidance may speak to future actions of the prophet and/or past actions by the prophet.

Easy Catch

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fishhook, worm

Duration:

Ten minutes

Calling Time:

1 round

Area of Effect:

20 yard radius per level

Reaction:

None

Spirits:

Animal, Water

Easy Catch causes the fishhook, when lowered into a body of water, to catch large fish approximately once every other minute.

The hook will catch the best eating and largest normal fish in the area of effect, up to a size that one or two people can reel in with effort.

Endure Extreme Temperature

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

2 hours per level

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

Health

Spirits:

Protection, Weather

Endure Extreme Temperature allows the target to endure extremes of heat and cold.

Cold temperatures are as if they were sixty degrees warmer. Hot temperatures are as if they were thirty degrees cooler.

Faithful Action

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

One action, up to twice level minutes

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Prophet

Faithful Action gives the faithful target an increased ability to perform a task. The recipient (which may include the prophet) must be a faithful follower of the prophet’s religion and religious tenets.

The recipient gains a bonus of three to any one action within the duration of manifestation, or a bonus of fifteen to any percentage roll.

Fire Stone

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Stone, fire, ruby or diamond

Duration:

1 day per level, or special

Calling Time:

Ten minutes

Area of Effect:

Stone

Reaction:

None

Spirits:

Fire

Fire Stone involves stoking a fire around a stone or coal. The stone will maintain an inner heat for the duration of manifestation. The stone has a dull red glow, illuminating with a dim radiance for two yards and causes one survival point loss per round held if no protection is used.

At the prophet’s command the Fire Stone can flare up to ignite any commonly burnable material in one round, provide warmth in a one yard radius (more over time if enclosed), or heat water to boiling (one gallon per round). In this state, it causes a 2d6 survival point loss per round held.

If a ruby or diamond is used in the manifestation of the spirit, the spirit’s duration is increased. Instead of one day per level, it is one day per standard monetary value of the gem, with a maximum of one year per spirit level.

Foxfire

Range:

level times 20 yards

Rite:

Words, Gestures, Focus

Focus:

dead leaf or twig

Duration:

2 minutes per level

Calling Time:

2

Area of Effect:

level targets in level yard radius

Reaction:

None

Spirits:

Death, Plant

Foxfire outlines the target(s) in a pale, wispy violet or green luminescence. The glow causes the target (creature or object) to remain visible in the dark even at a distance of up to a hundred yards (fifty yards during daylight or near a bright light). The glow is only enough to outline the target, not enough to illuminate beyond a few feet.

Foxfire can make otherwise invisible or hard to see targets visible, but it cannot affect insubstantial targets such as mists, gasses, or any target that does not have a reasonably solid substance of some kind.

The outline makes the target easier to attack. At night or in darkness, opponents of a foxfired target are at +2 to attack rolls; or +1 to attack rolls at twilight or daylight, or in brightly lit areas.

Freshen Food

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

level feet diameter

Reaction:

None

Spirits:

Hearth, Protection, Death

Reverse:

Putrefy Food

Freshen Food makes rotten, poisonous, or contaminated food (including beverages) edible and as nutritious as when it was fresh and unspoiled.

The reverse, Putrefy Food, makes food inedible and undrinkable. Putrefied food will be obviously spoiled, and will cause food poisoning as normal if eaten.

Holy Weapon

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

3 plus twice level rounds

Calling Time:

2

Area of Effect:

one weapon

Reaction:

None

Spirits:

War

Holy Weapon makes the prophet’s personal hand-to-hand weapon act as a magical weapon, with a bonus of one to attack and two to damage. Only the prophet may use the weapon, and the weapon must be in some way representative of the prophet’s faith or culture.

Invisible Passage

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Long feather

Duration:

30 minutes per level

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Plant, Protection

Invisible Passage hides all traces of the target’s movement through sand, snow, forest, or any other terrain. Within one round of the target’s passing, tracking is impossible through normal means. Footprints are erased, broken twigs mended, fallen leaves re-arranged.

The target must carry the feather for the duration of the spirit’s power.

Know Weather

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Instant

Calling Time:

1 minute

Area of Effect:

level times five mile radius

Reaction:

None

Spirits:

Sky, Weather

Know Weather gives the prophet knowledge of the weather throughout the radius at the present time and for up to three hours away per level, past and present.

