Spirits

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

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

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

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

Spirit Types

Animal

Animal Call/Bane

Animal Companion

Animal Aid

Animal Revelation

Animal Tracks

Aurora

Divine Courier

Divine Messenger

Druidsight

Easy Catch

Fantastic Servant

Feral Frenzy

Hound’s Breath

Infestation

Ravel/Unravel

Sword to Snake

Track Animal

Vermin Bane/Call

Wildlife Sanctuary

Chaos

Glory Days/Decadence

Ethical Invisibility (Order)

Babel

Babel Script

Detect Influence

Feral Frenzy

Pierce the Veil

Protection from Order

Ritualize

Charm

Animal Companion

Captivate

Command

Courage/Fear

Dissension

Divine Sanctuary/Peril

Divine Service

Enthrall/Aversion

Fantastic Servant

Purpose/Indecision

Quest

Serenity

Spiritual Hold

Spiritual Torpor

Steady Will

Death

Bloodbath

Darkness

Deadly Injury

Death Sigil

Deathmask

Decadence

Deflower

Deplete Vitality

Foul Air

Foxfire

Infestation

Locate Disease

Nauseate

Paths of the Dead

Putrefy Food

Spiritual Hold

Spiritual Torpor

Stillness

Vermin Call

Water of Life

Earth

Anchor

Clay wheel

Earth Shot

Earthmeld

Earthquake

Part Sand

Part Stone

Quake Sigil

Stillness

Stone Hail

Sunder Stone Structure

Tremor

Volcano

Fire

Aurora

Dry Water

Fire of the Forge

Fire Sigil

Fire Stone

Firewalk

Part Ice

Pure Fire

Sunlight

Volcano

Healing

Aurasight

Cure Nausea/Nauseate

Death’s Door

Detect Ailment

Detect Influence

Divine Nourishment

Fresh Air

Heal Injury

Just Sleep

Locate Disease

Paths of the Dead

Restore/Deplete Vitality

Restore Health

Spark of Life

Water of Life

Hearth

Animal Aid

Courage

Divine Nourishment

Hearthmeld

Fire Stone

Fresh Air

Freshen Food

Home Rule

Just Sleep

Pure Fire

Ravel/Unravel

Order

Branch of Truce

Command

Divine Contract

Ethical Invisibility (Chaos)

