Divine Lore: Spirits: Spirit manifestations

  1. Levels of spirit manifestations
  2. Spirits

Spirit manifestations: Anchor

Level: 4
Range: touch
Rite: words, gestures, focus
Duration: level times three minutes
Calling time: 5
Area of effect: creature or object touched
Reaction: automatic
Spirits: earth, protection, water

Anchor stabilizes the target’s movement and keeps it safe from heavy winds, heavy seas, and buckling ground. Only willing creatures (or objects carried by willing creatures, if carried) may be anchored. The object or creature may still move while anchored, but only at half movement.

Objects or creatures must be smaller than level yards in radius to be anchored.

Spirit manifestations: Animal Aid

Level: 4
Range: one half mile per level
Rite: words, gestures, focus
Duration: level weeks
Calling time: 3 rounds
Area of effect: one animal
Reaction: none
Spirits: animal, hearth

Animal aid calls one normal animal in sight (and range) of the prophet to the prophet’s aid. The prophet can task it to do anything within its nature. Once the animal performs the task (successfully or not), the manifestation ends. Animals can be asked to guard, carry a message, attack, or anything else that they can reasonably perform and is normally in their nature to do.

The affected animal cannot be an intelligent or fantastic creature. It also must not be higher level than half the manifestation level.

Hearth spirits may only affect normally domesticated animals, such as domesticated dogs or cats.

Animal Alertness

Level: 4
Range: touch
Rite: words, gestures, focus
Focus: one berry per animal
Duration: one third level days
Calling time: 1 minute
Area of effect: level minus three animals
Spirits: animal, sky

Animal alertness keeps the target animal or animals awake and alert when they would otherwise need sleep. Animal Alertness allows horses to keep going tirelessly, guard dogs to guard tirelessly, and messenger birds to fly tirelessly for the duration of the manifestation.

The spirit works on normal-sized or smaller animals; large animals count as two normal animals, huge animals as four, gigantic animals as eight, and titanic as sixteen, in regards to the area of effect.

Sky spirits may only affect birds and other sky animals.

Animal Bane

Level: 1
Spirits: animal, sky

Animal bane empties the area of effect of all animals. Named, hostile animals which wish to stay should be given a reaction roll.

Sky spirits may only repel birds or other sky-living creatures.

See Animal Call for more details.

Animal Call

Level: 1
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 per level
Reaction: willpower
Spirits: animal, sky
Reverse: Animal Bane

Animal call gathers all animals within the 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 the prophet’s control. They will treat others in the area as normal. When the spirit’s duration ends, the animals disperse. Reactions should only be rolled for named individual animals. There is no need to make a reaction for every animal in the area of effect.

Sky spirits will only attract birds and other sky-living creatures.

Animal Companion

Level: 1
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 companion can help. The prophet must truly wish to be friendly to the animal. For the duration of the spirit, the animal will follow the prophet 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.

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

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

Animal Revelation

Level: 3
Range: prophet
Rite: words, gestures
Duration: two minutes per level
Calling time: 4
Area of effect: one natural animal
Reaction: none
Spirits: animal, prophecy, sky

Animal revelation allows the prophet to gain knowledge from any natural animal within hearing range. The animal must be able to hear the prophet, and the prophet must be able to hear the animal.

The conversation is of the most basic kind, and allows the prophet to learn of things that the animal has seen or experienced within the animal’s recent memory. The personality of the animal will also affect the information gained.

Animal Tracks

Level: 1
Range: touch
Rite: words, gestures, focus
Focus: fur or a feather
Duration: 30 minutes plus 20 per level
Calling time: 2 rounds
Area of effect: creature
Reaction: none
Spirit: 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.

Aura of Truth

Level: 7
Range: prophet
Rite: words, gestures, focus
Duration: concentration
Calling time: 1 minute
Area of effect: level yards diameter
Spirits: order, prophecy, protection

An aura of truth causes all deceptions to fail within the area of effect. Illusory effects fade, invisible things become visible, and things that have changed shape take their true form. The manifestation doesn’t cancel those effects, it just temporarily counters them. Once a deception moves outside of the area of effect, the illusion, invisibility, shape change, or other deception returns.

The prophet must make a charisma roll for the aura of truth to take effect; this roll is at a bonus of the spirit’s level and a penalty of the highest level deceptive effect within range. If a higher level deceptive effect comes into range during the manifestation’s effects, a new roll is required. Once it fails, the aura ends.

Spirit manifestations: Aurasight

Level: 5
Range: touch
Rite: words, gestures, focus
Duration: level rounds
Calling time: 1 round
Area of effect: creature touched
Reaction: evasion
Spirits: healing, prophecy

Aurasight grants the target the ability to see the auras of living things. The target may glance around to see the general auras of all visible creatures, or the target may focus their attention on one creature’s aura.

All living things have an aura. The strength of the aura is the strength of the life force. Something dying will have a faint, discolored aura. A deep blue is a healthy aura, and a pale white is a sickly aura.

A perception roll is required to see the auras of invisible things; to determine the kind of physical ailment the thing is undergoing; to see the mental state of something, such as whether it is acting under duress, is nervous, is angry, or some other state; to detect whether the thing itself is magical or natural; or to detect whether the thing is from another world or reality.

Each attempt to see one of the extra things requires one round of focusing on that aura.

Spirit manifestations: Aurora

Level: 3
Range: ten yards per level
Rite: words, gestures, focus
Duration: one minute per level
Calling time: 4
Area of effect: twice level yard radius
Reaction: none
Spirits: fire, sky

Aurora causes all living things within the area of effect to glow a very light, pale hair-like outline, as of the aurora borealis.

At night or in low-light conditions, the glow will offset all attack penalties due to darkness.

The glow will affect all living creatures within range if they have physical form. It includes invisible creatures but not insubstantial creatures.

Spirit manifestations: Aversion

Level: 4
Spirits: charm, trickster

Aversion causes the victim to view everything the prophet says as untrustworthy, to consider the prophet an enemy who needs to be opposed, and to disagree with everything the prophet says.

See Enthrall for more details.

Spirit manifestations: Babel

Level: 4
Range: five yards per level
Rite: words, gestures, focus
Duration: level minutes
Calling time: 5
Area of effect: level creatures in level times two yards radius
Reaction: willpower
Spirit: chaos

Babel causes those targets who fail their willpower roll to hear things contrary to what was intended. The mistaken meaning applies only to spoken words: signs, writings, or other non-spoken means of communication work as normal. The meanings heard will not necessarily be opposite of what was intended, but they will be contrary, something distinctly unintended.

Babel Script

Level: 2
Range: touch
Rite: words, gestures, focus
Focus: a feather pen
Duration: permanent
Calling time: 3
Area of effect: level pages
Reaction: none
Spirit: chaos

Babel Script causes the target pages to 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 look like they ought to mean something, but the words are nonsense. 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.

Spirit manifestations: Bless

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 minute
Area of effect: level cubic inches
Reaction: none
Spirit: 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 prophet’s holy symbol is blessed.

Bless Crops

Level: 5
Range: touch
Rite: words, gestures, focus
Focus: water and holy symbol
Duration: one day
Calling time: ten minutes
Area of effect: one field 50 yards each side per level above 4
Spirits: hearth, plant
Reverse: Curse Crops

Bless crops strengthens a crop or causes a seeded field to take root. The blessing takes effect over twenty-four hours. Within that time, seeds will sprout, existing crops will straighten and grow. While this will not ensure that the crop continues to grow after the duration of manifestation, it drastically improves their chances of survival and their yield compared to an unblessed crop.

Spirit manifestations: Bloodbath

Level: 6
Range: touch
Rite: words, gestures, focus
Duration: level hours
Calling time: power level minutes
Area of effect: ten yard diameter per level
Reaction: none
Spirit: death

Bloodbath manifests a moment of power in an area where a carnage has taken place. The place of power can have a level of up to half the manifestation level, minus two (this affects casting time).

The moment of power’s level is limited by both the manifestation level and the number of deaths that took place. Five deaths will allow a zero-level place of power. Ten deaths a level 1 place of power, twenty a place of power up to level 2, forty a place of power up to level 3, and so on.

The carnage must be the result of painful deaths. Surprise deaths or cruel deaths count for twice as many toward the maximum power level. The carnage must have occurred within the last hour, plus one hour per level above sixth.

The moment of power will be morally aligned according to the prophet’s moral code. If the prophet has more than one moral code, the prophet can choose to have the moment of power take on either or both moral codes.

If the prophet is morally responsible for the deaths, the place of power must be Evil (though it can also be Ordered Evil or Chaotic Evil), and so the prophet must be Evil also.

Branch of Truce

Level: 5
Range: sight
Rite: words, gestures, focus
Focus: olive branch, laurel branch
Duration: up to level days
Calling time: 3 rounds
Area of effect: level creatures
Reaction: voluntary
Spirits: order, peace, war

Branch of truce places the targets under a divinely-enforced truce. There is no reaction roll against this spirit. If any target does not assent to the truce, the truce does not take effect for that target. Once manifested, the truce may not be rescinded, even by the prophet, except by leaving the area. Once all sides have parted, the truce ends in level hours.

Any attacks or damage-causing actions made by an affected creature (or by any weapon or creature under their control) against an affected creature rebound to the attacker.

There is no reaction against the rebound; the only reaction is that made by the attack’s intended victim. The victim may forgo their reaction or defense even to the point of gaining injuries instead of losing survival. If so, the attacker, rather than the victim, gains injury points rather than loses survival. In many circumstances a willpower roll is required to not try avoiding an attack.

Spirit manifestations: Bravery

Level: 5
Range: level times 30 yards
Rite: words, gestures, focus
Duration: level minutes
Calling time: 1 round
Area of effect: level times 20 yards
Reaction: none
Spirits: charm, war
Reverse: Despondency

Bravery aids friendly morale, willpower, and charisma. Bravery must be manifested on a leader, and the effect follows the target. Allies within the area of effect gain a bonus of 3 to morale and willpower, and a bonus of 2 to charisma.

Breathe Easy

Level: 1
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.

Bridge of Faith

Level: 5
Range: level times ten yards
Rite: words, gestures, focus
Duration: level times ten minutes
Calling time: 6
Reaction: none
Spirit: protection

Bridge of faith creates a bridge, up to five yards long per level, which the faithful can walk across. Those who wish to use the bridge must make a wisdom roll to successfully have faith in the power of the prophet’s god(s). If the walker has faith, the bridge holds any weight.

Spirit manifestations: Buoyancy

Level: 2
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.

Call Animal

Level: 3
Range: prophet
Rite: words, gestures, focus
Focus: crumbs or scraps of food
Duration: level hours
Calling time: 1 minute
Area of effect: level animals in half level miles
Reaction: willpower
Spirits: animal, sky

The prophet can call one species of animal, and up to level of them will arrive as quickly as possible. They are not otherwise under the control of the prophet.

The prophet can add one condition to which animals respond, such as “saw someone pass by recently” or “can carry a burden”; animals will only respond if they meet that criteria.

Spirits of Sky will only attract birds and other sky-living creatures.

Spirit manifestations: Calm Storm

Level: 6
Range: touch
Rite: words, gestures, focus
Duration: ten minutes per level
Calling time: 7
Area of effect: thrice level yards radius
Reaction: none
Spirits: protection, sky, weather
Reverse: Raging Storm

Calm storm creates an area of calm within a storm. Within the calm area, winds are low and precipitation is light.

Spirit manifestations: Captivate

Level: 5
Range: prophet
Rite: words, gestures
Duration: concentration
Calling time: 3 rounds
Area of effect: 10 yards + 2 yards per level
Reaction: willpower
Spirit: charm

Captivate garners the prophet the undivided attention of everyone in the area of effect who can understand the prophet’s language. Each potential target is allowed a willpower roll to avoid the effects. Targets who are inimical to the prophet, whether for racial or religious reasons, gain a bonus of three on the willpower roll.

Captivated targets will pay complete attention to the prophet, and no attention to anything else happening around them. Victims take no action while the prophet continues to speak.

The captivation continues for as long as the prophet continues speaking loudly to the audience. Sustained, loud, and pervasive opposition to the prophet will grant the victims another willpower roll once.

Once the prophet stops speaking or a captivated victim makes their willpower roll, victims will still make no action for 1d6 rounds afterwards.

Victims who are attacked while captivated, and victims nearby an attacked victim, will no longer be under any of the effects of the captivation, except that they will be very likely to attack or violently oppose whoever so rudely interrupted their listening.

Spirit manifestations: Clay Wheel

Level: 4
Range: touch
Rite: words, gestures, focus
Focus: clay, small wheel
Duration: level hours
Calling time: 5
Area of effect: level inches radius
Reaction: none
Spirit: earth

Clay wheel takes a clay object sculpted by the prophet and gives it useful properties as if that object were real. The sculpture retains the color and feel of clay, but gains the strength, give, and plasticity of the material that the object normally would be made from.

The prophet spins their still-wet clay sculpture on the small wheel (it need only be big enough to hold the sculpture) and it immediately solidifies, becoming nearly real. When the manifestation ends, the sculpture remains as dried clay. The wheel may be re-used only to sculpt the same kind of object.