For example, a fourth level spirit would give the prophet knowledge of all weather conditions within four miles from the past twelve hours and the next twelve hours.

Locate Plant

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 100 yard radius

Reaction:

None

Spirits:

Plant, Prophecy

Locate Plant tells the prophet the direction and approximate number of the desired kind of plant, if any such plants are within the area of effect.

If the prophet moves while the spirit manifests, the prophet will sense any new such plants within the area of effect.

Locate Water

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 1000 yard radius

Reaction:

None

Spirits:

Water, Prophecy

Locate Water tells the prophet the direction and approximate size of all bodies of water within range.

If the prophet moves while under the spirit’s influence, they can discover new bodies of water that come into range.

Passage

Range:

10 yards per level

Rite:

Words, Gestures, Focus

Duration:

1 minute per level

Calling Time:

2

Area of Effect:

1 yard radius per level

Reaction:

Evasion/Fortitude

Spirits:

Plant

Reverse:

Tangle

Passage allows the target and companions easy passage through thick foliage. Tree branches move out of the way, as do hedges, thick weeds, bushes, and any other plant life. The target and anyone in radius may move at normal speed.

Tangle creates an impassable tangle of thicket and plants. Trees, weeds, bushes, even grass will bar passage, twist around legs and arms, and hold the target and any creature in radius nearly immobile. Tangled creatures may not move. Those within the area of effect are allowed a Fortitude roll to partially avoid the effects of the spirit. Creatures that make their reaaction may move at one yard per round. Depending on the plants doing the holding, exceptionally large or strong creatures may be less effected by this spirit manifestation than normal creatures.

Passage and Tangle may be manifest on a location or on a target creature or object. Creatures are allowed an Evasion roll. If the passage or tangle is attached to something that moves, the manifestation moves also. If the prophet attempts to attach this spirit to a creature and that creature makes its reaction roll, the spirit takes effect just beyond the target creature.

Plant Growth

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fertilizer, water

Duration:

Permanent

Calling Time:

1 minute

Area of Effect:

One plant

Reaction:

None

Spirits:

Plant

Plant Growth causes a plant to grow faster over a period of a day. The plant will grow level times three days worth of growth.

This spirit manifestation is generally useful only on very small plants such as vegetables or flowers, as those grow faster than large plants such as trees.

Protection from Animals

Range:

Touch

Rite:

Gestures, Focus

Focus:

Mint

Duration:

ten plus twice level minutes

Calling Time:

2

Area of Effect:

Level creatures

Reaction:

None

Spirits:

Animal, Protection

Protection from Animals allows all recipients safe passage without detection by animals, by any means. Animals means basically any natural creatures of animal intelligence. Magical creatures or intelligent animals are unaffected, though natural animals under magical influence are. The spirit’s protection is such that animals pay no notice of any creature under the spirit’s effect.

Any creature under the spirit’s protection may end their protection by attempting to attack or otherwise contact any animal.

Protection from Morality

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Holy water sprinkled on target

Duration:

2 minutes per level

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

None

Spirits:

Protection, Order, Chaos

Protection from Morality may be Protection from Evil or Protection from Good. It blocks contact by enchanted, conjured, or summoned creatures, whether part of the opposing moral code or unaligned with respect to good and evil. This will include such creatures as demons and elementals. This protection extends about a foot beyond the target’s body. Other creatures, even if evil, may attack the character, but evil (or good, in the second form) opponents attack at a penalty of 2, and reactions against such attacks are at a bonus of 2.

Moving against barred creatures allows them a Willpower roll to break through the barrier. The moral code protected against depends on the prophet’s religion.

Spirits of Order and Chaos (and only those spirits) may use this manifestation only as Protection from Chaos or Protection from Order, respectively.

Sunlight

Range:

100 yards plus 2 yards per level

Rite:

Words, Gestures

Duration:

1 hour + 20 minutes per level

Calling Time:

1 round

Area of Effect:

15 plus level yard radius

Reaction:

Evasion

Spirits:

Plant, Sky, Fire, Death

Reverse:

Darkness

Sunlight and Darkness may be manifest on a location or on a target creature or object. Creatures are allowed an Evasion roll. If the sunlight or darkness is attached to something that moves, the manifestation moves also. If the prophet attempts to attach this spirit to a creature and that creature makes its reaction roll, the spirit takes effect just beyond the target creature.