Grave Contract

Major Contract

Placement

Protection from Chaos

Ritualize

Peace

Branch of Truce

Detect Enemies

Divine Contract

Grave Contract

Major Contract

Serenity

Speak in Tongues

Summit

Sword to Snake

Sunder Weapons

Understanding

Wisdom

Plant

Divine Nourishment

Earthmeld

Flower/Deflower

Foxfire

Fresh Air

Helpful/Unhelpful Hemp

Invisible Passage

Locate Plant

Passage/Tangle

Plant Growth

Ravel/Unravel

Sunder Stone Structure

Sunder Weapons

Sunlight

Treeshape

Prophecy

Animal Revelation

Aurasight

Detect Ailment

Detect Enemies

Detect Influence

Detect Life

Divine Presence

Glory Days/Decadence

Know Morality

Locate Disease

Locate Plant

Locate Water

Placement

Safe Passage

Tidings

Track Animal

Worshipful Direction

Prophet

Bless/Defile

Divine Greatness

Divine Guidance

Divine Presence

Faithful Action

Quest

Rebuke Spirit

Protection

Anchor

Breathe Easy

Bridge of Faith

Buoyancy

Calm Storm

Council

Courage/Fear

Divine Custody

Divine Esteem

Divine Favor/Disfavor

Divine Sanctuary

Durability

Endure Extreme Temperature

Ethical Invisibility

Fair Weather Faith

Firewalk

Fresh Air

Freshen Food

Ladder of Faith

Part Ice

Part Sand

Part Stone

Part Water

Passage

Protection from Morality

Protection from Sorcery

Protection from Undead

Safe Passage

Steady Will

Sunder Weapons

Suppress Sorcery

Unravel Spell

Vermin Bane

Wildlife Sanctuary

Wisp Guardian

Sky

Animal Call/Bane

Animal Companion

Animal Revelation

Aurora

Calm Storm

Cyclone Sigil

Divine Courier

Divine Messenger

Lightning

Stone Hail

Sunlight/Darkness

Know Weather

Night Road

Windswept

Trickster

Dissension

Divine Disfavor

Divine Service

Fantastic Servant

Foolishness

Home Rule

Indecision

Moral Veneer

Night Road

Pierce the Veil

Ravel/Unravel

Helpful/Unhelpful Hemp

Unravel Spell

Wisdom

War

Branch of Truce

Bravery/Despondency

Courage/Fear

Detect Enemies

Divine Esteem

Divine Favor/Disfavor

Divine Prowess

Elemental Weapon

Holy Shot

Holy Weapon

Summit

Water

Anchor

Buoyancy/Sink

Breathe Easy

Cyclone Sigil

Divine Courier

Easy Catch

Fog

Hidden Pool

Locate Water

Obscuring Mist

Part Ice

Part Water

Sea’s Revenge

Stillness

Watery Rebuke

Water Walk

Warp

Wave Sigil

Weather

Calm/Raging Storm

Cyclone Sigil

Endure Extreme Temperature

Fair Weather Faith

Fog

Fresh Air

Hidden Pool/Dry Water

Icy Prison

Know Weather

Lightning

Lightning Sigil

Obscuring Mist

Sheet Lightning

Snow Guardian

Stillness

Watery Rebuke

Windswept

Windy Rebuke

Levels of Spirit Manifestations

First Level

Animal Call/Bane

Animal Companion

Animal Tracks

Bless/Defile

Breathe Easy

Courage/Fear

Cure Nausea/Nauseate

Darkness

Detect Ailment

Divine Favor/Disfavor

Divine Guidance

Easy Catch

Endure Extreme Temperature

Faithful Action

Fire Stone

Foxfire

Freshen/Putrefy Food

Holy Weapon

Invisible Passage

Know Weather

Locate Plant

Locate Water

Passage/Tangle

Plant Growth

Protection from Morality

Sunlight

Track Animal

Vermin Bane/Call

Wildlife Sanctuary

Second Level

Babel Script

Buoyancy/Sink

Command

Detect Life

Divine Custody

Divine Presence

Divine Sanctuary

Earth Shot

Feral Frenzy

Fresh/Foul Air

Helpful/Unhelpful Hemp

Hidden Pool/Dry Water

Infestation

Know Morality

Obscuring Mist

Placement

Pure Fire

Rebuke Spirit

Restore/Deplete Vitality

Safe Passage

Sheet Lightning

Stone Hail

Worshipful Direction

Third Level

Animal Revelation

Aurora

Divine Courier

Divine Esteem

Divine Greatness

Divine Nourishment

Divine Prowess

Druidsight

Durability

Fair Weather Faith

Fire of the Forge

Flower/Deflower

Holy Shot

Hound’s Breath

Just Sleep

Ladder of Faith

Protection from Undead

Purpose/Indecision

Ravel/Unravel

Speak in Tongues

Steady Will

Stillness

Tidings

Warp

Water of Life

Windswept

Fourth Level

Anchor

Babel

Clay wheel

Council

Detect Enemies

Detect Influence

Elemental Weapon

Enthrall

Ethical Invisibility

Firewalk

Fog

Home Rule

Locate Disease

Serenity

Spiritual Hold

Sunder Weapons

Understanding

Wisp Guardian

Fifth Level

Aurasight

Branch of Truce

Bravery/Despondency

Bridge of Faith

Captivate

Divine Messenger

Divine Service

Heal Injury/Deadly Injury

Lightning Sigil

Moral Veneer

Protection from Sorcery

Restore Health

Sunder Stone Structure

Sword to Snake

Watery Rebuke

Water Walk

Sixth Level

Bloodbath

Calm/Raging Storm

Cyclone Sigil

Death’s Door

Divine Contract

Fire Sigil

Spiritual Torpor

Summit

Treeshape

Tremor

Unravel Spell

Wisdom

Seventh Level

Icy Prison

Pierce the Veil

Ritualize

Spark of Life

Windy Rebuke

Eighth Level

Fantastic Servant

Night Road

Sea’s Revenge

Snow Guardian

Suppress Sorcery

Wave Sigil

Ninth Level

Glory Days/Decadence

Paths of the Dead

Quake Sigil

Quest

Tenth Level

Earthmeld

Major Contract

Eleventh Level

Death Sigil

Hearthmeld

Twelfth Level

Earthquake

Part Water

Thirteenth Level

Grave Contract

Part Ice

Fourteenth Level

Part Sand

Fifteenth Level

Volcano

Sixteenth Level

Part Stone

First Level

Animal Call

Range:

Prophet’s Location

Rite:

Words, Gestures, Focus

Focus:

Food

Duration:

2 minutes per level

Calling Time:

1 round

Area of Effect:

120 yard radius, plus 20 yards per level

Reaction:

Willpower

Spirits:

Animal, Sky

Reverse:

Animal Bane

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

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

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

Animal Companion

Range:

Level yards

Rite:

Words, Gestures, Focus

Focus:

Special

Duration:

Twice level days

Calling Time:

10 minutes

Area of Effect:

One animal

Reaction:

Willpower

Spirits:

Animal, Sky

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

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

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

Animal Tracks

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fur or Feather

Duration:

30 minutes plus 20 minutes per level

Calling Time:

2 rounds

Area of Effect:

Creature

Reaction:

None

Spirits:

Animal

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

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

Bless

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 minute

Area of Effect:

Level cubic inches

Reaction:

None

Spirits:

Prophet

Reverse:

Defile

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

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

Breathe Easy

Range:

Level yards

Rite:

Words, Focus

Duration:

Instant

Calling Time:

2

Area of Effect:

Level creatures

Reaction:

Health

Spirits:

Protection, Water

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

Courage

Range:

Ten yards per level

Rite:

Words, Gestures

Duration:

Twice level minutes

Calling Time:

2

Area of Effect:

Half level creatures

Reaction:

Willpower

Spirits:

Charm, Hearth, Protection, War

Reverse:

Fear

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

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

Hearth spirits may only manifest Courage.