The area of effect does not limit the normal expansion of the clay sculpture. A sculpture of a coiled rope can be unwound, for example.

Spirit manifestations: Command

Level: 2
Range: ten yards per level
Rite: words
Duration: one round
Calling time: 3
Area of effect: one creature
Reaction: special
Spirits: charm, order

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 are ignored.

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

Commune with Nature

Level: 8
Range: prophet
Rite: words, gestures, focus
Duration: level times ten minutes
Calling time: 1 minute
Area of effect: level mile radius
Reaction: none
Spirits: animal, earth, plant

The prophet gains knowledge of nearby happenings in the natural world. If plants are being brushed against, if trees are being chopped, if fruit is being picked; what animals are experiencing and seeing; what trods upon the ground.

As long as it is outdoors and being experienced by a plant or wild animal, the character will also experience it. If it is indoors, but a plant or wild animal is experiencing it, the character can perceive it on a perception roll.

Animal spirits only provide experiences of wild animals.

Plant spirits only provide experiences of plants.

Earth spirits only provide experiences of the ground, rocks, or other natural formations.

Spirit manifestations: Council

Level: 4
Range: prophet
Rite: words, gestures
Duration: level minutes
Calling time: 5
Area of effect: level yards radius
Reaction: none
Spirit: protection

Council removes the prophet and up to level minus four companions to a hazy refuge. Outside the council, time does not move, and to outsiders it is as if nothing happened. The council may not affect anything outside of the council. Divination powers may be used as long as they divine an ongoing state that existed before the council and will exist after the council. For example, a spell to location an object would work normally, but the power to read thoughts would not. Thoughts only exist in motion through time.

Spirits may be used in council, if the manifestation affects only those in council. Spells and psychic skills (other than divinations) cannot be used in council.

Those brought into council may speak with each other but may not move from their current location. When they leave council their position is exactly the same as it was when they left.

Spirit manifestations: Courage

Level: 1
Range: ten yards per level
Rite: words, gestures
Duration: twice level minutes
Calling time: 2
Area of effect: level creatures
Spirits: charm, hearth, protection, war
Reverse: Fear

Courage grants the targets immunity to non-magical fear, and a bonus of four 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.

Cure Nausea

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: 1 hour
Calling time: 1 round
Area of effect: creature
Reaction: fortitude
Spirit: healing
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 against the ailment during the manifestation’s duration.

Curse Crops

Level: 5
Rite: words, gestures, focus
Focus: salt
Spirits: death, plant, trickster

Curse crops causes the crop or seeds in the area of effect to fail over the manifestation’s duration. Seeds will die without growing, and grown crops wither. The field itself remains as viable as it was before the curse, but the current crop will fail.

See Bless Crops for more details.

Cyclone Sigil

Level: 6
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and diamond dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in a level yard radius
Reaction: fortitude
Spirits: sky, water, weather

When the protected area is transgressed, the sigil engulfs the transgressor in a whirlwind that causes one point of damage per level and deposits the transgressor up to twice level yards away. Depending on where this is, it might incur further damage. For example, if the victim is tossed 36 feet into the air, they’re likely to take significant falling damage. The transgressor is allowed a fortitude roll to not be thrown, but will take damage regardless.

The prophet must trace the border in the area of effect, requiring one minute and 10 monetary units of diamond dust for every yard of radius.

The sigils are traced at the entrances to the area and are visible to any who can see divine power.

Any creature touching the protected area without speaking or signing the sigil will trigger the cyclone. Any creature within one yard of the affected creature must make an evasion or fortitude roll or also be taken up by the cyclone.

Water spirits can only manifest a cyclone over bodies of water.

Spirit manifestations: Darkness

Level: 1
Spirits: death, plant, sky

Darkness is near pitch black in the area. Creatures within darkness cannot see out of the darkness. The darkness affects normal sight only.

See Sunlight for more details.

Deadly Injury

Level: 5
Spirits: death, healing

Deadly injury causes d8 injuries to any living creature. A successful attack is required, and the victim is allowed an evasion roll to avoid injury; on a successful evasion roll, the target loses survival instead (and may not substitute verve).

See Heal Injury for more details.

Death Sigil

Level: 11
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and black diamond dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in a level yard radius
Reaction: willpower
Spirit: death

When the protected area is transgressed, a void engulfs the transgressor, who gains level injuries. A willpower roll will reduce this to half level.

The prophet must trace the border in the area of effect, requiring 1 minute and 10 monetary units of black diamond dust for every yard of radius.

The death sigils are traced at the entrances to the area; they are visible to any who see divine power.

Any creature touching the protected area without speaking or signing the sigil will trigger the death force.

Death and Dust

Level: 1
Range: prophet
Rite: gestures, focus
Duration: concentration
Calling time: 1 round
Area of effect: level yards radius
Reaction: none
Spirits: charm, death, trickster

The prophet and all things of man appear as dust and skeletons. Every person or domesticated creature in range becomes a ragged skeleton; things the creatures wear or carry disappear, except that clothes become tattered rags. Every man-made creation becomes dust, ash, or stone. Blankets thrown over people appear as a large stone. Gear lying by a tree appear as shattered rocks and pebbles. A blazing fire appears as ancient ash. Buildings appear as scattered stone.

The prophet can apply the manifestation to everyone in range, or only to allies. Once manifested, any entering the area of effect see the illusion and experience uneasiness and fear. Anyone viewing an area of death and dust must make a willpower roll to take any action other than leaving. On a failure, they leave the area in fear and will not return for at least level days.

Domestic creatures will remain still under the spirit’s effect. Intelligent creatures must remain still or the effect is broken for them.

Spirit manifestations: Deathmask

Level: 5
Range: touch
Rite: words
Duration: ten minutes per level
Calling time: 3
Area of effect: creature touched
Reaction: voluntary
Spirits: death, trickster

Deathmask causes the target to appear dead. The recipient retains full hearing and smell, but not sight or touch. Damage done to the target will be a tenth what it normally would be, and poisons will not affect them until the deathmask is ended.

The prophet can end the manifestation at any time. Once ended, the target regains mobility and sight in one round.

Death’s Door

Level: 6
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 round
Area of effect: one creature
Reaction: special
Spirit: healing

Death is not immediate. Creatures remain barely alive following the killing act. Death’s door brings the target back from the precipice of death, and restores the target fully to life. The target’s body must be intact and capable of functioning with moderate healing once restored to life.

The target may not have been more than level rounds dead. While no reaction is allowed to avoid the effects of this spirit manifestation, the target must make a health roll, at a bonus of the spirit’s level, to survive the restoration. If failed, the target may not be brought back except by a higher level spirit.

The target loses one point of endurance, and is extremely weak. The target will be unable to walk without assistance for a number of days equal to half the number of rounds they were “dead”. They have a number of survival points equal to the spirit’s level, or their maximum, whichever is less.

Spirit manifestations: Decadence

Level: 9
Spirits: chaos, death, prophecy

Decadence causes an illusory destruction of the structure to its most magnificent decay: the structure will still be recognizable for what it is, but will have fallen into the most shameful disrepair and destruction.

See Glory Days for more details.

Spirit manifestations: Defile

Level: 1
Spirit: prophet

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 of the bless and a bonus of the level of the defile.

See Bless for more details.

Spirit manifestations: Deflower

Level: 3
Spirits: death, plant

Deflower causes all flowers in the area of effect to wither and die.

See Flower for more details.

Deplete Vitality

Level: 2
Spirits: death, healing

Deplete vitality causes the loss of d8 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.

Prophets cause a minimum lost points equal to the spirit’s level (but still no greater than 8).

See Restore Vitality for more details.

Desert Sigil

Level: 7
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and lapis lazuli
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in a level yard radius
Reaction: fortitude
Spirit: earth

When the protected area is transgressed, the sigil engulfs the transgressor in a sandstorm that causes d6 points of damage per level and deposits the transgressor up to level feet away. Depending on where this is, it might incur further damage. The transgressor is allowed a fortitude roll to not be thrown, but will take damage regardless. The target, and anyone within one yard of the target, must make an evasion roll or be blinded by sand for d6 rounds.

The prophet must trace the lines of transgression; this requires one minute and 10 monetary units of lapis lazuli for every yard of radius.

The sigils are traced at the entrances to the area and are visible to any who can see divine power.

Any creature touching the protected area without speaking or signing the sigil will trigger the sandstorm.

Despondency

Level: 5
Spirits: charm, war

Despondency penalizes enemy morale, willpower, and charisma. Despondency must be manifested on a leader, and the center of effect follows the target. Enemies within the area of effect have a penalty of 3 to morale and willpower, and a penalty of 2 to charisma.

See Bravery for more details.

Detect Ailment

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: 10 minutes + 2 minutes per level
Calling time: 1 round
Area of effect: creature touched
Reaction: none
Spirits: healing, prophecy

Detect ailment tells the prophet whether or not a creature has been diseased or poisoned. The prophet may make a perception roll to determine the kind of ailment. Once touched, the prophet will know if the creature becomes poisoned during the duration of the manifestation as long as the target remains in sight.

Prophecy spirits may also tell if some drink, food, or object contains poison or disease.

Detect Enemies

Level: 4
Range: touch
Rite: words, focus
Duration: instant
Calling time: 1 round
Area of effect: level times 20 yard radius
Reaction: none
Spirits: prophecy, war

Detect enemies tells the recipient the general direction of any creatures of hostile intent within the manifestation’s area. Only the presence of hostility is detected, not the reason for it nor its strength. The hostility must be directed at either the prophet or one of the prophet’s allies.

Detect Influence

Level: 4
Range: touch
Rite: gestures, focus
Duration: instant
Calling time: 1 round
Area of effect: creature touched
Reaction: willpower
Spirits: chaos, healing, prophecy

Detect influence tells the prophet whether or not the target is under any unnatural mental influence. This includes divine control, magical control, or psychic control. It will not normally detect influence from threats or other natural duress, unless those threats are enhanced by unnatural means on the target.

The prophet may make a perception roll to receive a clue as to the source of the influence.

Detect Life

Level: 2
Range: touch
Rite: gestures, focus
Duration: ten minutes
Calling time: 1 round
Area of effect: 40 yard radius per level
Reaction: none
Spirit: prophecy

Detect life allows the recipient to feel the presence of living things in the area. This includes animals, humans, humanoids, and creatures normal and fantastic. If the prophet has seen such creatures before and knew what they were, the prophet can make a reason 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.

Spirit manifestations: Dissension

Level: 5
Range: two yards per level
Rite: words, gestures, focus
Duration: level rounds+
Calling time: 6
Area of effect: level creatures
Reaction: willpower
Spirits: charm, trickster

Dissension causes the victims to disagree with one another, and magnifies minor hurt feelings into major arguments. Those under the effects of dissension cannot act as a team. They will avoid any activity that does not involve fighting with, dwelling on the slights of, or otherwise disagreeing with, the other targets of the manifestation.

The targets must all be within twice level yards of the prophet when the manifestation first occurs. Once the manifestation takes effect, moving out of range will not end the manifestation.

The dissension lasts for at least level rounds but can last for as long as the prophet maintains their attention, usually through insinuating remarks aimed at exacerbating dissension.

There is a penalty of half level to the willpower roll to avoid dissension.

Distorted Reflection

Level: 10
Range: level feet
Rite: words, gestures, focus
Focus: reflective surface
Duration: twice level minutes
Calling time: 1 round
Area of effect: twice level inches radius
Reaction: willpower
Spirits: charm, trickster

Distorted reflection manifests on any mirrored surface; the surface may be larger than the area of effect but only the portion within the area of effect is distorted. The distorted reflection tempts the viewer to do immediate evil. They will not act totally out of character, but will succumb to some temptation they have recently had; at the least, this will distract the victim for at least level rounds, and depending on the temptation it may distract them for longer periods of time, but no longer than the duration of the manifestation.

Distorted reflections affect evil as well as good victims. Evil victims will succumb immediately to temptations they might rather have put off for later. Victims are allowed a willpower roll to avoid the effects. Victims of Good moral code gain a bonus of three on their roll, and those with no moral code have a penalty of two.

Divine Awareness

Level: 3
Range: touch
Rite: words, gestures, focus
Duration: ten minutes per level
Calling time: 4
Area of effect: creature touched
Reaction: none
Spirit: protection

The target of this manifestation is granted heightened awareness to danger. The target gains a bonus of the spirit’s level to any surprise rolls or perception rolls to detect dangers to the target, such as traps and ambushes.

The divinely aware character is granted a perception roll to automatically notice traps that are about to spring and the signs of invisible or silent creatures stalking them.

Once an opponent is noticed, the target will not lose awareness of that opponent unless the opponent goes more than spirit level times 10 yards away. Thus, once the divinely aware character notices a thief, for example, that thief can no longer sneak up on or surprise the character.

Divine Contract

Level: 6
Range: touch
Rite: words, gestures, focus
Focus: copies of contract
Duration: level years
Calling time: 1 minute
Area of effect: half level creatures
Reaction: voluntary
Spirits: order, peace

Divine contract places the targets under a divine contract. Anyone who breaks the contract will lose one of sight, hearing, or speech, chosen at the contract’s signing. There is no reaction against this spirit. If any target refuses to submit to the contract, the contract does not take effect.