Light is reasonably bright within the area of effect, and falls off completely outside of the area. Darkness is near pitch black in the area. Creatures within darkness cannot see out of the darkness. The darkness affects normal sight only.

The prophet may also command the sunlight or darkness to end at any time.

Track Animal

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 200 yard radius

Reaction:

None

Spirits:

Animal, Prophecy

Track Animal tells the prophet the direction and approximate number of the desired kind of animal, if any such animals are within the area of effect.

If the prophet moves while the spirit manifests, the prophet will sense any new such plants within the area of effect.

Vermin Bane

Range:

5 yards per level

Rite:

Words, Gestures, Focus

Duration:

1 hour per level

Calling Time:

1 round

Area of Effect:

10 yard radius per level

Reaction:

None

Spirits:

Animal, Protection, Death

Reverse:

Vermin Call

Vermin Bane repels all insects, rodents, snakes, spiders, worms, and similar tiny creatures of non-fantastic origin with less than one level. While the spirit will not affect creatures of innately magical origin, it will affect summoned creatures of otherwise non-magical origin.

The reverse, Vermin Call, will cause vermin to slowly congregate in the spirit’s area of effect. The spirit will not cause a massive blanketing of the area but will act more as if food were left out or there were otherwise something attractive to vermin. By the end of the spirit’s duration, there will be ants all over everything (if ants exist in the area), rats and snakes crawling over everything, and spiders building their webs in any nook and cranny.

Spirits of Protection may only manifest Vermin Bane. Spirits of Death may only manifest Vermin Call.

Second Level

Babel Script

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Feather Pen

Duration:

Permanent

Calling Time:

3

Area of Effect:

Level pages

Reaction:

None

Spirits:

Chaos

Babel Script causes the target pages to slowly change meaning. The manifestation occurs slowly, over a period of one week. By the end of the week, the affected pages, while looking as authentic as they ever did, will have changed to mean something other than what was originally written. The new meaning will be contrary, although not necessarily opposite.

As the first and second days progress, the writing seems to dance, as if the author had been shaking while writing. On the third and fourth days, the writing has re-arranged itself to random letters; the letters will be arranged in a manner that makes it look like it ought to mean something, but the words will be nonsense words. On the fifth and sixth days, the writing will have formed into recognizable words, but will be formed into nonsense sentences. On the seventh day, the pages will have their new meanings.

Buoyancy

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

30 minutes per level

Calling Time:

3

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

Protection, Water

Reverse:

Sink

Buoyancy causes the target to float upon water. The target must weigh less than 100 pounds plus 50 pounds per level.

The reverse, Sink, causes the target to sink to a depth of ten feet per level. The target may make a strength roll each minute, at a penalty of the spirit’s level, to stay atop the surface, but no action other than frantic swimming is then possible.

Command

Range:

Level times 10 yards

Rite:

Words

Duration:

1 round

Calling Time:

3

Area of Effect:

1 creature

Reaction:

Special

Spirits:

Charm

Command forces the target to obey a single-word command to the best of the target’s ability. The command must be easily understood by the target and unequivocal. Commands might include “flee”, “jump”, “dance”, and “sleep”. Commands which cannot be fulfilled, such as “die”, or commands which cannot be understood will be ignored.

A target with a wisdom or charisma of 13 or more, or at a level of six or more, is allowed a Willpower roll.

Detect Life

Range:

Touch

Rite:

Gestures, Focus

Duration:

10 minutes

Calling Time:

1 round

Area of Effect:

40 yard radius per level

Reaction:

None

Spirits:

Prophecy

Detect Life allows the recipient to feel the presence of living things in the area. This will include the presence of animals, humans, humanoids, and other creatures normal and fantastic. If the prophet has detected such creatures before and knew what they were, the prophet can make a Learning roll to recognize the life form. Otherwise, only the relative size of the life form is detected. The prophet does not gain information about direction, but does gain information about distance and number.

Divine Custody

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Level days

Calling Time:

1 round

Area of Effect:

1 creature

Reaction:

Willpower

Spirits:

Protection

Reverse:

Divine Custody

While a prophet has another creature under Divine Custody, the prophet will know when the target is in danger. If the prophet makes a Perception roll at the moment of danger, the prophet will momentarily see an image of the target’s location and danger as well as a continual directional ‘pull’ towards the endangered target. Distance is not a factor, nor is it in any way conveyed by the image or ‘pull’.