Cure Nausea

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

10 minutes

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

Fortitude

Spirits:

Healing, Death

Reverse:

Nauseate

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

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

Detect Ailment

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

10 minutes + 2 minutes per level

Calling Time:

1 round

Area of Effect:

Creature or Object touched

Reaction:

None

Spirits:

Prophecy, Healing

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

Divine Favor

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

Twice level+4 rounds

Calling Time:

1 round

Area of Effect:

Level times 10 yard radius

Reaction:

None

Spirits:

War, Protection, Trickster

Reverse:

Divine Disfavor

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

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

Divine Guidance

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Special

Calling Time:

Special

Area of Effect:

Special

Reaction:

None

Spirits:

Prophet

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

Easy Catch

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fishhook, worm

Duration:

Ten minutes

Calling Time:

1 round

Area of Effect:

20 yard radius per level

Reaction:

None

Spirits:

Animal, Water

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

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

Endure Extreme Temperature

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

2 hours per level

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

Health

Spirits:

Protection, Weather

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

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

Faithful Action

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

One action, up to twice level minutes

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Prophet

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

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

Fire Stone

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Stone, fire, ruby or diamond

Duration:

1 day per level, or special

Calling Time:

Ten minutes

Area of Effect:

Stone

Reaction:

None

Spirits:

Fire

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

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

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

Foxfire

Range:

level times 20 yards

Rite:

Words, Gestures, Focus

Focus:

dead leaf or twig

Duration:

2 minutes per level

Calling Time:

2

Area of Effect:

level targets in level yard radius

Reaction:

None

Spirits:

Death, Plant

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

Foxfire 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 prophet must be able to see all targets.

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

Freshen Food

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

level feet diameter

Reaction:

None

Spirits:

Hearth, Protection, Death

Reverse:

Putrefy Food

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

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

Holy Weapon

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

3 plus twice level rounds

Calling Time:

2

Area of Effect:

one weapon

Reaction:

None

Spirits:

War

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

Invisible Passage

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Long feather

Duration:

30 minutes per level

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Plant

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

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

Know Weather

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Instant

Calling Time:

1 minute

Area of Effect:

level times five mile radius

Reaction:

None

Spirits:

Sky, Weather

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

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

Locate Plant

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 100 yard radius

Reaction:

None

Spirits:

Plant, Prophecy

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

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

Locate Water

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 1000 yard radius

Reaction:

None

Spirits:

Water, Prophecy

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

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

Passage

Range:

10 yards per level

Rite:

Words, Gestures, Focus

Duration:

1 minute per level

Calling Time:

2

Area of Effect:

1 yard radius per level

Reaction:

Evasion/Fortitude

Spirits:

Plant

Reverse:

Tangle

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

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

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

Plant Growth

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fertilizer, water

Duration:

Permanent

Calling Time:

1 minute

Area of Effect:

One plant

Reaction:

None

Spirits:

Plant

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

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

Protection from Morality

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Holy water sprinkled on target

Duration:

2 minutes per level

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

None

Spirits:

Protection, Order, Chaos

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

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

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

Sunlight

Range:

100 yards plus 2 yards per level

Rite:

Words, Gestures

Duration:

1 hour + 20 minutes per level

Calling Time:

1 round

Area of Effect:

15 plus level yard radius

Reaction:

Evasion

Spirits:

Plant, Sky, Fire, Death

Reverse:

Darkness

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

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

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

Track Animal

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

2

Area of Effect:

Level times 200 yard radius

Reaction:

None

Spirits:

Animal, Prophecy

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

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

Vermin Bane

Range:

5 yards per level

Rite:

Words, Gestures, Focus

Duration:

1 hour per level

Calling Time:

1 round

Area of Effect:

10 yard radius per level

Reaction:

None

Spirits:

Animal, Protection, Death

Reverse:

Vermin Call

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

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

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

Wildlife Sanctuary

Range:

Touch

Rite:

Gestures, Focus

Focus:

Mint

Duration:

ten plus twice level minutes

Calling Time:

2

Area of Effect:

Level creatures

Reaction:

None

Spirits:

Animal, Protection

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.

Second Level

Babel Script

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Feather Pen

Duration:

Permanent

Calling Time:

3

Area of Effect:

Level pages

Reaction:

None

Spirits:

Chaos

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

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

Buoyancy

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

30 minutes per level

Calling Time:

3

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

Protection, Water

Reverse:

Sink

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

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

Command

Range:

Level times 10 yards

Rite:

Words

Duration:

1 round

Calling Time:

3

Area of Effect:

1 creature

Reaction:

Special

Spirits:

Charm, 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 will be ignored.

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

Detect Life

Range:

Touch

Rite:

Gestures, Focus

Duration:

10 minutes

Calling Time:

1 round

Area of Effect:

40 yard radius per level

Reaction:

None

Spirits:

Prophecy

Detect Life allows the recipient to feel the presence of living things in the area. This will include the presence of animals, humans, humanoids, and other creatures normal and fantastic. If the prophet has detected such creatures before and knew what they were, the prophet can make a 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.

Divine Custody

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Level days

Calling Time:

1 round

Area of Effect:

1 creature

Reaction:

Willpower

Spirits:

Protection

Reverse:

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’ towards the endangered target. Distance is not a factor, nor is it in any way conveyed by the image or ‘pull’.