Only divine intervention can cure a contract-enforced loss.

If the contract is put in place by a prophet of Evil moral code, the targets are bound by the letter of the contract. If put in place by a prophet of Good moral code the targets are bound by the spirit of the contract. Other prophets may choose at the time the spirit manifests. A copy of the contract must be made for each target.

Divine Courier

Level: 3
Range: 100 yards per level
Rite: words, gestures
Duration: level days
Calling time: 1 minute
Area of effect: one tiny creature
Reaction: none
Spirits: animal, sky, water

Divine courier calls a normal animal to act as the prophet’s courier. The prophet can give the courier simple directions which the creature will follow to the best of its ability. At the end of the directions, the creature will, unless instructed otherwise, wait in that area until the spirit manifestation’s duration ends. The animal will not put itself in unreasonable danger, nor will it attack in an abnormal way for that creature.

The prophet may attach a small note or light, reasonably safe item to the creature, which it will accept and carry to its destination to the best of its ability.

The spirit grants direction-following intelligence to the courier, but no extra knowledge.

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

Water spirits may only affect creatures which live in seas, lakes, or rivers.

Divine Custody

Level: 2
Range: touch
Rite: words, gestures, focus
Duration: level days
Calling time: 1 round
Area of effect: 1 creature
Reaction: willpower
Spirit: protection
Reverse: Fiendish 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’ toward the endangered target. Distance is not a factor, nor is it conveyed by the ‘pull’.

Divine Disfavor

Level: 1
Spirits: protection, trickster, war

Divine disfavor penalizes friendly morale and combat ability of all enemy 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 penalty of 1, as are attack rolls.

Prophets using trickster spirits may choose who is unfriendly.

See Divine Favor for more details.

Divine Esteem

Level: 3
Range: prophet
Rite: words, gestures, focus
Duration: concentration
Calling time: 2 rounds
Area of effect: level times 10 yards
Reaction: none
Spirits: protection, war

Divine esteem affects the rolls of all friendly and unfriendly creatures in the area of effect. For as long as the prophet continues chanting, friendly creatures in the area gain a bonus of one to all rolls, and unfriendly creatures have a penalty of one to all rolls. This includes attack rolls, reaction rolls, and even damage rolls.

Divine Favor

Level: 1
Range: ten yards per level
Rite: words, gestures, focus
Duration: twice level+4 rounds
Calling time: 1 round
Area of effect: level times 10 yard radius
Reaction: none
Spirits: protection, war
Reverse: Divine Disfavor

Divine favor aids friendly morale and combat ability of all friendly creatures within the area of effect. Willpower and any morale rolls are at a bonus of 1, as are attack rolls.

Divine Greatness

Level: 3
Range: prophet
Rite: words, gestures, focus
Duration: level rounds
Calling time: 1 round
Area of effect: prophet
Reaction: none
Spirit: prophet

For the duration of manifestation, divine greatness increases any one ability score except wisdom by one point for every two spirit levels. A barely perceptible aura surrounds the prophet while the spirit manifests.

When the manifestation ends, the prophet must rest for 2d6+level minutes. A successful health roll will reduce this requirement to rounds. Until the prophet has rested, the prophet cannot call spirits or attack, and has a penalty of six to defense and all rolls, and moves at half speed.

Divine Guidance

Level: 1
Range: prophet
Rite: words, gestures, focus
Duration: special
Calling time: special
Area of effect: special
Reaction: none
Spirit: 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.

Divine Messenger

Level: 5
Range: 100 yards per level
Rite: words, gestures
Duration: until carried out
Calling time: 2 minutes
Area of effect: one tiny creature
Reaction: none
Spirits: animal, sky

Divine messenger calls a normal animal to act as a messenger. The prophet designates a recipient as well as simple directions to find the recipient. The messenger will follow those directions to the best of its ability. The spirit grants moderate direction-following intelligence to the creature, as well as a general knowledge of the recipient’s location equal to that which might be found by listening to conversations.

The recipient must be known to the prophet. The prophet whispers a short message to the creature. The message must be no more than level times two syllables. The message will be whispered to the recipient once the messenger finds the recipient.

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

Divine Nourishment

Level: 3
Range: touch
Rite: words, gestures, focus
Focus: a nut or berry
Duration: level days
Calling time: 1 minute
Area of effect: level+d4 nuts or berries
Reaction: none
Spirits: healing, hearth, plant

Divine nourishment transforms a handful of nuts, berries, or other small natural plant foods into holy foods each of which can nourish as a full normal meal. One such nut or berry is as a full meal for a medium-sized creature, two meals for a small-sized creature, or half of a meal for a large-sized creature, etc. Each berry will also heal one lost survival point.

Overindulging in divine nourishment will result in a lethargic reaction: those who overindulge must make a willpower roll or fall asleep, and will be at a penalty of one on all rolls for each extra nut or berry eaten.

Divine Peril

Level: 2
Spirit: charm

Divine peril 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.

See Divine Sanctuary for more details.

Divine Presence

Level: 2
Range: prophet
Rite: words, gestures, focus
Duration: one minute per level
Calling time: one 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 Prowess

Level: 3
Range: touch
Rite: words, gestures, focus
Duration: two rounds per level
Calling time: 4
Area of effect: creature touched
Reaction: evasion
Spirit: war

Divine prowess enhances the target’s combat ability for the duration of manifestation. The target gains a bonus of one to attack and to defense, and to any reaction rolls. The target also gains a bonus of 1d6 plus level temporary survival. Any damage the target takes will first reduce the target’s temporary points. Only when no temporary points remain will the target lose their real survival.

Any remaining temporary survival disappear at the end of manifestation.

Divine Sanctuary

Level: 2
Range: touch
Rite: words, gestures, focus
Duration: one minute per level
Calling time: 3
Area of effect: creature touched
Reaction: evasion
Spirits: charm, protection
Reverse: Divine Peril

Divine sanctuary places the target under 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 attacked.

Any named 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 Service

Level: 5
Range: touch
Rite: words, gestures, focus
Focus: coin or token
Duration: level hours
Calling time: one minute
Area of effect: one creature
Reaction: willpower
Spirits: charm, trickster

The prophet can press the target into performing some service. The action must be able to be performed over a period of level rounds, though it may be delayed for up to level hours if the target must travel to perform the service or is somehow obstructed from performing the service. The target will want to perform the service. They will be otherwise perfectly reasonable, but will actively resist any attempt to delay or obstruct performing the service.

The victim is allowed a willpower roll when the command is given. If the action is reasonably likely to cause damage, the victim is allowed a willpower roll when it is performed also. The action must be describable in level times three words. The target must be able to understand the command.

The target must share a moral code with the prophet, and not conflict with the prophet’s, if the target has a moral code. An Evil prophet could press Evil, Chaotic Evil, and Ordered Evil creatures into service, as well as any creature without a moral code. An Ordered Evil prophet could press Evil, Ordered Evil, and non-moral creatures into service.

The target will not remember performing the service unless they make a perception roll at the end of the service. If they do make the perception roll, they’ll remember the voice and performing the action. If they fail the perception roll, they’ll remember the voice but not the action.

Taking damage as a result of the service will also allow one more willpower roll.

Spirit manifestations: Druidsight

Level: 3
Range: 5 yards
Rite: words, gestures, focus
Focus: food
Duration: 2 hours + 20 minutes per level
Calling time: 1 minute
Area of effect: one animal
Reaction: willpower
Spirit: animal

Druidsight grants the prophet the ability to see what the target animal is seeing. If the animal is friendly to the prophet (such as an animal companion), the animal will forego the reaction roll. Only normal animals can be affected by this spirit. The target animal can be nudged in certain directions, and may range as far as two miles from the prophet per spirit level.

Spirit manifestations: Dry Water

Level: 2
Focus: a pinch of desert sand
Spirits: fire, water, weather

Dry water destroys up to four gallons of water per level within one cubic yard per level.

See Hidden Pool for more details.

Spirit manifestations: Durability

Level: 3
Range: touch
Rite: words, gestures, focus
Focus: water or incense
Duration: five minutes per level
Calling time: 3
Area of effect: Creature or object touched
Reaction: none
Spirit: protection

Durability toughens the target’s skin, making them more difficult to damage. The target gains a bonus of 4 to defense, plus one for every four levels of the manifestation. Durability is not cumulative with normal or magical armor. It grants the full bonus to fortitude rolls, and half that to evasion rolls.

Spirit manifestations: Dust Devil

Level: 4
Range: 5 yards per level
Rite: gestures, focus
Duration: concentration
Calling time: 1 round
Area of effect: ten feet
Spirits: sky, weather

The dust devil is a tiny tornado, about four feet tall, that moves under the control of the prophet. It will lift leaves, papers, ash, and sand into the air, and it will extinguish small fires such as torches, open lanterns, and campfires smaller than three feet in diameter.

In areas of loose ash, sand, or other particles, the dust devil will whip the dust into a 10-foot diameter dust storm that blinds everyone within. Victims blinded by the dust storm will remain blinded for one round after the storm ends or they exit the storm, if they fail an evasion roll.

Evasion rolls are also required to successfully cast any spell within the area of effect of a dust devil, if that spell requires ingredients that might be affected by the wind.

The dust devil can grab up any item that weighs less than four ounces, such as papers or folios of 20 pages or less, or larger items that weigh more but are able to catch wind, such as hats or articles of clothing. Things caught by the dust devil will remain within the swirling wind unless they’re somehow snatched out of it, and will move with the dust devil.

Spirit manifestations: Earth Shot

Level: 2
Range: touch
Rite: words, gestures, focus
Focus: three pebbles
Duration: five minutes per level
Calling time: 3
Area of effect: three pebbles
Reaction: none
Spirit: earth

Earth shot infuses divine power into pebbles suitable for use in a sling. The pebbles are at +1 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.

Spirit manifestations: Earthmeld

Level: 10
Range: prophet
Rite: words, gestures, focus
Duration: 1 day per level
Calling time: 11
Area of effect: prophet
Reaction: none
Spirit: plant

Earthmeld causes the prophet to meld with the earth, sinking into the ground for up to the duration. The prophet does not age and requires no sustenance while in the ground. The prophet has no physical form and may not be damaged, although large-scale destruction will wake the prophet, whereupon the prophet may choose to go above-ground early. Otherwise, the prophet chooses, on entering the ground, how long they will remain below-ground. The prophet must be touching the ground in order to enter into it.

While in the ground, the prophet heals at normal rates for sleeping.

Spirit manifestations: Earthquake

Level: 12
Range: 20 yards per level
Rite: gestures, focus
Duration: half level minutes
Calling time: 1 minute
Area of effect: level times 10 yards radius
Spirit: earth

The earth shears apart down a jagged line 10 yards out from the center of effect and continues quaking for the duration of the manifestation. Man-made structures on the fault line are torn apart. Structures off the fault line need to make a fortitude roll or collapse. Roads, buildings, and underground areas may be destroyed.

Anyone in the area is at a penalty of three for all actions. People on the fault line must make an evasion roll or fall into the shear. Anyone in the fault will take (besides normal falling damage) 1d6 damage every round during the earthquake.

The fault will be twice level yards deep, and may open into underground areas if any exist.

Spirit manifestations: Easy Catch

Level: 1
Range: touch
Rite: words, gestures, focus
Focus: fishhook and 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.

Elemental Weapon

Level: 4
Range: prophet
Rite: words, gestures
Duration: level rounds
Calling time: 5
Area of effect: one plus half level feet
Reaction: none
Spirit: war

Elemental weapon calls forth a hand weapon in the shape of a sword or hammer, made of some relevant energy. Worshippers of Yahweh might call forth a flaming sword. Worshippers of Thor might call forth a crackling hammer of lightning. Prophets may not use this manifestation unless some relevant elemental weapon exists. Other elemental forms include cold and light.

The elemental weapon is about one yard long, but its crackling energy can target opponents anywhere in the area of effect. It does level+d4 points damage on a successful attack. The prophet gains a bonus of half level to attack when using the elemental weapon. If the opponent is especially susceptible to the energy, damage is increased by half level. If the opponent has some protection from the energy, damage is halved. If the opponent is immune to the energy, there is no damage from the elemental weapon.

Endure Extreme Temperature

Level: 1
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.

Spirit manifestations: Enthrall

Level: 4
Range: ten yards per level
Rite: words, gestures, focus
Duration: special
Calling time: 5
Area of effect: one intelligent creature
Reaction: willpower
Spirit: charm
Reverse: Aversion

Enthrall causes the target to view everything the prophet says as trustworthy. The victim will tend to agree with anything the prophet says, will be friendly to the prophet, and will reasonably protect the prophet from danger. The victim will not take unreasonably deadly risks, nor will the victim otherwise change their personality, outlook, or morality. Unreasonable requests will allow an additional willpower roll to throw off the enthrall. If the victim does not understand the prophet’s language, enthrall does not grant such understanding.

Enthrall lasts a number of days equal to twenty minus the victim’s charisma. Creatures with twenty or greater charisma cannot be enthralled.