The reverse is the same, except that it warns the prophet whenever the target receives great joy, happiness, or relief. It may generally only be used by evil prophets.

Divine Presence

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

1 minute per level

Calling Time:

1 round

Area of Effect:

Level times ten yards radius

Reaction:

Perception

Spirits:

Prophecy, Prophet

Divine Presence allows the prophet to discern the presence of the divine. The prophet may concentrate for one minute on any specific item to learn part of the nature of the divine presence: the most important aspect of its moral code, the lesser aspect of its moral code (if it has one), the type of the spirit (for example, farming, sailing, childbirth) of the deity whose divine presence has been discerned, or the geographical home of the worshippers of the deity whose nature has been discerned (desert, mountain, forest, etc).

Creatures unwilling to have the divine presence within them detected are allowed a Perception roll to remain undetected.

Divine Sanctuary

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

One minute per level

Calling Time:

3

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

Protection, Charm

Reverse:

Divine Peril

Divine Sanctuary places the target under the divine protection such that attackers will not attack. The target may safely move through hostile or combative territory and, as long as they do nothing hostile or combative, they will not be targeted for an attack.

Any creature that wishes to target or request action against a creature protected by Divine Sanctuary must make a Willpower roll, at a penalty of the spirit level. If this roll fails, that creature will completely ignore the target for the duration of the manifestation.

If the protected creature makes a hostile or combative action, the protection ends. Divine Sanctuary does not protect against incidental area damage, though it does protect against being targeted for such damage.

Divine Peril (a Charm spirit only) causes the target to be chosen first for any attack made upon a group that could include them. Any time an attacker might choose the victim as the target for their attack, the attacker must make a Willpower roll or do so.

Earth Shot

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Three pebbles

Duration:

Five minutes per level

Calling Time:

3

Area of Effect:

Three pebbles

Reaction:

None

Spirits:

Earth

Earth Shot infuses divine power into pebbles suitable for use in a sling. The pebbles are at +1 to attack, and may strike even targets that require +1 or more to attack. The pebbles cause 1d4+1 points damage. They cause 2d4+2 points damage against any target with at least one moral code opposed to the prophet’s moral code, or that is summoned or created by such a creature or force.

Fresh Air

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

30 minutes (or 4 rounds) per level

Calling Time:

1 round

Area of Effect:

1 creature per level

Reaction:

Evasion

Spirits:

Death, Healing, Hearth, Plant, Protection, Water, Weather

Reverse:

Foul Air

Fresh Air completely refreshes the air around the target for the duration of the spirit’s effect. If there is no air around the target, it brings fresh air into existence, but the duration is halved to fifteen minutes per level. It creates or freshens enough air for one creature (per level). Creatures affected may share their air with other creatures. The radius of effect is one foot per spirit level.

Foul Air completely fouls the air around one person. Unless the target knows that they will need to hold their breath, they will be at the minimum time period for suffocation. The duration of Foul Air is four rounds per level. Spirits of Death may only manifest Foul Air.

Helpful Hemp

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Hemp rope

Duration:

ten minutes per level

Calling Time:

3

Area of Effect:

Hemp rope up to level times 4 yards long

Reaction:

None

Spirits:

Plant, Trickster

Reverse:

Unhelpful Hemp

Helpful Hemp makes normal hemp rope into a helpful rope that pretty much knows where it needs to go and will do so on command. Attempts to loop the rope over a stationary object are at a bonus of twice level. Attempts to use the rope as a lasso are at a bonus of half level, and attempts to evade the lasso are at a penalty of half level.

Helpful Hemp, once knotted, can untie itself on command. While it cannot tie itself on command, knots tied into the rope will not unravel unless commanded to do so.

Helpful Hemp can increase in size by up to level times ten percent as needed. It also does not encumber as much as normal rope: divide its bulk by the level of the spirit manifestation for the rope’s bulk while under the influence.

Helpful Hemp has increased strength. It can hold up to level times twenty percent more than it normally could.

Unhelpful Hemp has nearly the opposite effects: it is more bulky by level times ten percent, it tends to be too short (by up to 25%) just when its length is important, its knots are difficult and time-consuming to unravel, and it breaks at unexpected and dangerous times. Each of the bonuses is turned into a penalty, whereas the Evasion penalty turns into a bonus.