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

Divine Presence

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

1 minute per level

Calling Time:

1 round

Area of Effect:

Level times ten yards radius

Reaction:

Perception

Spirits:

Prophecy, Prophet

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

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

Divine Sanctuary

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

One minute per level

Calling Time:

3

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

Protection, Charm

Reverse:

Divine Peril

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

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

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

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

Earth Shot

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Three pebbles

Duration:

Five minutes per level

Calling Time:

3

Area of Effect:

Three pebbles

Reaction:

None

Spirits:

Earth

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

Feral Frenzy

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 any weak creatures, or run frenetically. Most smaller animals will become skittish and afraid of closeness. All will snap at offered hands or fingers.

Fresh Air

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

30 minutes (or 4 rounds) per level

Calling Time:

1 round

Area of Effect:

1 creature per level

Reaction:

Evasion

Spirits:

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

Reverse:

Foul Air

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

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

Helpful Hemp

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Hemp rope

Duration:

ten minutes per level

Calling Time:

3

Area of Effect:

Hemp rope up to level times 4 yards long

Reaction:

None

Spirits:

Plant, Trickster

Reverse:

Unhelpful Hemp

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

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

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

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

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

Hidden Pool

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Focus:

Rock, indentation, or dew drop

Duration:

1 round

Calling Time:

1 round

Area of Effect:

Up to 5 times level yard radius source

Reaction:

None

Spirits:

Fire, Water, Weather

Reverse:

Dry Water

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

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

Infestation

Range:

3 yards per level

Rite:

Words, Gestures

Duration:

Concentration

Calling Time:

1 round

Area of Effect:

Half level medium targets

Reaction:

Evasion

Spirits:

Animal, Death

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

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

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

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

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

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

Know Morality

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

10 minutes plus 10 minutes per level

Calling Time:

1 round

Area of Effect:

Level yards

Reaction:

None

Spirits:

Prophecy

Know Morality allows the prophet to know if a character or thing is bound to the moral codes of either Good or Evil. It takes one round of concentration to determine of a character or object is Evil, or to determine if the character or object is Good. The prophet must look at the creature or thing 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 will not be unless they have chosen a moral code and are currently acting upon that moral code. Cursed or blessed objects may also be knowable as Good or Evil.

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

Obscuring Mist

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

twice level minutes

Calling Time:

1 round

Area of Effect:

Level yards radius

Reaction:

None

Spirits:

Water, Weather

Obscuring Mist draws forth a thick, swirling fog 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 within 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 area of effect, the mist cannot be reattached to the prophet.

Placement

Range:

Touch

Rite:

Words, Focus

Focus:

cards, dice, or other divining tools

Duration:

Instant

Calling Time:

1 minute

Area of Effect:

1 creature

Reaction:

Willpower

Spirits:

Prophecy

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

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

Pure Fire

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Fire

Duration:

1 hour per level

Calling Time:

1 round

Area of Effect:

up to level feet diameter fire

Reaction:

None

Spirits:

Fire, Hearth

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

Rebuke Spirit

Range:

Level yards

Rite:

Words, Gestures, Focus

Duration:

Instant

Calling Time:

2 rounds

Area of Effect:

One Spirit Manifestation

Reaction:

None

Spirits:

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, for example. There may well 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 Vitality

Range:

Touch

Rite:

Words, Gestures

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

Creature

Reaction:

None

Spirits:

Healing, Death

Reverse:

Deplete Vitality

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

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

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

Safe Passage

Range:

Self

Rite:

Words, Gestures, Focus

Duration:

five minutes per level

Calling Time:

1 round

Area of Effect:

level additional creatures

Reaction:

None

Spirits:

Prophecy, Protection

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

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

Sheet Lightning

Range:

Level times 3 yards

Rite:

Gestures, Focus

Duration:

Instant

Calling Time:

3

Area of Effect:

Special

Reaction:

Evasion

Spirits:

Weather

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

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

Stone Hail

Range:

ten yards per level

Rite:

Words, Gestures, Focus

Focus:

Level monetary units of obsidian or meteor rock

Duration:

A few seconds

Calling Time:

1 round

Area of Effect:

level yard radius

Reaction:

Evasion

Spirits:

Earth, Sky

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

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

Worshipful Direction

Range:

Self

Rite:

Words, Gestures

Duration:

Instant

Calling Time:

1 round

Area of Effect:

Prophet

Reaction:

None

Spirits:

Prophecy

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

There is only ever one major site for any religion.

Third Level

Animal Revelation

Range:

Prophet

Rite:

Words, Gestures

Duration:

Two minutes per level

Calling Time:

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.

Aurora

Range:

Level times ten yards

Rite:

Words, Gestures, Focus

Duration:

One minute per level

Calling Time:

4

Area of Effect:

Twice level yard radius

Reaction:

None

Spirits:

Animal, 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, this glow will be enough to offset all attack penalties due to darkness.

The glow will affect all living creatures within range if they have a physical form. This will include invisible creatures but not insubstantial creatures.

Divine Courier

Range:

Twenty 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 of animal intelligence 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.

Spirits of Sky may only affect birds or other sky-living creatures, while those of Water may only affect creatures which live in seas, lakes, or rivers.