If the prophet directly attempts to cause harm to the victim, the victim is allowed a perception roll to throw off the enthrall, with bonuses or penalties depending on how obvious the attempt was.

Enthrall only affects intelligent, living, non-magical, non-divine creatures. It will not affect demons, undead, or creatures of animal intelligence or less.

Ethical Invisibility

Level: 4
Range: touch
Rite: words, gestures, focus
Duration: level hours
Calling time: 5
Area of effect: creature touched
Reaction: evasion
Spirits: chaos, order, protection

Ethical invisibility makes the target invisible to any creatures of an opposing moral code. The prophet chooses whether the ethical invisibility applies to Order and Chaos or whether it applies to Good and Evil if the target has chosen a moral code that includes both parts. Thus, a Chaotic Good target could be made invisible to Ordered creatures, or invisible to Evil creatures.

The target must have chosen and be living by a moral code. For viewers to be affected, they must have chosen or be living by a moral code. The invisibility affects all senses, and is broken by any attack of the target on an affected viewer.

Eye of the Storm

Level: 6
Range: touch
Rite: gestures, focus
Duration: level times ten minutes
Calling time: 1 minute
Area of effect: level yards radius+
Spirit: weather

In an existing storm, the eye is an area of calm for level yards around the target. Outside the area of calm, however, the storm intensifies. Within two yards of the eye’s wall, the wind whips by fast enough to hurl light objects weighing less than level times ten pounds; creatures must make a fortitude roll to penetrate the wind wall without being tossed aside. Large creatures have a bonus of two to the roll, huge a bonus of four, gigantic a bonus of 8, and titanic a bonus of 16. Small creatures have a penalty of two, tiny creatures a penalty of four, and fine creatures a penalty of 8.

A failure means that the creature takes half level d6 damage from being tossed about and from being pelted with sand, dirt, debris, and rain.

Standing within a yard of the wall will result in 1d6 damage for every three levels of the spirit unless a reaction is made as above.

The manifestation will not extend a storm’s duration, and ends when the storm ends if the storm is of shorter duration than the manifestation.

Fair Weather Faith

Level: 3
Range: touch
Rite: words, gestures, focus
Duration: level hours
Calling time: 1 round
Area of effect: creature touched
Reaction: none
Spirits: protection, weather

Fair weather faith protects the recipient from extreme weather conditions. Extremes of temperature (ten plus level degrees Fahrenheit below zero up to 120 plus twice level degrees Fahrenheit above zero) will remain comfortable for the target. Beyond those extremes, temperature will be altered downwards by forty plus twice level degrees, or upwards by eighty plus level degrees. Rain, snow, sleet, and hail will not touch the target, and high winds will not buffet them. The target must make a wisdom roll to successfully accept the fair weather faith.

Faithful Action

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: one action, twice level minutes
Calling time: 1 round
Area of effect: creature
Reaction: none
Spirit: 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.

Fantastic Servant

Level: 8
Range: level minus 6 miles
Rite: words, gestures, focus
Focus: carven torcs
Duration: twice level days
Calling time: creature level minutes
Area of effect: level creature levels
Reaction: willpower
Spirits: animal, charm, trickster

The prophet can call on any fantastic creatures, divine creatures, or dragons (see Encounter Guide for classifications) within range. The prophet can be as specific or as general as desired when summoning the creatures, but must specify the total level(s) of the creatures desired and is limited to creatures within range. If there are no matching creatures within range, the spirit does not manifest.

The total level of the creatures that respond can be no more than the level of manifestation. The creatures must be of average intelligence or lower, must have a moral code, and none of their moral codes can conflict with the prophet’s. A Chaotic Good prophet could press Chaotic, Good, and Chaotic Good creatures into service, but not Evil or Ordered creatures.

Servants must be given a single action to perform. The action must be describable in level times two words, but it doesn’t have to be spoken in a language that the creature understands.

The focus is two or more identical wooden torcs carved with symbols of the prophet’s religion. The prophet wears one, and each creature wears one as well. If the creature fails their willpower roll, they willingly accept the torc from the prophet, and will resist having it removed for the duration of the manifestation. If either torc is destroyed, the charm is ended for that creature. Torcs are reusable, but each torc is specific to one type of creature.

Once the task is completed or the manifestation ends, the target is free to act as they wish (the first thing they’ll likely do is remove the torc). There is no guarantee that they will be friendly to the prophet, though there's also no assumption of hostility either. Treat it as if the prophet had asked the creature to do something and the creature agreed. Any hostility or friendship will be based on how the task turned out.

Spirit manifestations: Fear

Level: 1
Reaction: willpower
Spirits: charm, protection, war

Fear causes targets to flee uncontrollably, at their maximum speed, for the duration of the manifestation, if the victim fails a willpower roll.

See Courage for more details.

Feral Frenzy

Level: 2
Range: level yards
Rite: words, gestures
Duration: ten minutes per level
Calling time: 3
Area of effect: half level unintelligent domestic animals
Reaction: none
Spirits: animal, chaos

Feral frenzy turns domestic animals to feral creatures. Horses will not take a saddle and will buck wildly. Dogs will snarl and attack weaker creatures or run frenetically. Smaller animals will become skittish and afraid of closeness. All will snap at offered hands or fingers.

Fiendish Custody

Level: 2
Spirits: protection, trickster

Fiendish custody warns the prophet whenever the target receives great joy, happiness, or relief.

Only Evil prophets may manifest fiendish custody using protection spirits.

See Divine Custody for more details.

Spirit manifestations: Fire Sigil

Level: 6
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and ruby dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in level yards radius
Reaction: evasion
Spirit: fire

When the protected area is transgressed, the sigil engulfs the transgressor in a pillar of flame that causes two points of damage per level, plus one injury for every five levels. The transgressor is allowed an evasion roll to avoid the injury, but not the normal damage.

The prophet must trace the lines of transgression in the area of effect; this requires one minute and 10 monetary units of ruby dust for every yard of radius.

The fire sigils are traced at the entrances to the area; they are visible to any who can see divine power.

Any creature touching the protected area without speaking or signing the sigil will trigger the fire. Any creature within one yard of the affected creature must make an evasion roll or be affected by the damage (but not the injuries).

Spirit manifestations: Fire Stone

Level: 1
Range: touch
Rite: words, gestures, focus
Focus: a stone, fire, and a ruby or diamond
Duration: 1 day per level, or special
Calling time: ten minutes
Area of effect: stone
Reaction: none
Spirit: 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 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.

Fire of the Forge

Level: 3
Range: five yards per level
Rite: words, gestures, focus
Duration: half level rounds
Calling time: two rounds
Area of effect: half level creatures in level yards radius
Reaction: special
Spirit: fire

Fire of the forge recalls the heat of the forge to any metal forged in heat. The prophet may manifest the spirit on arms and armor of up to one medium-sized creature for every two levels.

The manifestation requires two rounds of concentration, but does have some effect during those two rounds: in the first round, the metal heats; anyone wearing armor will be at a penalty of one to any actions. In the second round, worn armor will become blistering hot, and metal weapons difficult to handle. Victims will take 1d4 points damage from armor, and be at a penalty of either 1 (for using a metal weapon) or 2 (for performing any action in metal armor).

During the third and subsequent rounds, the metal is deadly hot, causing 1d6 damage per round. Victims will be at a penalty of 2 (to use a metal weapon) or 4 (if in metal armor).

The metal’s heat once the spirit fully manifests will be enough that dry, flammable objects in contact with the metal will need to make a reaction roll to avoid bursting into flame.

Spirit manifestations: Firewalk

Level: 4
Range: touch
Rite: words, gestures, focus
Duration: level minutes
Calling time: 5
Area of effect: creature touched
Reaction: none
Spirits: fire, protection

Firewalk protects the target from fire and ice. The target can walk over hot coals, reach into flame, and withstand extreme cold without problem.

Against massive fire or cold attacks, including magical attacks such as a great ball of fire or a cheimon’s freeze, the target gains a bonus of spirit level to reactions. Damage taken is halved.

Spirit manifestations: Flower

Level: 3
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 minute
Area of effect: 2 yard radius per level
Reaction: none
Spirits: death, plant
Reverse: Deflower

Flower causes a patch of land to bloom in flowers appropriate for the area.

Flower may not be used by death spirits except upon places of burial or death.

Spirit manifestations: Fog

Level: 4
Range: prophet
Rite: words, gestures, focus
Duration: level hours
Calling time: level minutes
Area of effect: level minus 3 mile radius
Reaction: none
Spirits: water, weather

Fog calls a thick, rolling fog to blanket the area around the prophet. The fog covers the ground and twice level yards above the ground.

The fog affects vision and, to a lesser extent, hearing. Sounds are strangely carried on the fog.

Perception in the fog is at a penalty of four.

Foolishness

Level: 6
Spirit: trickster

For foolishness, the target’s wisdom will decrease by 1 for every six levels of the spirit.

See Wisdom for more details.

Spirit manifestations: Foul Air

Level: 2
Duration: 4 rounds per level
Spirits: death, plant, water

Foul air completely fouls the air around one person for four rounds per level. Unless the target knows that they will need to hold their breath, they will be at the minimum time period for suffocation.

See Fresh Air for more details.

Spirit manifestations: Foxfire

Level: 1
Range: 20 yards per level
Rite: words, 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 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 makes hard to see targets visible, but 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 by presaging their movements. 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.

Spirit manifestations: Fresh Air

Level: 2
Range: ten yards per level
Rite: words, gestures, focus
Duration: 30 minutes per level
Calling time: 1 round
Area of effect: level creatures
Reaction: evasion
Spirits: 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.

Freshen Food

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 round
Area of effect: level feet diameter
Reaction: none
Spirits: death, hearth, protection
Reverse: Putrefy Food

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

Ghostly Faith Warriors

Level: 5
Range: level yards
Rite: words, gestures, focus
Focus: holy symbol, battle relic
Duration: concentration, special
Calling time: 1 minute
Spirits: death, war

This spirit manifestation calls a number of spirit warriors necessary for the target to fight as a group effort of spirit level minus four. A fifth level spirit will call one or two spirit warriors, so that the target plus the warriors are group effort 1. A sixth level spirit will call three to six ghostly warriors, so that the target plus the warriors can form a group effort of 2. A seventh level spirit will call seven to fourteen ghostly warriors, and so on. The target and the ghostly warriors fight together as a group effort controlled by the target, fighting the opponent or opponents that the target is fighting. The base fighting ability is that of the target, modified as for group effort.

The spirit warriors come garbed in clothing appropriate to the prophet’s faith and the battle represented by the focus. They may only fight as a group effort with the target.

The focus must be some bone, armor, or weapons from a battlefield, from a warrior of the prophet’s faith. The number of ghostly warriors called is limited to the number of warriors of the prophet’s faith that took part in that battle. The warriors remain for as long as the prophet concentrates, up to the end of the current battle.

The target must have a charisma of at least 11. The maximum group effort bonus is their charisma minus ten.

Spirit manifestations: Glory Days

Level: 9
Range: touch
Rite: words, gestures
Duration: 1 minute per level
Calling time: 1 round
Area of effect: 10 yards per level radius
Reaction: none
Spirits: death, prophecy
Reverse: Decadence

Glory days temporarily restores a structure to the height of its glory. The cornerstone or other significant portion of the structure must still be available. Brick, stone, and wood rise back to their places; where the original parts are not available and solid, illusions take their place. Tapestries and furniture all reform. The structure may even be entered and walked upon.

When the manifestation ends, the structure crumbles in one to six rounds, depending on the size of the structure.

Glory days may be manifested only upon a structure created by living, intelligent creatures.

Grave Contract

Level: 13
Range: touch
Rite: words, gestures, focus
Focus: copies of contract
Duration: level years
Calling time: 3 minutes
Area of effect: half level creatures
Reaction: voluntary
Spirits: order, peace

Grave contract places the targets under a divine contract. Anyone breaking the contract loses sight, hearing, and speech. There is no reaction against this spirit. If any target refuses to submit to the contract, the contract does not take effect.

Only divine intervention can cure a contract-enforced loss.

If the contract is put in place by a prophet of Evil moral code, the targets are bound by the letter of the contract. If put in place by a prophet of Good moral code the targets are bound by the spirit of the contract. Other prophets may choose at the time the spirit manifests. A copy of the contract must be made for each target.

Heal Injury

Level: 5
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 round
Area of effect: creature touched
Reaction: none
Spirits: death, healing
Reverse: Deadly Injury

Heal injury heals 2d8 injury points on any living creature. Prophets heal a minimum injury points equal to the spirit’s level (but still no greater than 16). If the target is about to die but has not died yet, and the target’s injury points are brought to zero, the target is no longer about to die. If the target was about to die and still has injuries, a new reaction is allowed to avert death, at a bonus of the spirit level.

Spirit manifestations: Hearthmeld

Level: 11
Range: prophet
Rite: words, gestures, focus
Duration: 1 day per level
Calling time: 12
Area of effect: prophet
Reaction: none
Spirit: hearth

Hearthmeld causes the prophet to meld with a home, sinking into the floor and becoming part of the home for up to the duration of effect. The prophet does not age and requires no sustenance while in the home. The prophet has no physical form and may not be damaged, although destruction of the home will force the prophet out. The prophet may see anything happening within the home, and may choose to leave the home at any time, re-appearing where they entered. The prophet must be within the home and touching the floor in order to enter into it.