Hidden Pool

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Focus:

Rock, indentation, or dew drop

Duration:

1 round

Calling Time:

1 round

Area of Effect:

Up to 5 times level yard radius source

Reaction:

None

Spirits:

Fire, Water, Weather

Reverse:

Dry Water

Hidden Pool calls forth a small pool, spring, or burst of rain which creates up to level times four gallons of water. The water may be called forth into an indentation in the ground; or a spring from a rock. If water is to be called without those, a drop of morning water is required. The water is clean and pure, as rain water.

Dry Water destroys up to four gallons of water per level within a volume of one cubic yard per level. The focus of Dry Water is a pinch of desert sand.

Infestation

Range:

3 yards per level

Rite:

Words, Gestures

Duration:

Concentration

Calling Time:

1 round

Area of Effect:

Half level medium targets

Reaction:

Evasion

Spirits:

Animal, Death

Infestation calls forth a swarm of tiny crawling, biting insects. It will call beetles, ants, spiders, and whatever other tiny crawling insects are natural in the area.

There must be ground or plants near the targets: somewhere for the insects to come from.

Any concentration or action by an affected target is at a penalty of two while covered by an infestation. The infestation will cause d4-1 points of damage per round. A successful Evasion roll, which precludes any other action that round, will result in a maximum of one point damage that round.

Once the prophet drops concentration, the infestation will fade in two rounds. During the first round after concentration, the effects are halved.

If the target makes their Evasion roll for the first round, the prophet may send the infestation to the same or different targets in subsequent rounds, however, any Evasion rolls will be at a bonus of four.

The prophet may reduce a target’s reaction roll by two for every extra potential medium target they allocate. For example, a prophet causes a fourth level spirit of death to manifest Infestation. Normally the infestation could affect two medium targets. If the prophet focuses that onto a single medium target, the target will be at a penalty of two to their Evasion roll. The other penalties due to being covered by an infestation are also proportionally increased: any rolls by the target to perform an action or to concentrate will be at a penalty of four, and the target will lose 2d4-2 points per round.

Know Morality

Range:

Level times 20 yards

Rite:

Words, Gestures, Focus

Duration:

10 minutes plus 10 minutes per level

Calling Time:

1 round

Area of Effect:

Sight

Reaction:

None

Spirits:

Prophecy

Know Morality allows the prophet to know if a character or thing is bound to the moral codes of either Good or Evil. It takes one round of concentration to determine of a character or object is Evil, another round to determine if the character or object is Good.

Many magical, fantastic, and undead creatures are inherently Good or Evil. Characters will not be unless they have chosen a moral code and are currently acting upon that moral code. Cursed or blessed objects may also be knowable as Good or Evil.

The prophet will know the general strength of the moral code, and, if Good or Evil is exceptionally strong, the prophet may make a Perception roll to know the moral code of Chaos or Order held by the target.

Placement

Range:

Touch

Rite:

Words, Focus

Focus:

cards, dice, or other divining tools

Duration:

Instant

Calling Time:

1 minute

Area of Effect:

1 creature

Reaction:

Willpower

Spirits:

Prophecy

Placement allows the prophet to determine the subject’s placement in the world. The prophet must know the target’s real (given) name, or the target’s time and date of birth. With this information, the spirit can relate to the prophet information about the target’s personality, personal life, and personal history. The information will be generally vague, but specific enough: that the target was born in another country, that they recently lost a child, that they’ve become engaged to be married, that they don’t get along well with others, what their profession is and how good they are at it, and how those close to the target view the target. Placement shows the target’s current place in the world, but not the future.

If the prophet does not have the correct name or identifying information, the information gained will be as generally specific, but will be incorrect.

Pure Fire

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fire

Duration:

1 hour per level

Calling Time:

1 round

Area of Effect:

up to level feet diameter fire

Reaction:

None

Spirits:

Fire, Hearth

Pure Fire causes the target fire to burn at twice the normal heat, and to give off twice the normal light, allowing a single log to provide as if it were a full fire. While under the effects of the Pure Fire manifestation, the fire does not consume its fuel. Before and after the manifestation, the fuel is consumed as normal.