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

Divine Esteem

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Concentration

Calling Time:

2 rounds

Area of Effect:

Level times 10 yards

Reaction:

None

Spirits:

War, Protection

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 Esteem is not cumulative with itself or with other forms of divine favor.

Divine Prowess

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Two rounds per level

Calling Time:

4

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

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 points. 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 points.

Any remaining temporary survival points disappear at the end of manifestation.

Divine Greatness

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Level rounds

Calling Time:

1 round

Area of Effect:

Prophet

Reaction:

None

Spirits:

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 on any spirits, cannot attack, has a penalty of six to defense and any other rolls, and moves at half speed.

Divine Nourishment

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

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.

Druidsight

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

Spirits:

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 100 yards away from the prophet, plus one hundred yards per spirit level.

Durability

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

water or incense

Duration:

five minutes per level

Calling Time:

3

Area of Effect:

Creature touched

Reaction:

None

Spirits:

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.

Fair Weather Faith

Range:

touch

Rite:

Words, Gestures, Focus

Duration:

Level hours

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

None

Spirits:

Weather, Protection

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.

Fire of the Forge

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

Spirits:

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 sufficient to one medium-sized creature for every two levels.

The manifestation requires two rounds of concentration by the prophet, 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 attacks. 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 weapons) or 2 (for performing any action in metal armor).

During the third and subsequent rounds, the metal is deadly hot, causing 1d6 points damage per round. Victims will be at a penalty of either 2 (to use a metal weapon) or 4 (for performing any action 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.

Flower

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 minute

Area of Effect:

2 yard radius per level

Reaction:

None

Spirits:

Plant, (Death)

Reverse:

Deflower

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

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

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

Holy Shot

Range:

Half level yards

Rite:

Words, Gestures, Focus

Duration:

Special

Calling Time:

4

Area of Effect:

One missile

Reaction:

None

Spirits:

War

Holy Shot blesses a missile, such as a sling shot, an arrow, or a 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 rounds, and the damage bonus cannot exceed twice the maximum damage of the missile.

Hound’s Breath

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

Spirits:

Animal

The Hound’s Breath gives the target an enhanced ability to track, locate, and perceive a specific quarry. Any roll to track down, 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.

Just Sleep

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, including survival point or injury gains.

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

Ladder of Faith

Range:

Level times three yards

Rite:

Words, Gestures, Focus

Duration:

Level minutes

Calling Time:

4

Reaction:

None

Spirits:

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 may hold any weight.

Protection from Undead

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 may make a Fortitude roll to break through the protection.

Purpose

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

Level rounds

Calling Time:

4

Area of Effect:

Twice level yards radius

Reaction:

Willpower

Spirits:

Charm, Trickster

Reverse:

Indecision

Purpose assists the affected targets strengthen their inner convictions and make decisions. Players may discuss their characters’ tactics (without giving away unknowable information) 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.

Indecision causes the victim to vacillate between different courses of action. During conflict, the victim is at a penalty of one to all skill and attack rolls. The victim must also make a Willpower roll (at the same penalty) to begin any action without an immediate need. Trickster spirits may only manifest indecision.

Ravel

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, Trickster

Reverse:

Unravel

Ravel causes rope or string to tie itself into a knot. For Plant Spirits, the rope or string must be made from plant material. For Animal Spirits, the rope or string must be made from animal material.

The rope or string must be no more than a quarter level inches in diameter.

Unravel causes a knot in rope or string to untie itself. Trickster spirits may only manifest Unravel.

Speak in Tongues

Range:

Prophet

Rite:

Words, Focus

Duration:

ten minutes per level

Calling Time:

1 minute

Area of Effect:

Level times three yards radius

Reaction:

None

Spirits:

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.

Steady Will

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, friendly creatures in the area of effect will have a bonus of three plus spirit level to reactions against any mental effects that seek to affect behavior, such as phantasms, charms, and sleep. It works against magic, divine power, and psychic power.

Stillness

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 will be audible within a foot or two from where they were made, but will be unintelligibly muffled, as if underwater or an unnaturally thick fog. Stillness may be cast on an area or an non-carried object (in which case there is no reaction roll) or upon a creature; if cast upon an object or creature, the effect follows that target if it moves. If a creature makes its reaction roll, the effect manifests on the area where the creature is 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.

Tidings

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Instant

Calling Time:

1 minute

Area of Effect:

Special

Reaction:

None

Spirits:

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.

Warp

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

Spirits:

Water

The Warp spirit flashes moisture in the area that warps 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.

Water of Life

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

level minus 2 half gallons

Reaction:

None

Spirits:

Healing, Death

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.

Windswept

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 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 generally works only on medium-sized creatures. 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.

Fourth Level

Anchor

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 and heavy seas or from 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 a sphere level yards in radius or they may not be anchored.

Animal Aid

Range:

Ten yards 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 intelligent or a 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.

Babel

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

Spirits:

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 may work as normal. The meanings heard will not necessarily be opposite of what was intended, but they will be contrary, something distinctly unintended.

Clay Wheel

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

clay, small wheel

Duration:

Level hours

Calling Time:

5

Area of Effect:

level inches radius

Reaction:

None

Spirits:

Earth

Clay wheel takes a clay object sculpted by the prophet and gives it the 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 remain as dried clay. The wheel may be re-used.

Council

Range:

Prophet

Rite:

Words, Gestures

Duration:

Level minutes

Calling Time:

5

Area of Effect:

Level yards radius

Reaction:

None

Spirits:

Protection

Council removes the prophet and up to level minus four companions into a hazy refuge. Outside of the council, time does not move, and to outsiders it is as if nothing at all 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.

Detect Enemies

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

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 some clue as to the source of the influence.

Elemental Weapon

Range:

Prophet

Rite:

Words, Gestures

Duration:

level rounds

Calling Time:

5

Area of Effect:

one plus half level feet

Reaction:

None

Spirits:

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.

Enthrall

Range:

ten yards per level

Rite:

Words, Gestures, Focus

Duration:

Special

Calling Time:

5

Area of Effect:

One intelligent creature

Reaction:

Willpower

Spirits:

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 from the prophet to the victim 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.

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.

Ethical Invisibility

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Level hours

Calling Time:

5

Area of Effect:

Creature touched

Reaction:

Evasion

Spirits:

Protection, Chaos, Order

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 will be broken by any attack of the target creature on an affected viewer.

Firewalk

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 both fire and ice. The target can walk over hot coals, reach into flame, and withstand extreme freezing without problem.

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

Fog

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 in 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 rolls within the fog are at a penalty of four.

Home Rule

Range:

Touch

Rite:

Words, Gestures

Duration:

Ten minutes per level

Calling Time:

1 round

Area of Effect:

Level feet 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 by someone under the influence of the home rule spirit manifestation, 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.

Locate Disease

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:

Prophecy, Healing, Death

Locate Disease tells the prophet whether or not there is disease within the area of effect. The prophet will know the direction of the disease. On a Perception roll, the prophet will know within a medium-sized target the location of the disease(s). The prophet may also make a Perception roll to determine the kind of disease.

Serenity

Range:

Two yards per level

Rite:

Words, Gestures, Focus

Duration:

Level rounds+

Calling Time:

1 round

Area of Effect:

Level creatures

Reaction:

Willpower

Spirits:

Peace, Charm

Serenity temporarily ends hostilities among the creatures affected. The manifestation does not affect hostilities between affected and unaffected targets. It also does not affect 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.

Spiritual Hold

Range:

fifteen yards per level

Rite:

Words, Gestures, Focus

Duration:

level minutes

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 or speak, but are aware of what is happening around them as they normally would be. They can use any abilities that do not require moving or speaking. 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.

Sunder Weapons

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 an 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 an unmodified 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 within the area of effect. Plant spirits may only sunder plant-based (usually wooden) weapons.

Understanding

Range:

Prophet

Rite:

Words, Focus

Duration:

ten minutes per level

Calling Time:

1 round

Area of Effect:

Level yards radius

Reaction:

None

Spirits:

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 will be understood as the speaker intends them.

Wisp Guardian

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, stinging heart

Duration:

up to twice level hours

Calling Time:

Up to level minutes

Area of Effect:

level yard radius

Reaction:

Willpower

Spirits:

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.

The wisp guardian is 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.

Fifth Level

Aurasight

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 above requires one round of focusing on that living thing’s aura.

Branch of Truce

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:

Peace, Order, 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 will end 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. In many circumstances a Willpower roll will be required not to try to avoid an attack. If so, the attacker, rather than the victim, gains injury points rather than loses survival.

Bravery

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:

War, Charm

Reverse:

Despondency

Bravery aids friendly morale, Willpower, and Charisma. Bravery must be manifested on a leader, and the center of 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.

Despondency results in equivalent penalties to all of those scores, for all opponents within the effect area.

Bridge of Faith

Range:

Level times ten yards

Rite:

Words, Gestures, Focus

Duration:

Level times ten minutes

Calling Time:

6

Reaction:

None

Spirits:

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 may hold any weight.

Captivate

Range:

Prophet

Rite:

Words, Gestures

Duration:

Concentration

Calling Time:

3 rounds

Area of Effect:

10 yards + 2 yards per level

Reaction:

Willpower

Spirits:

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 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.

Deathmask

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 half 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.

Dissension

Range:

Two yards per level

Rite:

Words, Gestures, Focus

Foci:

precious metal or gem

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 generally 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.

Divine Messenger

Range:

Twenty 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 of animal intelligence 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.

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

Divine Service

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.

None of the target’s moral codes may 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.

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..

Heal Injury

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

Creature touched

Reaction:

None

Spirits:

Healing, Death

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.

Deadly Injury causes d8 injury points to any living creature. A successful attack roll is required, and the victim is allowed an Evasion roll to avoid the effects.

Lightning

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 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

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, amethyst dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Evasion

Spirits:

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; 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. The area protected must be open to the sky .

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

Moral Veneer

Range:

Touch

Rite:

Words, Focus

Focus:

Mask and hair, nail, or bone

Duration:

Level hours

Calling Time:

1 minute

Area of Effect:

One creature

Reaction:

None

Spirits:

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 spirit manifestation; they will appear to all paranormal efforts to have the moral code of whoever the hair, nail, or bone came from.

Protection from Sorcery

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

Spirits:

Protection

Protection from Sorcery reduces the effects of spells and other magical effects cast upon the target creature. Any spell’s effect level is dropped by half the manifestation level of the Protection spirit (round down). 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 except range will be reduced, including number of mage bolts and fireball damage. For area effect spells that use some form of points, such as Sleep, you’ll have to determine whether or how the spell would have affected the target if the spell had been cast at the lower level.

Restore Health

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

2 minutes

Area of Effect:

Creature touched

Reaction:

None

Spirits:

Healing

Restore Health grants the victim a Willpower roll to throw off any disease or poison infecting them. The Willpower roll is at a bonus of the level of this spirit.

Recovery will then occur as normal for a person who has just thrown off that ailment. If the target is down on survival points, up to 2d4 survival points are restored on the initial manifestation of this spirit.

Sunder Stone Structure

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 greater than two. It may be no thicker (deeper) than level minus four feet. The prophet must strike the stone with their staff or other holy symbol.

Sword to Snake

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 towards 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.

Watery Rebuke

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.

Water Walk

Range:

Level times 10 yards

Rite:

Words, Gestures, Focus

Duration:

Ten minutes per level

Calling Time:

6

Area of Effect:

Level times 20 yards

Reaction:

Evasion

Spirits:

Water

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

The target must weigh less than 100 pounds per level.

Sixth Level

Bloodbath

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Level hours

Calling Time:

Power level minutes

Area of Effect:

ten yard diameter per level

Reaction:

None

Spirits:

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 (and this affects the casting time).

The moment of power’s level is limited by both the manifestation level and the number of deaths that took place. Twenty deaths will allow a place of power at level 1, forty a place of power up to level 2, eighty a place of power up to level three, and so on.

The carnage must be the result of unnatural deaths, such as war or mass murder. Surprise deaths or cruel deaths count for twice as many towards 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.

Calm Storm

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.

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

Spirits of Protection may only manifest Calm Storm.

Cyclone Sigil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, diamond dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Fortitude

Spirits:

Weather, Sky, Water

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 lines of transgression in the area of effect; this requires one minute and 10 monetary units of diamond dust for every yard of radius.

The cyclone 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 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.

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

Death’s Door

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

1 round

Area of Effect:

One creature

Reaction:

Special

Spirits:

Healing

Death usually 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.

Divine Contract

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:

Peace, Order

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 when the spirit manifests. A copy of the contract must be made for each target.

Fire Sigil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, ruby dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Evasion

Spirits:

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).

Spiritual Torpor

Range:

ten yards per level

Rite:

Words, Gestures, Focus

Duration:

twice level minutes

Calling Time:

7

Area of Effect:

Level yard 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 of what is happening around them, as if far away in a dream. They are generally 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.

Summit

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 be able to understand everyone else in the area of effect.

Everyone hears anything said as if it were spoken in their native tongue. Gestures understood according to the culture of the person making them.

Treeshape

Range:

Prophet

Rite:

Words, Gestures, Focus

Focus:

Twig from a similar tree

Duration:

half level hours

Calling Time:

6

Area of Effect:

The prophet

Reaction:

None

Spirits:

Plant

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

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

Tremor

Range:

Level yards

Rite:

Words, Gestures, Focus

Duration:

level rounds

Calling Time:

1 round

Area of Effect:

Level yards radius

Reaction:

None

Spirits:

Earth

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

Unravel Spell

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.

Wisdom

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 (or decrease) by 1 for every six levels of the spirit. The reverse of this manifestation, Foolishness may only be manifested by Trickster spirits.

Seventh Level

Icy Prison

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

Spirits:

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.

Pierce the Veil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

two foot diameter cloud of smoke

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 the army, may walk through the mountain or army unaffected, or can walk “across” the gorge without falling.

The target must make a Willpower roll to successfully “pierce the veil of reality”. 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 reality. This roll must be made every level minutes. The spirit manifestation otherwise lasts for as long as the item remains in sight.

If the target involuntarily succumbs to reality while the item remains in sight, 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.

Ritualize

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.

The spirit guides the prophet’s hand and reason to perform the ritual correctly.

Spark of Life

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Permanent

Calling Time:

10 minutes

Area of Effect:

One creature

Reaction:

Special

Spirits:

Healing

Within seemingly dead bodies, the spark of life remains for several hours. 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. While no reaction roll is allowed to avoid the effects of the manifestation, 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. The target will be unable to walk without assistance for a number of days equal to the number of hours they were “dead”. They have a number of survival points equal to the spirit’s level, or their maximum, whichever is less.

Windy Rebuke

Range:

1 yard

Rite:

Words, Gestures, Focus

Duration:

Level rounds

Calling Time:

8

Area of Effect:

Cone level yards wide at level yards distance

Reaction:

None

Spirits:

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 caught in the wind and that weighs under level times ten pounds 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 back must make a Fortitude roll to do anything other than stand firm.

Eighth Level

Fantastic Servant

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 Chaotic Evil or Ordered Good creatures.

The 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 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, though generally specific for the type of creature they’re used on.

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.

Night Road

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 knows the location of.

Once the walkers arrive at their destination, the spirit 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.

Sea’s Revenge

Range:

Level feet

Rite:

Words, Gestures, Focus

Duration:

1 round per level

Calling Time:

9

Area of Effect:

One creature

Reaction:

Fortitude

Spirits:

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 that they are kept underwater, targets will be sucked fifty yards out. Targets will be underwater for the entire duration; breathing 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 Fortitude roll must be made every round, until it is failed, the manifestation ends, or the target manages to leave the water.

Snow Guardian

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

Spirits:

Weather

Until triggered, the snow guardian is a pile of twigs and coal in the 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 will trigger 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 heart of the snow guardian is some representation of winter, such as a snow globe or an ice castle.

Suppress Sorcery

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

Concentration

Calling Time:

1 round

Area of Effect:

Half level yards radius

Reaction:

None

Spirits:

Protection

Suppress Sorcery creates a spherical shield that reduces the effects of spells and other magical effects targeted or cast within the sphere. Any spell’s effect level is dropped by half the manifestation level of the Protection spirit (round down). 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 effect spells that use some form of points such as Sleep, and are both cast and targeted outside the sphere, you’ll have to determine whether or how the spell would have affected the target if the spell had been cast at the lower level.

Wave Sigil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, sapphire dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Fortitude

Spirits:

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 wave 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 wave. Any creature within three yards of the affected creature must make an Evasion or Fortitude roll at the same penalty or also be washed away.

Ninth Level

Glory Days

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, Chaos

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. Bricks, stone, and wood rise back to their places; where the original parts are not available, illusions take their place. Tapestries and furniture all reform. To the extent that the original parts remain available, 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.

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.

Either manifestation may be manifested only upon a structure created by living creatures.

Quake Sigil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, topaz dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Evasion

Spirits:

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 lines of transgression 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..

Paths of the Dead

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 usually way stations or paths that the dead must follow. The prophet can open a path to the lands of the dead if the target corpse 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.

The retrieval usually takes very little time in the “real world”: for every hour that is spent in the paths of the dead, one second passes in the real world.

If the soul is successfully extracted, the target must make a Health roll. If successful, the target is at full survival points or at Endurance survival points, whichever is lower. If unsuccessful, the target is at one survival point. In either case, survival points begin to return only after full bed rest for a number of days equal to the number of days the target was dead.

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

Quest

Range:

Touch

Rite:

Words, Gestures, Focus

Duration:

Until fulfilled

Calling Time:

10

Area of Effect:

Creature touched

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.

The quest must be something that can be fulfilled. 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 towards fulfillment of the quest, they will have a penalty of one to their endurance, until their endurance reaches a minimum of 3. 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 towards true fulfillment, endurance is restored, one point per day.

Tenth Level

Earthmeld

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

1 day per level

Calling Time:

11

Area of Effect:

Prophet

Reaction:

None

Spirits:

Plant

Earthmeld causes the prophet to meld with the earth, sinking into the ground for up to the duration of the effect. 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 lost survival points at normal rates for sleeping.

Major Contract

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:

Peace, Order

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 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 contract’s spirit. Other prophets may choose at the time the spirit manifests. A copy of the contract must be made for each target.

Eleventh Level

Death Sigil

Range:

Touch

Rite:

Words, Gestures, Focus

Focus:

Incense, holy symbol, black diamond dust

Duration:

Level days or until triggered

Calling Time:

Up to level minutes

Area of Effect:

One creature in a level yard radius

Reaction:

Willpower

Spirits:

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 lines of transgression in the area of effect; this requires one 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 can see divine power.

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

Hearthmeld

Range:

Prophet

Rite:

Words, Gestures, Focus

Duration:

1 day per level

Calling Time:

12

Area of Effect:

Prophet

Reaction:

None

Spirits:

Hearth

Hearthmeld causes the prophet to meld with a home, sinking into the floor and then becoming part of the home for up to the duration of the 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 points at normal rates for sleeping.

Twelfth Level

Earthquake

Range:

Level times 20 yards

Rite:

Gestures, Focus

Duration:

Half level minutes

Calling Time:

One minute

Area of Effect:

Level times 10 yards radius

Spirits:

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. Both roads and buildings may be destroyed, as can underground areas.

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.

Part Water

Range:

Level times 25 yards

Rite:

Words, Gestures, Focus

Duration:

One minute per level

Calling Time:

One minute

Area of Effect:

Corridor

Spirits:

Water, Protection

Part Water rolls back a corridor of water through river, lake, or ocean. 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 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 to pull carts. When the manifestation ends, or when the prophet wills it, the water comes crashing back.

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

Thirteenth Level

Grave Contract

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:

Peace, Order

Grave Contract places the targets under a divine contract. Anyone who breaks the contract will lose their 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 when the spirit manifests. A copy of the contract must be made for each target.

Part Ice

Range:

Level times 25 yards

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 ice field or glacier, on land or sea. 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 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 to 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 be created as a tunnel under ice. It can follow the prophet if the prophet moves.

Fourteenth Level

Part Sand

Range:

Level times 20 yards

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.

Fifteenth Level

Volcano

Range:

Level times 20 yards

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 three times level feet radius. They must make an Evasion roll each round at +4 or take 1d6 damage from hot rocks the size of basketballs. Large structures within the area must make a Fortitude roll at +4 or take 1d6 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.

Sixteenth Level

Part Stone

Range:

Level times 20 yards

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 to 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.