While in the home, the prophet heals lost survival at normal rates for sleeping.

Helpful Hemp

Level: 2
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 level, and attempts to evade the lasso are at a penalty of 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, and it has a bonus of level to item reactions.

Hidden Pool

Level: 2
Range: ten yards per level
Rite: words, gestures, focus
Focus: a rock, indentation, or dew drop
Duration: 1 round
Calling time: 1 round
Area of effect: up to 5 times level yard radius
Reaction: none
Spirits: 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 a natural indentation in the ground; or a spring from a large rock. If water is to be called without those, a drop of morning dew is required. The water is clean and pure, as rain water.

Spirit manifestations: Holy Shot

Level: 3
Range: half level yards
Rite: words, gestures, focus
Duration: special
Calling time: 4
Area of effect: one missile
Reaction: none
Spirit: war

Holy shot blesses a missile, such as a sling shot, arrow, or thrown dagger. The missile gains a bonus of twice level to attack and level to damage the next time it is fired. It must be fired within level hours. The damage bonus cannot exceed twice the maximum damage of the missile.

Holy Weapon

Level: 1
Range: touch
Rite: words, gestures, focus
Duration: 3 plus twice level rounds
Calling time: 2
Area of effect: one weapon
Reaction: none
Spirit: 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.

Spirit manifestations: Home Rule

Level: 4
Range: touch
Rite: words, gestures
Duration: ten minutes per level
Calling time: 1 round
Area of effect: level foot radius
Reaction: none
Spirits: hearth, trickster

Home rule causes the world to work as it would in the target creature’s home world. For example, if gunpowder works in the target’s home world it will work when used under the influence of home rule, as long as the gunpowder is within the area of effect. In a world where magic doesn’t work, this will let a spellcaster use magic as long as the spell’s target is also in the area of effect.

Hound’s Breath

Level: 3
Range: touch
Rite: words, gestures, focus
Focus: something of the quarry
Duration: level hours
Calling time: 1 round
Area of effect: one creature
Reaction: none
Spirit: animal

The hound’s breath gives the target an enhanced ability to track, locate, and perceive a specific quarry. Any roll to track, recognize, or otherwise perceive the quarry are at a bonus of twice level for the duration of the manifestation. Rolls that succeed during the manifestation need not be re-rolled when the manifestation ends.

The prophet must have something of the quarry to focus the manifestation.

Spirit manifestations: Icy Prison

Level: 7
Range: level yards
Rite: words, gestures, focus
Duration: half level rounds
Calling time: 8
Area of effect: one creature or object
Reaction: evasion or fortitude
Spirit: weather

Icy prison surrounds the target with ice and snow in a swirling mini-storm that builds an icy prison around the target from the ground (or water) up.

If on land, the target must fit within a sphere level feet in diameter. In heavy rain, the target must fit within a sphere level yards in diameter, and in a body of water the target must fit within a sphere twice level yards in diameter. If the target does not fit, the target’s movement is reduced by level for one round (if on land) or for the duration of manifestation in a body of water. If the target does fit, movement is completely stopped for the duration and possibly for some time after it; the icy prison melts as normal once the manifestation ends.

Spirit manifestations: Indecision

Level: 3
Spirit: charm

Indecision causes the victim to vacillate between different courses of action. During conflict, the victim is at a penalty of one to all ability and attack rolls. The victim must also make a willpower roll (at the same penalty) to begin any action without an immediate need.

See Purpose for more details.

Infestation

Level: 2
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 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 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.

Invisible Passage

Level: 1
Range: touch
Rite: words, gestures, focus
Focus: a long feather
Duration: 30 minutes per level
Calling time: 1 round
Area of effect: creature
Reaction: none
Spirit: plant

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.

Spirit manifestations: Just Sleep

Level: 3
Range: touch
Rite: words, gestures, focus
Focus: fine sand from a silken bag
Duration: 1 hour
Calling time: 1 round
Area of effect: level creatures
Reaction: none
Spirits: healing, hearth

A just sleep allows the recipients a full night’s sleep in just an hour. The recipients gain all the benefits of a full night’s sleep, and automatically make their survival/injury renewal roll.

Just sleep may only be used once on the same target in any 24-hour period.

Know Morality

Level: 2
Range: prophet
Rite: words, gestures, focus
Duration: 10 minutes plus 10 minutes per level
Calling time: 1 round
Area of effect: level yards
Reaction: none
Spirit: 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 if a creature or object is Evil, or if the creature or object is Good. The prophet must look at the target and think “is this good?” or “is this evil?” The target must be visible and within the area of effect. It takes two rounds of concentration to ask both questions.

Many magical, fantastic, and undead creatures are inherently Good or Evil. Characters won’t be unless they have chosen a moral code and are currently acting on that 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.

Know Weather

Level: 1
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 six 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 twenty-four hours and up to the next twenty-four hours.

Ladder of Faith

Level: 3
Range: level times three yards
Rite: words, gestures, focus
Duration: level minutes
Calling time: 4
Reaction: none
Spirit: protection

Ladder of faith creates a vertical ladder, up to twice level yards tall, which the faithful can climb. Those who wish to use the ladder must make a wisdom roll to successfully have faith in the power of the prophet’s god(s). If the climber has faith, the ladder holds any weight.

Spirit manifestations: Lightning

Level: 5
Range: 50 yards per level
Rite: gestures, focus
Duration: level minutes
Calling time: 1 minute
Area of effect: level yards diameter
Reaction: evasion
Spirits: sky, weather

Lightning calls forth lightning from a cloudy or stormy sky. Weather conditions must be such that lightning is possible: rain, storm clouds, muggy and overcast, or tornadoes, for example. The manifestation must occur outdoors.

Once manifest, the prophet can, in addition to acting normally, call forth one lightning bolt every six rounds to any target in the manifestation’s range and the prophet’s line of sight. Anything in the path (and area of effect) of the lightning bolt will take 2d8 damage, plus level additional dice damage. Victims may make an Evasion roll for half damage.

Lightning Sigil

Level: 5
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and amethyst dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in a level yard radius
Reaction: evasion
Spirit: weather

When the protected area is transgressed, the sigil strikes the transgressor with a bolt of lightning that causes two points of damage per level, plus one injury for every five levels. The transgressor is allowed an evasion roll to avoid the injury, but not the normal damage.

The prophet must trace the lines of transgression in the area of effect, which must be open to the sky; this requires one minute and 10 monetary units of amethyst dust for every yard of radius.

The lightning sigils are traced at the entrances to the area; they are visible to any who can see divine power.

Any creature touching the protected area without speaking or signing the sigil triggers the bolt of lightning. Any creature above or touching the affected creature must make an evasion roll or be affected by the damage (but not the injuries).

Locate Disease

Level: 4
Range: ten yards per level
Rite: words, gestures, focus
Duration: instant
Calling time: 1 round
Area of effect: 1 yard radius per level
Reaction: none
Spirits: death, healing, prophecy

Locate disease tells the prophet whether or not there is disease within the area of effect. The prophet will know the direction and kind of the disease. On a perception roll, the prophet will know within a medium-sized target the location of the disease(s).

Locate Plant

Level: 1
Range: prophet
Rite: words, gestures, focus
Duration: level minutes
Calling time: 2
Area of effect: level times 1 mile radius
Reaction: none
Spirits: plant, prophecy

Locate plant tells the prophet the direction and approximate number of the desired kind of plant, if any 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

Level: 1
Range: prophet
Rite: words, gestures, focus
Duration: level minutes
Calling time: 2
Area of effect: level times 1000 yard radius
Reaction: none
Spirits: prophecy, water

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

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

Major Contract

Level: 10
Range: touch
Rite: words, gestures, focus
Focus: copies of contract
Duration: level years
Calling time: 2 minutes
Area of effect: half level creatures
Reaction: voluntary
Spirits: order, peace

Major contract places the targets under a divine contract. Anyone who breaks the contract will lose two of sight, hearing, and speech, chosen at the contract’s signing. There is no reaction against this spirit. If any target refuses to submit to the contract, the contract does not take effect.

Only divine intervention can cure a contract-enforced loss.

If the contract is put in place by an Evil prophet, the targets are bound by the letter of the contract. If put in place by a Good prophet the targets are bound by the contract’s spirit. Other prophets may choose at the time the spirit manifests. A copy of the contract must be made for each target.

Moral Veneer

Level: 5
Range: touch
Rite: words, focus
Focus: a mask with hair, nail, or bone
Duration: level hours
Calling time: 1 minute
Area of effect: one creature
Reaction: none
Spirit: trickster

Moral veneer makes the target appear to have a different moral code to spirits or other powers that detect morality. The prophet must have hair, nail, or bone from some creature with the desired moral code. The hair, nail, or bone must be worked into a small mask. The target must carry the mask for the duration of the manifestation.

Spirit manifestations: Nauseate

Level: 1
Spirits: death, healing

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. Moving at more than half movement will cause the target to regurgitate for d4 rounds.

See Cure Nausea for more details.

Spirit manifestations: Night Road

Level: 8
Range: touch
Rite: words, gestures, focus
Duration: until dawn
Calling time: ten minutes
Area of effect: level creatures
Reaction: none
Spirits: sky, trickster

The night road may only be called at night. Up to level creatures may walk the night road to their destination. They will arrive at their destination after walking 2d100 miles, divided by level. Their destination may be any open space that the prophet or spirit has been and knows the location of.

Once the walkers arrive at their destination, the manifestation ends. If dawn arrives before they leave the path, the manifestation also ends. Dawn is determined from when they left. When they arrive, they arrive during the night. Their arrival time mirrors their walking time and the time they left. If they left one place at three in the morning and walked for two hours, they will arrive at their destination at five in the morning.

If the walkers do not arrive at their destination before the manifestation ends, or if they leave the path before arriving at their destination, they will find themselves at random points between their starting point and their ending point.

Obscuring Mist

Level: 2
Range: prophet
Rite: words, gestures, focus
Duration: twice level minutes
Calling time: 1 round
Area of effect: level yard radius
Reaction: none
Spirits: water, weather

Obscuring mist draws forth a thick, swirling cloud around the prophet. The cloud moves with the prophet, although the cloud is not always centered on the prophet.

Under normal conditions the mist obscures vision completely within the area of effect: anyone in the area or firing into the area are treated as unable to see. Within twice the area of effect, the effect is halved. If there is a strong wind, the mist will provide half protection within the area of effect and no obscurement outside of the area of effect.

Once the mist manifests, the prophet can at any time choose to make the mist stationary even as the prophet moves. If the prophet leaves the mist, it cannot be reattached to the prophet.

Spirit manifestations: Part Ice

Level: 13
Range: 25 yards per level
Rite: words, gestures, focus
Duration: one minute per level
Calling time: one minute
Area of effect: corridor
Spirits: fire, protection, water

Part ice cracks a corridor through an ice field or glacier, on land or sea. The corridor can be as long as it needs to be, but the entire length must be within range. The corridor can be up to level yards deep and half level yards wide. The corridor can be traversed in reasonable safety: if ice or ground remains, the surface will be solid enough to walk on or pull carts. If the surface is water, it may be sailed or otherwise floated through as normal. When the manifestation ends, or when the prophet wills it, the ice comes crashing back.

The corridor cannot tunnel under ice. It can follow the prophet if the prophet moves.

Spirit manifestations: Part Sand

Level: 14
Range: 20 yards per level
Rite: words, gestures, focus
Duration: one minute per level
Calling time: one minute
Area of effect: corridor
Spirits: earth, protection

Part sand rolls back a corridor of sand or dirt through dune or hill. The corridor can be as long as it needs to be, if the entire length is within range. The corridor can be up to level yards deep and half level yards wide. The corridor can be traversed in reasonable safety: the surface is solid enough to walk on or pull carts. When the manifestation ends, or when the prophet wills it, the sand rolls back.

The corridor cannot be created underground. It can follow the prophet if the prophet moves.

Spirit manifestations: Part Stone

Level: 16
Range: 20 yards per level
Rite: words, gestures, focus
Duration: five minutes per level
Calling time: ten minutes
Area of effect: corridor
Spirits: earth, protection

Part stone cracks open a corridor through stone or mountain. The corridor can be as long as it needs to be, as long as the entire length is within range. The corridor can be up to level times ten yards deep and level yards wide. The corridor can be traversed in reasonable safety: the surface will be solid enough to walk on or pull carts. When the manifestation ends, or when the prophet wills it, the stones come crashing back.

The corridor cannot be created underground. It can follow the prophet if the prophet moves, allowing the prophet and companions to travel through mountain or stony hills.

Spirit manifestations: Part Water

Level: 12
Range: 25 yards per level
Rite: words, gestures, focus
Duration: one minute per level
Calling time: one minute
Area of effect: corridor
Spirits: protection, water

Part water rolls back a corridor of water through river, lake, or ocean. The corridor can be as long as it needs to be, but the entire length must be within range. The corridor can be up to level yards deep and level yards wide. The corridor can be traversed in reasonable safety: the surface (assuming the corridor is deep enough to hit bottom) will be solid enough to walk on or pull carts. When the manifestation ends, or when the prophet wills it, the water crashes back.

The corridor can be created underwater, but width and depth are halved. It can follow the prophet if the prophet moves.

Spirit manifestations: Passage

Level: 1
Range: 10 yards per level
Rite: words, gestures, focus
Duration: 10 minutes per level
Calling time: 2
Area of effect: 1 yard radius per level
Reaction: evasion/fortitude
Spirit: 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.

Passage may be manifest on a location or on a target creature or object. Creatures are allowed an evasion roll. If the manifestation 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 manifestation takes effect just beyond the target creature.

Paths of the Dead

Level: 9
Range: level yards
Rite: words, gestures, focus
Focus: a cavern, grove, or body of water
Duration: permanent
Calling time: 1 minute
Area of effect: one person
Reaction: health
Spirits: death, healing

The dead do not go immediately to their final rest. There are way stations and paths the dead must follow. Paths of the dead opens a way to this path if the target is less than level days dead. The prophet and up to a third level companions may travel those paths to find the dead person’s soul and return it to the land of the living. This spirit manifestation may only be used at a culturally-appropriate gateway, such as a cavern entrance, a holy grove, or a body of water.

If the target had no moral code, the target can only have been dead for up to half level days.

The retrieval usually takes very little time in the world of the living: for every hour that is spent in the paths of the dead, one round passes in mortal lands.

If the soul is successfully extracted, the target must make a health roll. If successful, the target is at full survival or at endurance survival, whichever is lower. If unsuccessful, the target is at one survival. In either case, the target has injuries equal to half the number of days they were dead.

Those who enter the paths of the dead multiple times are likely to attract the attentions of the caretakers of those paths.

Pierce the Veil

Level: 7
Range: touch
Rite: words, gestures, focus
Focus: two foot diameter smoke cloud
Duration: special
Calling time: 1 minute
Area of effect: one willing creature
Reaction: special
Spirits: chaos, trickster

Everything is illusion. This spirit manifestation convinces the target of the illusory nature of one concrete, physical item. The item can be as small as a sword or as large as a mountain or as complex as an attacking army, but the item must be reasonably well-defined. For the duration, that item does not exist for the target. The target cannot affect it, and it cannot affect the target. They will not be harmed by the sword or army, may walk through the mountain or army unaffected, or walk across the gorge without falling. Because the sword, army, mountain, or gorge does not exist.

The target must make a willpower roll to successfully pierce the veil. The spirit then affects them for level minutes. After level minutes, they must make a reason roll, and fail the roll. If they succeed at the reason roll, they have succumbed again to the illusion of reality. Wisdom modifies the reason roll as a major contributor. A high wisdom makes them more likely to continue under the effects of pierce the veil, and a low wisdom makes them more likely to succumb to the illusion of reality. This roll must be made every level minutes. The spirit manifestation otherwise lasts for as long as the item remains relevant.

If the target involuntarily succumbs to reality while the item remains relevant, they will be safe to the best possibilities of chance. The character passing through the mountain will find themselves in a cave; the character passing across a gorge will, if at all possible, find themselves hanging to a branch, vine, or ledge. If not possible, however, and their position isn’t untenable (such as realizing that the pit truly does exist) then they will face the consequences as normal. If their position is untenable (such as finding themselves in co-existence with a mountain or a wall) they will gain d6 injuries, be placed in the nearest possible position that is not untenable, and will become catatonic for one hour for every injury gained. A successful willpower roll will reduce that to one minute per injury.

Pillar of Flame

Level: 4
Range: level times 10 yards
Rite: words, gestures, focus
Duration: concentration
Calling time: one round
Area of effect: level yards tall, level feet diameter
Reaction: evasion
Spirit: fire

The prophet calls down a pillar of flame upon their enemies. The pillar can appear anywhere in range and, once called, can move at up to level times five feet per round. A pillar can normally attack one medium target at fourth level, two at eighth level, three at twelfth, and so on.

The pillar of flame causes d6 damage for every two levels of the spirit. It also ignites any combustibles within the area of effect. On a successful evasion roll, items carried will not ignite, and the victim will take half damage from the fire.

If clothing catches fire and the pillar moves on, the victim must spend the next round extinguishing the flame or take d6 damage.

Spirit manifestations: Placement

Level: 2
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
Spirit: 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 relates to the prophet information about the target’s personality, personal life, and personal history. The information will be vaguely specific: the target was born in another country, they recently lost a child, they’ve become engaged to be married, they don’t get along well with others, their profession 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.

Plant Growth

Level: 1
Range: touch
Rite: words, gestures, focus
Focus: fertilizer and water
Duration: permanent
Calling time: 1 minute
Area of effect: one plant
Reaction: none
Spirit: plant

Plant growth causes a plant to grow faster over a period of a day. The plant will grow level times two weeks worth of growth.

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

Protection from Morality

Level: 1
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: chaos, order, protection

Protection from morality may be protection from Evil or 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.

Order spirits may use this manifestation only as protection from Chaos.

Chaos spirits may use this manifestation only as protection from Order.

Protection from Sorcery

Level: 5
Range: touch
Rite: words, gestures, focus
Focus: iron links
Duration: ten minutes per level
Calling time: 1 round
Area of effect: creature touched
Reaction: none
Spirit: protection

Protection from sorcery reduces the effects of spells and other magical effects cast upon the target. Any spell’s effect level is dropped by the manifestation level of the protection spirit. If the spell’s effect level is dropped to below the spell’s level, the spell is completely blocked. Otherwise, its effects are reduced accordingly.

All effects except range are reduced, including number of mage bolts and fire damage. For area effect spells that use some form of points, such as sleep, you’ll have to judge whether or how the spell would have affected the target if the spell had been cast at the lower level.

Protection from Undead

Level: 3
Range: touch
Rite: words, gestures, focus
Focus: yew bark
Duration: 30 minutes per level
Calling time: 1 round
Area of effect: 10 yards
Reaction: none
Spirits: death, protection

Protection from undead is made manifest on a piece of yew bark. This bark may then be given to other characters. No undead may enter the area of effect surrounding the bark.

Undead pushed against by the protection may make a fortitude roll to break through.

Spirit manifestations: Pure Fire

Level: 2
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 pure fire, the fire does not consume its fuel. Before and after the manifestation, the fuel is consumed as normal.

Spirit manifestations: Purpose

Level: 3
Range: ten yards per level
Rite: words, gestures, focus
Duration: level rounds
Calling time: 4
Area of effect: twice level yards radius
Reaction: willpower
Spirit: charm
Reverse: Indecision

Purpose strengthens the targets’ inner convictions and helps them make decisions. Players may discuss their characters’ tactics amongst themselves without affecting the time it takes their characters to come to a decision. During conflict, they may do this at the beginning of each round. Purposeful characters gain +1 to any ability or attack roll due to their greater ability to take advantage of opportunities.

Putrefy Food

Level: 1
Spirits: death, hearth

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

See Freshen Food for more details.

Quake Sigil

Level: 9
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and topaz dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: one creature
Reaction: evasion
Spirit: earth

When the protected area is transgressed, the earth cracks open and engulfs the transgressor, who takes two points of damage per level as the earth grinds them up. The crack can be up to twice level yards deep. Depending on where this is, it might incur further damage. For example, if the crack opens into an underground cavern, they might take falling damage. The transgressor is allowed an evasion roll to avoid falling into the earth, but will still take damage.

The prophet must trace the border in the area of effect; this requires one minute and 10 monetary units of topaz dust for every yard of radius.

The quake sigils are traced at the entrances to the area; they are visible to any who can see divine power. The area to be affected must be fully natural.

Any creature touching the protected area without speaking or signing the sigil will trigger the quake. Any creature within one yard of the affected creature must make an evasion roll or also be sucked into the rent in the earth.

Spirit manifestations: Quest

Level: 9
Range: touch
Rite: words, gestures, focus
Duration: until fulfilled
Calling time: 10
Area of effect: one intelligent creature
Reaction: willpower
Spirits: charm, prophet

Quest charges the target with a special quest for the fulfillment of the faith. For prophet spirits, the quest must be a service that fulfills a need of the deity or pantheon that the prophet worships. For charm spirits, the quest may be more general, but must still be somehow related to the fulfillment of the faith. It may, for example, be a teaching quest, one that will (hopefully) cause the victim to learn more about the ways of the religion.

Members of the same faith are at a penalty of three on their reaction roll to avoid the quest. For each moral code that the target shares with the prophet, there is a penalty of one to avoid the quest. For each moral code that the target has in opposition to the prophet, there is a bonus of one to the reaction roll.

The quest must be one that can be fulfilled, and the target must understand it. Open-ended terms of service, or quests for suicide, for example, will result in the spirit manifestation failing. While performing the quest, the target receives a bonus of 1 to rolls that further the quest.

Targets that deviate from, delay, or twist the quest will be punished for their transgressions. For each day that the target does not work to fulfill the quest, they gain a penalty of one to their endurance, until it reaches three. This will happen because of something; for example, because they are stuck in the belly of a whale. Their divine punishment can be as simple as being unable to hold down any food, but for whatever reason the character will lose those points.

Once the character begins moving toward true fulfillment, endurance restores at a point per day.

Raging Storm

Level: 6
Spirits: sky, weather

Raging storm intensifies an existing storm to triple its intensity: higher winds, more driving precipitation.

See Calm Storm for more details.

Spirit manifestations: Ravel

Level: 3
Range: level yards
Rite: words, gestures
Duration: permanent
Calling time: 1 round
Area of effect: one or two rope/string ends
Reaction: none
Spirits: animal, hearth, plant
Reverse: Unravel

Ravel causes rope or string to tie itself into a knot. The rope or string must be no more than a quarter level inches in diameter.

For animal spirits, the rope or string must be made from animal material.

For plant spirits, the rope or string must be made from plant material.

Rebuke Spirit

Level: 2
Range: level yards
Rite: words, gestures, focus
Duration: instant
Calling time: 2 rounds
Area of effect: one spirit manifestation
Reaction: none
Spirit: prophet

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. There may be other limitations on rebuke spirit within a pantheon or 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 Health

Level: 5
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 2 minutes
Area of effect: creature touched
Reaction: none
Spirit: healing

Restore health grants the victim a willpower roll to throw off any disease or poison. The willpower roll is at a bonus of the level of this spirit.

Recovery then occurs as normal for that ailment. If the target is down on survival points, up to 2d4 survival are restored on the initial manifestation of this spirit.

Restore Vitality

Level: 2
Range: touch
Rite: words, gestures
Duration: permanent
Calling time: 1 round
Area of effect: creature
Reaction: none
Spirits: death, healing
Reverse: Deplete Vitality

Restore vitality heals d8 lost survival points or injuries 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. The manifestation heals at least the spirit’s level, up to eight points. 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.

Spirit manifestations: Ritualize

Level: 7
Range: prophet
Rite: focus
Duration: up to level hours
Calling time: 10 minutes
Area of effect: level yard radius
Spirits: chaos, order

Ritualize grants the prophet a bonus of level minus 5 to ritual preparation reason rolls. The entire preparation must take place within the duration of manifestation, and the preparation must not extend beyond the area of effect.

Safe Passage

Level: 2
Range: prophet
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 ill effects.

Sea’s Revenge

Level: 8
Range: level feet
Rite: words, gestures, focus
Duration: 1 round per level
Calling time: 9
Area of effect: one creature
Reaction: fortitude
Spirit: water

Sea’s revenge creates an intense undertow that sucks the target deep underwater and doesn’t let them loose until they are far out to sea. For every round they’re underwater, targets are sucked fifty yards out. Targets will be underwater for the entire duration; suffocation and other effects of being underwater are handled as normal.

This manifestation can only take effect on victims that are already standing in a lake or sea. The duration of the manifestation is treated as an obstacle size for reactions.

Spirit manifestations: Serenity

Level: 4
Range: two yards per level
Rite: words, gestures, focus
Duration: level rounds+
Calling time: 1 round
Area of effect: level creatures
Reaction: willpower
Spirits: charm, peace

Serenity temporarily ends hostilities among the creatures affected. The manifestation does not alter hostilities between affected and unaffected targets. It also does not alter the affected creatures’ reactions to other external events.

The targets must all be within twice level yards of the prophet when the manifestation first occurs. Once the manifestation takes effect, moving out of range will not end the manifestation.

The serenity lasts for at least level rounds but can last for as long as the prophet maintains their attention, usually through an oration aimed at ending hostilities permanently.

There is a penalty of level to the willpower roll to avoid serenity.

Sheet Lightning

Level: 2
Range: three yards per level
Rite: gestures, focus
Duration: instant
Calling time: 3
Area of effect: special
Reaction: evasion
Spirit: 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.

Objects and creatures between the endpoints suffer d4 points damage, plus one for every level of the spirit. If the endpoints are creatures, they also suffer the damage. Except for the endpoints, an evasion roll is allowed for half damage.

Spirit manifestations: Sink

Level: 2
Duration: 2 minutes per level
Spirits: protection, water

Sink causes the target to sink in water to a depth of ten feet per level. The target may make a strength roll, at a penalty of the spirit’s level, to stay afloat for endurance minutes, but no action other than frantic swimming is then possible.

See Buoyancy for more details.

Snow Guardian

Level: 8
Range: touch
Rite: words, gestures, focus
Focus: snow, branches, coal, winter heart
Duration: up to twice level hours
Calling time: up to level minutes
Area of effect: level yard radius
Reaction: none
Spirit: weather

Until triggered, the snow guardian is a pile of twigs and coal in snow. Once triggered, the snow swirls around the twigs and coal (and heart) and forms into a twisted and amorphous human-like shape. It will attack any intruders in the area. It acts as a divine creature of level equal to the spirit level. It has movement 15. It attacks with its snow fists for d10+1 points of damage. Its defense is 8, and it does not count as a creature for spells, such as mage bolt. Once every three rounds, it can form itself into a bitterly-cold blast of snow which does d8 damage to anyone in its path unless they make an evasion roll. The snow blast’s path is level yards long and 3 yards wide, and at the end of the round the guardian will reform at the end of the blast. During that round it is at a bonus of 4 to defense and reactions.

Any creature entering the protected area triggers the guardian’s attack. It will not follow intruders more than level yards beyond the area it is guarding, but unless defeated it will be able to reform to attack subsequent intruders, up to the end of the duration of the spirit manifestation.

The snow guardian’s heart is some representation of winter, such as a snow globe or ice castle. The heart may be re-used.

Spark of Life

Level: 7
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 10 minutes
Area of effect: one creature
Reaction: special
Spirit: healing

A spark of life remains for several hours in the dead. Spark of life draws forth the life energies that remain in the almost-dead, and restores the target fully to life. The target’s body must be intact and capable of functioning with moderate healing once restored to life.

The target may not have been more than level hours dead. The target must make a health roll, at a bonus of the spirit’s level, to survive the restoration. If failed, the spark of life may not be restored except by a higher level spirit.

The target loses one point of endurance and is extremely weak. They have injuries equal to half the number of hours they were dead. They have survival equal to the spirit’s level, or their maximum, whichever is less.

Speak in Tongues

Level: 3
Range: prophet
Rite: words, focus
Duration: ten minutes per level
Calling time: 1 minute
Area of effect: level times three yards radius
Reaction: none
Spirit: peace

Speak in tongues ensures that what the prophet says will be understand by everyone in the area of effect. The prophet’s words will be understood as the prophet intends them.

Speak with Plants

Level: 3
Range: prophet
Rite: words
Duration: level minutes
Calling time: 1 minute
Area of effect: level feet radius
Reaction: none
Spirit: plant

Speak with plants allows the prophet to question, in simple language, any living plants within the area of effect. The prophet may learn who or what has passed by the plant and what things have happened within the shade of the plant. Plants have long memories but little sense of time, so that times are likely to be in terms of days and seasons.

A successful charisma roll is required to gain any other than the most general information.

Speed of Horse

Level: 4
Range: touch
Rite: words, gestures
Duration: level hours
Calling time: 1 round
Area of effect: one creature
Reaction: none
Spirit: animal

Speed of horse increases the target’s movement by level times 10% for the duration of manifestation. At fourth level, the target’s movement will increase by 40%, for example.

A horse with a movement of 14 would have an increased movement of 20 under the effect of a fourth-level speed of horse. A giant capybara with a movement of 9 would move at 14 under the effect of a sixth-level speed of horse.

Spiritual Hold

Level: 4
Range: fifteen yards per level
Rite: words, gestures, focus
Duration: level minutes or rounds
Calling time: 5
Area of effect: level yard diameter
Reaction: willpower or fortitude
Spirits: charm, death

Spiritual hold binds the targeted creatures motionless. They may not move, but are aware of what is happening around them as they normally would be. They can use any abilities that do not require moving. The spirit manifests itself as a barely visible mist in some form appropriate to the deity or pantheon the prophet called upon to gain the spirit.

Up to two plus half level intelligent, living, flesh-and-blood creatures may be targeted. Larger creatures count as more: large creatures count as two creatures, huge creatures as four, gigantic as eight, and titanic as sixteen.

If the prophet focuses twice as many “points” on a target as is necessary, the target has a penalty of one to their reaction roll. Four times as many points gives the target a penalty of two, six times a penalty of three, etc. For example, a prophet manifesting spiritual hold with a sixth-level spirit could affect up to five creatures. If the prophet targets four of those points to one medium-sized or smaller target, and one to another, the first target will have a penalty of two to their reaction roll to avoid the spiritual hold.

The prophet must maintain an awareness of the target(s). If the prophet directs the majority of their attention elsewhere, for example to manifest other spirits or engage in a conflict or contest, the remaining minutes become rounds. Leaving the spirit’s range or even losing sight of the targets do not trigger the shorter duration.

Spiritual Torpor

Level: 6
Range: ten yards per level
Rite: words, gestures, focus
Duration: twice level minutes or rounds
Calling time: 7
Area of effect: level yards diameter
Reaction: willpower or perception
Spirits: charm, death

Spiritual torpor binds the targeted creatures motionless and senseless. They may not move or speak, and are only vaguely aware, as if far away in a dream. They are defenseless and may not initiate any actions or concentrate on any actions. The spirit manifests itself as a barely visible mist in some form appropriate to the deity or pantheon the prophet called upon to gain the spirit.

Up to one, plus half level, intelligent, living creatures may be targeted.

If the prophet focuses twice as many “points” on a target as is necessary, the target has a penalty of one to their reaction roll. Four times as many points gives the target a penalty of two, six times a penalty of three, etc. For example, a prophet manifesting spiritual torpor with an eighth-level spirit could affect up to five creatures. If the prophet targets four of those points to one target, and one to another, the first target will have a penalty of two to their reaction to avoid spiritual torpor.

The prophet must maintain an awareness of the target(s) for the duration to be measured in minutes. If the prophet directs the majority of their attention elsewhere, for example to manifest other spirits or engage in a conflict or contest, the remaining minutes become rounds. Leaving the spirit’s range or even losing sight of the targets do not trigger the shorter duration.

Steady Will

Level: 3
Range: three yards per level
Rite: words, focus
Duration: level minutes
Calling time: 4
Area of effect: level yards radius
Reaction: none
Spirits: charm, protection

Steady will protects friendly creatures within the area of effect from mental domination and influence. For the duration of the manifestation, the targets have a bonus of three plus spirit level to reactions against mental effects that affect behavior, such as phantasms, charms, and sleep. It works against magic, divine power, and psychic power.

Spirit manifestations: Stillness

Level: 3
Range: ten yards per level
Rite: words, gestures
Duration: twice level minutes
Calling time: 4
Area of effect: level+2 yards radius
Reaction: evasion
Spirits: death, earth, water, weather

Stillness causes complete silence within the area of effect. Loud sounds are audible within a foot or two from where they were made, but are unintelligibly muffled, as if underwater. Stillness may be cast on an area or a non-carried object (in which case there is no reaction) or upon a creature; if cast upon an object or creature, the effect follows the target. If a creature makes its reaction, the effect manifests on the creature’s location rather than the creature itself.

The still silence means that spells and spirit manifestations that require words cannot be cast or manifested within the area of effect.

Spirit manifestations: Stone Hail

Level: 2
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. Any in the area of effect that fail their reaction roll 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 yards removed from the radius, there is a penalty of one to evasion rolls to avoid damage.

Spirit manifestations: Summit

Level: 6
Range: twice level yards
Rite: words, focus
Duration: five minutes per level
Calling time: 1 minute
Area of effect: level yards radius
Reaction: none
Spirits: peace, war

Summit causes everyone in the area of effect to understand everyone else in the area of effect. Everyone hears anything said as if spoken in their native tongue. Gestures are understood according to the culture of the gesturer.

Sunder Stone Structure

Level: 5
Range: touch
Rite: words, gestures, focus
Duration: instant
Calling time: 6
Area of effect: special
Reaction: none
Spirits: earth, plant

Sunder stone structure splits and cracks open any stone wall, bridge, or other stone construction, or large rock that is used for structural purposes, for example as a barrier.

The structure or rock must have either a height or width (facing the prophet) of no more than one yard for every two spirit levels. It may be no thicker (deeper) than level minus four feet. The prophet must strike the stone with their staff or other holy symbol.

Sunder Weapons

Level: 4
Range: level yards
Rite: gestures, focus
Duration: instant
Calling time: 5
Area of effect: level minus 3 yards radius
Reaction: none
Spirits: peace, plant, protection

Sunder weapons destroys or disables any weapon in the area of effect currently being used in an aggressive manner or being prepared for attack.

Metal weapons will shock or heat painfully and shake violently. Thin wooden weapons, such as arrows, will warp and splinter into pieces. Thick wooden weapons, such as spears or bows, will warp and crack. Wooden items are allowed a fortitude roll at a penalty of the spirit’s level.

Weapon bearers lose their next attack and must make a fortitude roll at a penalty of the spirit’s level or drop the weapon.

Affected weapons must fit in the area of effect.

Plant spirits may only sunder plant-based (usually wooden) weapons.

Spirit manifestations: Sunlight

Level: 1
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: fire, plant, sky
Reverse: Darkness

Sunlight may be manifest on a location or on a target creature or object. Creatures are allowed an evasion roll. If the sunlight 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.

Light is reasonably bright within the area of effect, and falls off completely outside of the area. The prophet may also command the sunlight to end at any time.

Suppress Sorcery

Level: 8
Range: prophet
Rite: words, gestures, focus
Duration: concentration
Calling time: 1 round
Area of effect: half level yards radius
Reaction: none
Spirit: protection

Suppress sorcery creates a spherical shield that reduces the effects of spells and other magics targeted or cast within the sphere. Any spell’s effect level is dropped by the level of the protection spirit. If the spell’s effect level is dropped to zero or below the spell’s level, the spell is completely blocked. Otherwise, its effects are reduced accordingly.

All magical effects will be reduced, including range if the spell is cast from within the suppression sphere. In the case of spells cast from within the sphere, spell effects are reduced even if the spell is targeted somewhere outside the sphere.

For area spells that use a form of points such as sleep, and are both cast and targeted outside the sphere, you’ll have to judge whether or how the spell would have affected targets in the sphere if the spell had been cast at the lower level.

Sword to Snake

Level: 5
Range: 5 yards per level
Rite: words, gestures, focus
Duration: 1 round
Calling time: 6
Area of effect: two weapons per level
Reaction: special
Spirits: animal, peace

Sword to snake temporarily turns hand-held weapons into snakes. After one round, the snakes return to weapon form. The prophet can have the snakes do one of two things: writhe around and hiss, or slither toward the prophet. They can move up to level yards.

Weapons that are held by a creature gain that creature’s evasion roll. Magical weapons are usually unaffected.

Spirit manifestations: Tangle

Level: 1
Duration: 1 minute per level
Spirit: plant

Tangle creates an impassable tangle of thicket and plants for one minute per level. Trees, weeds, bushes, even grass will bar passage, twist around legs and arms, and hold the target and any creature in its 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 reaction 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.

See Passage for more details.

Thorn Volley

Level: 3
Range: 10 yards per level
Rite: words, gestures, focus
Focus: thorn, thorn patch
Duration: instant
Calling time: 4
Area of effect: path 10 yards long, 1 yard wide, per level
Reaction: evasion
Spirit: plant

The focus is a thorn of the same type as the thorn patch. Any plant that bears thorns or sharp prickles may be used, such as hawthorn, roses, cacti, and sharp thistles. The spirit causes a patch of such plants within range to expel a volley of thorns toward any target the prophet desires. The volley can be up to a yard wide per level and ten yards long per level.

The volley causes 1d6 points damage per level; if the target is wearing any armor, the armor’s defense bonus aids their evasion roll. On a successful evasion roll, a target takes half damage.

Spirit manifestations: Tidings

Level: 3
Range: prophet
Rite: words, gestures, focus
Duration: instant
Calling time: 1 minute
Area of effect: special
Reaction: none
Spirit: prophecy

Tidings grants cryptic tidings of the results of some action the prophet is considering. Tidings provides an indication of the likelihood of success or failure and possibly the results thereof. It is up to the Guide how the tidings will be worded. It can be as simple as “dangers await, success likely”, or as cryptic as “Take heart, and face your foes with pride,” or “Even great courage may not surpass all obstacles.” The tidings should in some way let the prophet know that success is either likely or unlikely.

The action must be one for which the results will be known within half an hour per level.

Track Animal

Level: 1
Range: prophet
Rite: words, gestures, focus
Duration: level minutes
Calling time: 2
Area of effect: one half mile radius per level
Reaction: none
Spirits: animal, prophecy

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

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

Spirit manifestations: Treeshape

Level: 6
Range: prophet
Rite: words, gestures, focus
Focus: a twig from a similar tree
Duration: half level hours
Calling time: 6
Area of effect: the prophet
Reaction: none
Spirit: plant

Treeshape turns the prophet into a tree of up to twice the height of the prophet. The prophet loses all mobility but retains sensory capabilities.

The prophet can end the manifestation at any time. They will switch from being a tree to being themselves after one round.

Spirit manifestations: Tremor

Level: 6
Range: level yards
Rite: words, gestures, focus
Duration: level rounds
Calling time: 1 round
Area of effect: level yards radius
Reaction: none
Spirit: earth

The ground within the area of effect shakes violently. Anything not fastened is likely to fall (reaction of 5 or harder for precarious items, 15 or easier for well-anchored items). Anyone within the area of effect must make an Evasion roll or be unable to act due to having to hug the ground or some nearby support. Otherwise, all actions are at a penalty of four.

Undead Servant

Level: 10
Range: level minus 8 miles
Rite: words, gestures, focus
Focus: carven bone torcs
Duration: level days
Calling time: creature level minutes
Area of effect: level creature levels
Reaction: willpower
Spirit: death

The prophet can call on any Undead creatures (see Encounter Guide for classifications) within range. The prophet can be as specific or as general as desired when summoning the creatures, but must specify the total level(s) of the creatures desired and is limited to creatures within range. If there are no matching creatures within range, the spirit does not manifest.

The total level of the undead that respond can be no more than the level of manifestation. None of the creatures’ moral codes can conflict with the prophet’s. A Chaotic Evil prophet could press Chaotic, Evil, and Chaotic Evil undead into service, but not Ordered Evil or Ordered creatures.

The undead creature or creatures must be given a single action to perform. The action must be describable in level times two words, but it doesn’t have to be spoken in a language that the creature understands.

The focus is two or more identical bone torcs carved with symbols of the prophet’s religion. The prophet wears one, and each creature wears one as well. If the undead fail their willpower roll, they willingly accept the torc from the prophet, and will resist having it removed for the duration of the manifestation. If either torc is destroyed, the charm is ended for that creature. Torcs are reusable, but each torc is specific to one type of undead.

Once the task is completed or the manifestation ends, the target is free to act as they wish (the first thing they’ll likely do is remove the torc). Intelligent undead will probably be unfriendly to the prophet, though they will not unduly endanger themselves. Unintelligent or low intelligence undead will continue with whatever they were doing before pressed into service.

Understanding

Level: 4
Range: prophet
Rite: words, focus
Duration: ten minutes per level
Calling time: 1 round
Area of effect: level yards radius
Reaction: none
Spirit: peace

Understanding ensures that what the prophet says will be understand by everyone in the area of effect, and that what others say in the area of effect will be understood by the prophet.

Words are understood as the speaker intends.

Unhelpful Hemp

Level: 2
Spirits: plant, trickster

Unhelpful Hemp has nearly the opposite effects as Helpful Hemp: 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.

See Helpful Hemp for more details.

Spirit manifestations: Unravel

Level: 3
Spirits: animal, hearth, plant, trickster

Unravel causes a knot in rope or string to untie.

See Ravel for more details.

Unravel Spell

Level: 6
Range: level yards
Rite: words, gestures, focus
Duration: instant
Calling time: 7
Area of effect: one spell
Reaction: reason
Spirits: protection, trickster

Unravel Spell causes one cast spell to “unravel” and fail. The spell is unraveled on a Willpower roll at a penalty of the level the spell was originally cast at. There is a bonus of one to this roll if one of the caster’s moral codes opposes the prophet’s. There is a bonus of three to the roll if two of the caster’s moral codes opposes the prophet. There is a bonus of two if the caster has no moral code.

If the sorceror is still concentrating on the spell they are allowed a Reason roll, at a penalty of the spirit’s level, to maintain it and keep it from unraveling.

Verdant Discussion

Level: 6
Range: level times 10 miles
Rite: words, gestures
Duration: level hours
Calling time: 1 round
Area of effect: one plant
Spirit: plant

The prophet may send a message by way of flower, bush, or tree to a known individual, or a known membership, such as a member of an order or a member of a family. When an individual meeting the requirement comes within level yards of the plant, the prophet and that individual may hold a conversation through the plant.

Individuals who do not meet the requirement do not hear the conversation on the plant side. Anyone near the prophet can hear the prophet speak. The prophet knows whenever someone meeting the requirement comes near the plant.

Verdant Messenger

Level: 2
Range: level times 5 miles
Rite: words, gestures
Duration: level days or until triggered
Calling time: 1 round
Area of effect: one plant
Spirit: plant

The prophet may send a message by way of flower, bush, or tree. Each prophet may only speak through three species of plant, appropriate to their religion. A druid might choose mistletoe, oak, and holly, for example, where a christian might choose palm, grapevine, and jerusalem thorn. The player may choose the three species over time, but once chosen they won’t change.

The prophet can send a message to one known plant of an appropriate species within range. The message can take no longer than level minutes to recite using normal speech; it can trigger when any person comes near the plant, or when a specific person named by the prophet comes near the plant. Only the person who triggers the message hears it. Once triggered, the plant speaks and the manifestation is over.

Vermin Bane

Level: 1
Range: five yards per level
Rite: words, gestures, focus
Duration: one hour per level
Calling time: 1 round
Area of effect: ten yard radius per level
Reaction: none
Spirits: animal, protection
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.

Vermin Call

Level: 1
Spirits: animal, death

Vermin Call causes nearby 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, rats and snakes crawling over everything, and spiders building their webs in every nook and cranny.

See Vermin Bane for more details.

Spirit manifestations: Volcano

Level: 15
Range: 20 yards per level
Rite: words, gestures, focus
Duration: level minutes
Calling time: two minutes
Area of effect: special
Spirits: earth, fire

A volcano level feet wide and level yards tall erupts in an open area of ground at least level yards in radius. The volcano can spew either ash, hot rocks, or lava in any minute, under the prophet’s control.

Ash obscures vision within a radius of ten feet per level. Within half that, seeing is impossible. Otherwise, perception rolls are at a penalty of 10. In the minute after the ash stops, perception rolls are at a penalty of five within a five feet per level radius, unless high winds clear the air.

Hot rocks rain down on everyone within level yards radius. They must make an Evasion roll each round at +4 or take 2d6 damage from hot rocks the size of baseballs. Large structures within the area must make a Fortitude roll at +4 or take 2d6 damage and (if flammable) start on fire.

Lava pours from the volcano, burning everything in its path (4d6 damage per round). In the first minute, the magma spreads to level feet around the volcano; in the second minute, twice level feet; in the third minute, three times level feet, up to eight feet per level in the eighth minute. The magma will follow the natural contours of the area. An Evasion roll each round within the area of spread is allowed to avoid damage. Things not able to make an Evasion roll get a Fortitude roll each round at a penalty of 4.

Spirit manifestations: Warp

Level: 3
Range: twice level yards
Rite: words, gestures, focus
Focus: handful of water
Duration: permanent
Calling time: 1 round
Area of effect: twice level yards radius
Reaction: special
Spirit: water

The Warp spirit flashes moisture to warp any wooden objects in the area of effect. Wooden wheels will squeak loudly or fail to turn, doors will stick, and spears become unusable.

If a wooden object is carried by a character or creature, they are allowed an Evasion roll to keep their objects from warping.

Spirit manifestations: Water Walk

Level: 5
Range: ten yards per level
Rite: words, gestures, focus
Duration: ten minutes per level
Calling time: 6
Area of effect: level times 20 yards
Reaction: evasion
Spirit: water

Water Walk allows the target to walk on water or other shifting watery substance as if it were a normal solid surface. The target may walk on water, mud, quicksand, snow, and ice as normal. The target will leave footprints, although liquid footprints usually fill in immediately.

Targets must weigh under 100 pounds per level.

Water of Life

Level: 3
Range: touch
Rite: words, gestures, focus
Duration: permanent
Calling time: 1 round
Area of effect: level minus 2 half gallons
Reaction: none
Spirits: death, healing

Water of Life transforms water or any fluid organic liquid into water or a fluid organic liquid. It can, for example, affect or transform into water, oil, fruit juice, alcohol, wine, milk, or blood. The liquid must not currently be alive or part of a living creature, and must be transformed whole: the manifestation may not transform only part of a liquid.

Watery Rebuke

Level: 5
Range: 1 yard per level
Rite: words, gestures, focus
Duration: level minutes
Calling time: 1 minute
Area of effect: special
Reaction: none
Spirits: water, weather

Watery Rebuke raises a great wave from a body of water that can support it. The wave can capsize boats, drown swimmers, and wash far ashore. The wave will rise to a height of twice level yards by the time it is twice level yards from the starting point. At that distance it will also be level times ten yards wide. From then on it will stay at that height and width until it breaks and falls.

The wave travels ten yards every round. If it reaches shore it will lose one yard of height per round. If it is still growing when it reaches shore it will stop growing and start falling.

The wave can cause one point of damage per yard of height to any creatures or items it breaks upon. This damage can be avoided on a successful Fortitude roll.

Spirit manifestations: Wave Sigil

Level: 8
Range: touch
Rite: words, gestures, focus
Focus: incense, holy symbol, and sapphire dust
Duration: level days or until triggered
Calling time: up to level minutes
Area of effect: 1 creature in a level yard radius
Reaction: fortitude
Spirit: water

When the protected area is transgressed, a great wave of water sweeps over the transgressor, washing them up to thrice level yards away. Depending on where this is, it might incur further damage. For example, if they’re washed over a waterfall, they might take falling damage. The transgressor is allowed a Fortitude roll to avoid being washed away; this reaction is at a penalty of half the spirit level.

The prophet must trace the lines of transgression in the area of effect; this requires one minute and 10 monetary units of sapphire dust for every yard of radius. Wave sigils are only effective within level yards of a body of water.

The sigils are traced at the entrances to the area and are visible to any who can see divine power.

Any creature entering the protected area without speaking or signing the sigil triggers the wave. Creatures within three yards of the affected creature must make an Evasion or Fortitude roll at the same penalty or also be washed away.

Wildlife Sanctuary

Level: 1
Range: touch
Rite: gestures, focus
Focus: mint leaves
Duration: ten times level minutes
Calling time: 2
Area of effect: level creatures
Reaction: none
Spirits: animal, protection

Wildlife Sanctuary 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.

Spirit manifestations: Windswept

Level: 3
Range: level feet
Rite: gestures, focus
Duration: level times five minutes
Calling time: 4
Area of effect: half level creatures
Reaction: automatic
Spirits: sky, weather

Windswept allows the target to grab onto an already-existing natural wind or breeze and be swept away by it. Windswept creatures will move at the same speed as the breeze or wind, and in the same direction.

Targets may move up or down under their own control, as long as at least a breeze is present, at a movement of six. If the air becomes still while a windswept creature is in the air, they will descend at a movement of eight; the fall will not generally be dangerous.

Windswept works best on medium-sized creatures or smaller. Larger creatures will count for twice as many medium-sized creatures for every increase in size. Large creatures count as two medium creatures, Huge creatures as four, etc.

Windy Rebuke

Level: 7
Range: one yard
Rite: words, gestures, focus
Duration: level rounds
Calling time: 8
Area of effect: cone level yards wide at level yards distance
Reaction: none
Spirit: weather

Windy Rebuke creates a gale-force wind that can lift small creatures and objects and send them flying away, and even uproot small plants. The wind is level yards wide and tall at level yards from the prophet, and continues for another level yards beyond that.

Anyone or anything under level times ten pounds caught in the wind must make a Fortitude roll or be uplifted by the wind (items under level pounds may be automatically uplifted at the Adventure Guide’s option). Uplifting causes one point of damage per level, and moves the target to the end of the wind.

Anything in the wind that is not blown away must make a Fortitude roll to do anything other than stand firm.

Spirit manifestations: Wisdom

Level: 6
Range: touch
Rite: words, gestures, focus
Focus: platinum bracer, worn by target
Duration: ten minutes per level
Calling time: 1 round
Area of effect: 1 creature
Reaction: willpower
Spirits: peace, trickster
Reverse: Foolishness

The target’s wisdom will increase by 1 for every six levels of the spirit.

Wisp Guardian

Level: 4
Range: touch
Rite: words, gestures, focus
Focus: incense and a stinging heart
Duration: up to twice level hours
Calling time: up to level minutes
Area of effect: level yard radius
Reaction: willpower
Spirit: protection

The wisp guardian takes the form of a hazy, winged, stinging creature, such as a wasp or a tiny dragon. The guardian strikes a transgressor with its stinger; the transgressor must make a Willpower roll or be paralyzed for level minutes or until released by the prophet.

Wisp guardians are visible during the day with a Perception roll at +10; in twilight there is no modification to the roll; and at night the roll is at -10.

The prophet must mark the protected area with incense, taking one minute per yard of radius.

Any creature entering the protected area will trigger the guardian’s attack. The guardian is not dissipated, however, until the duration passes or an attack is successful. The guardian only attempts to hit any transgressor once, at the moment of transgression. It is itself immune to attack, both physical and paranormal.

The heart of the wisp guardian must be part of a home of a stinging insect, such as a honeycomb or a scorpion shell.

Worshipful Direction

Level: 2
Range: prophet
Rite: words, gestures
Duration: instant
Calling time: 1 round
Area of effect: prophet
Reaction: none
Spirit: 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.

  1. Levels of spirit manifestations
  2. Spirits