Rebuke Spirit

Range:

Level yards

Rite:

Words, Gestures, Focus

Duration:

Instant

Calling Time:

2 rounds

Area of Effect:

One Spirit Manifestation

Reaction:

None

Spirits:

Prophecy

Rebuke Spirit ends a spirit manifestation. A prophet may not rebuke a spirit called forth by another prophet of the same deity or pantheon. Other deities within the same pantheon are fair game. A prophet of Thor could not rebuke a spirit called forth by another prophet of Thor; nor could a prophet call on the Norse Gods to rebuke a spirit called forth on behalf of the Norse Gods. But a prophet could call on the power of Thor to rebuke a spirit called forth on behalf of Loki, for example. There may well be other limitations on Rebuke Spirit within a pantheon or within a campaign world.

Successfully rebuking a spirit manifestation requires a Willpower roll with a penalty of the rebuked spirit’s level and a bonus of the rebuking spirit’s level. There is a penalty of one to this roll if the original prophet shares one moral code with the prophet rebuking the manifestation, or a penalty of three to the roll if the original prophet and this prophet share two moral codes.

Restore Vitality

Range:

Touch

Rite:

Words, Gestures

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Healing, Death

Reverse:

Deplete Vitality

Restore Vitality heals d8 lost survival points or injury points on any living creature. Restore Vitality can heal the effects of disease or sickness if the ailment causes damage, however, it cannot heal the disease or sickness itself. Prophets heal a minimum lost points equal to the spirit’s level (but still no greater than 8). Thus, if the player of a fifth-level prophet calls a fourth-level spirit to heal, and rolls 3 on the die to heal, four points are actually healed. With spirits of eighth level or higher, the player need not roll: the number of points restored is eight.

If the target is dying even after being restored they can make a Willpower roll to throw off death. This roll will be at a bonus of the prophet’s Wisdom as a major contributor.

Deplete Vitality causes the loss of the same number of survival points, although this is not permanent: such lost survival or injury points return as normal. In combat, a successful attack roll is required. Armor does not affect the target’s defense, although magical bonuses do.

Safe Passage

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

five minutes per level

Calling Time:

1 round

Area of Effect:

level additional creatures

Reaction:

None

Spirits:

Prophecy, Protection

Safe Passage guides the prophet safely around or over traps, both man-made and natural. Knowledge of the kind of trap or where the trap is located is not provided by the spirit, only that the prophet (and anyone following the prophet) must step left, for example, to avoid the trap. If it is not possible to walk around or step over the trap, the spirit will guide the prophet to stop.

While the spirit’s knowledge of what is and isn’t safe passage includes up to level additional followers, those followers are not under the spirit’s power and must follow the prophet’s movements to avoid any ill effects.

Sheet Lightning

Range:

Level times 3 yards

Rite:

Gestures, Focus

Duration:

Instant

Calling Time:

3

Area of Effect:

Special

Reaction:

Evasion

Spirits:

Weather

Sheet Lightning calls forth a vertical sheet of lightning between any two objects or creatures. Both targets must be within range. The sheet lightning may be up to level yards tall, but will be no taller than the targets. Unwilling targets that actively choose not to be a target are allowed an Evasion roll to avoid being an “endpoint”.

Any object or creature between the two targets will suffer 1d4 points of damage, plus one for every level of the spirit greater than two. An Evasion roll is allowed for half damage.

Stone Hail

Range:

ten yards per level

Rite:

Words, Gestures, Focus

Focus:

Level monetary units of obsidian or meteor rock

Duration:

A few seconds

Calling Time:

1 round

Area of Effect:

level yard radius

Reaction:

Evasion

Spirits:

Earth, Sky

Stone Hail calls forth a hail of small stones in the area of effect. Anyone in the area of effect that fail their reaction rolls take d6 points damage for every two levels of the spirit.

The prophet may “tighten” the area of effect for a penalty to reactions against the hail. For every level removed from the radius yards, there is a penalty of one to the Evasion roll to avoid damage.

Worshipful Direction

Range:

Self

Rite:

Words, Gestures

Duration:

Instant

Calling Time:

1 round

Area of Effect:

Prophet

Reaction:

None

Spirits:

Prophecy

Worshipful Direction lets the prophet know the direction to the major site of worship for their religion. For Catholics, it might be the Vatican or Jerusalem. For Muslims, Mecca.

There is only ever one major site for any religion.

Third Level

Animal Revelation

Range:

Prophet

Rite:

Words, Gestures

Duration:

Two minutes per level

Calling Time: