Miracles of Faith

Contradictory miracles and effects that are not consistent with
the character’s mythos may also be acquired, though they are more
difficult. Gamemasters may wish to consider forbidding characters
from even attempting to acquire miracles that are not appropriate for
the character’s mythos if they are uncomfortable with the whole idea.
Given the way players can increase skill totals by using possibilities
and cards from the Drama Deck, even the +15 penalty may not be
enough to keep powerful characters from running roughshod over
the restrictions of their faith.
Miracles of Faith
Spiritual Beliefs
A
mythos encompasses
the stories, symbols, practices, beliefs and history that people use to form
their spiritual community, to connect themselves to the divine will and the
spiritual power of in every land inhabited by sentient beings, there is religion.
How much influence and power religion has in a land can vary widely, but in
every land where spirituality exists, there are stories of miracles. Sometimes
they are true.
Community and Spirituality
Religion
and spirituality differ from magic in a fundamental way: magic bends the forces
of the universe according to alternate laws of nature governed by the will of
an individual, the magician while religion creates a spiritual community, people linked
by their beliefs to a divine will that is separate from the individual’s will.
This divine will can be called a spirit, a god, even the universe itself may be
believed to have a will. Whatever it is called, whatever the belief, it is from
this divine will that spiritual powers are derived. Magic is like an alternate
form of science or technology, limited only by the practitioner’s mentality. A
wizard can study in his tower for years, never see a living soul, and be
unhindered in his quest for magic. Religion, on the other hand, is not
something that can be done entirely alone; it depends on a community of
believers to create, empower and sustain the divine will. Without a community,
there is no religion. When people of a belief gather and interact in a service
or ritual, their belief reaffirms the divine will. Even hermits begin their
lives of faith in a community of belief. When they leave to seek solitude, they
are still bound to that community by their faith, linked to the others through
the divine principles they share. The hermit may be
separate
from others, but in a spiritual sense he is not alone as long as the community
and the divine will it is linked to exists.
Religion in a Game
This
chapter describes religions as they exist in the fictional game setting of Torg. It
should not be interpreted as a statement about the condition or nature of
religions in the real world.
Miracles of Faith
A mythos is peoples’ interpretation of the way
the divine will allows spiritual power to work in their world; their faith in
this mythos can act as a conduit for that power. However, faith can only carry
power for purposes that are consistent with the mythos, and the power must
manifest itself in ways that are consistent with the beliefs. If , for example,
a mythos centers on a loving and caring divinity, its power cannot be used contrary
to those principles, such as to harm someone. Similarly, it must be consistent
with the mythos; if the same mythos doesn’t involve the weather then the
divinity’s power could not be used to cause a rainstorm even if it’s meant to
help people. Religions differ dramatically in their interpretation of nature,
of humanity’s place in nature, and the ethical structure of the universe. This
can have a great impact on how each religion may utilize its spiritual powers.
Traditional Western Core Earth religions set man apart from nature, usually one
notch above the rest of the world. A character believing himself to be separate
from nature may use nature as he sees fit; for example, animals may be killed
for any reason which benefits man, as man is a more divine creature than any
other and has been given dominance over nature. Many Eastern and shamanistic
Core Earth religions instead assign man a place within nature. In some American
Indian mythos for example, prayers must be spoken to get a deer’s permission to
kill it, or to ask its forgiveness for killing it, because in that mythos the
deer is just as significant as the hunter. To put it another way, the hunter’s place
in the mythos is no more special than that of the deer. To have faith in a
religion and participate in its miracles is to accept all of the core beliefs
of the religion. If a religion says there is only one true god, a faithful
follower of that religion can only participate in miracles as long as he
believes there is only one true god. If he doubts the validity of that
statement, or any other central tenets of the religion, then he does not have
true faith in the religion.
Basic Types of Spiritual Beliefs
When
a character takes adds in the faith
skill, she must declare what specific
religion she is faithful to (Judaism, Christianity, Norse, Celtic, etc.). This
can include being “faithful” to atheism. A character cannot take adds
in different faiths, it is only possible to believe in one mythos at a time. It
is possible to change religions, which is discussed later in this chapter. The
general categories provided here, with the exception of atheism, are not meant to be taken
directly as a faith skill;
a character would not have faith (monotheism),
she would have something like faith (Christianity).
How Specific Is Faith?
As
briefly discussed in Chapter Three, there’s a lot of variation possible when it
comes to specifying a character’s faith.
Some gaming groups may be comfortable, for example, placing all Core Earth Christian
religions into one general “Christianity” group and treating them as being all
the same community.
Others
may prefer to be a bit more specific within each category and treat different
versions of the same general belief as different faiths. Christianity for
example could be subdivided into Catholics and Protestants. While both
Christian, each one constitutes a separate community with its own distinct
version of the mythos. Even further subdivisions within these groups are
possible if the gaming group desires that level of separation and detail. When
considering how specific to get with the faith
skill, it’s important to keep in mind
how the game rules treat interactions between different faiths. As detailed
elsewhere in this chapter, characters with different faith skills
are limited in how they are able to use their faith
skills with each other, particularly in
the performance of miracles. With broadly defined faiths, characters from
different religious sects could join together without any difficulties. For
example, a Roman Catholic priest could perform the bless miracle
on a Southern Baptist character because despite their philosophical differences
they both have faith (Christian). On
the other hand, if the faith skill
is defined narrowly, the Roman Catholic may
only
be able to use bless on
other Catholics, maybe only on other Roman Catholics.
Animism
Animism
is the belief that all things have a vital life force. Some versions of animism
state that all things have a soul or spirit. Animistic mythoi rarely have
enemies within their mythos. Many American Indian religions are animist in
nature.
Monotheism
Monotheism
is the belief that there is but one divine will. Traditionally monotheists
consider atheists, pantheists, and panentheists as enemies, while considering
all other mythos to be of a different faith.
Traditional
monotheistic religions include Islam, Christianity and Judaism. Monotheists
almost always have an evil enemy within the mythos, possibly in addition to
considering some other types of religions as enemies. 
Pantheism and Panentheism
Pantheism
is the belief that the divine and the world are the same thing; the universe is
divine. Panentheism is the belief that all reality is part of the body of a
divine being or beings; the universe is a part of the creator. Hinayana
Buddhism is an example of a nearly pantheistic religion, 
Polytheism
The
belief that there are many gods and no one god is vastly greater in power than
the others. Polytheistic religions often have enemies within the mythos.
Examples of polytheistic religions are the ancient Greek and Norse religions 
Evil Enemies
Some
mythos divide the spiritual forces of the world into good and evil, or Order
and chaos, or some other type of “us versus them” perspective. Believers in the
mythos fall on one side and the other side is considered an enemy of the
faith. Christianity for example has Satan and his demons, While the enemy may
have a place within the mythos of the religion (being the opposite side of the
coin as it were), they are not considered to be part of the same community and
so they are treated as a separate faith
in all regards. When enemies of a
mythos meet, the faith adds (not the faith value) of
the enemy are added to the difficulty of any miracles a character tries to
perform on the enemy, including miracles beneficial to the enemy (the enemy has
no choice in this matter). It’s like trying to touch the same poles of two
magnets together, the closer they’re brought together the harder they push to
stay apart. Spiritual struggle will
also ensue if an enemy allows a beneficial miracle to be performed on him
(i.e., he contributes his faith to
the miracle.)
Faith Skill
Faith, unlike
most skills, does not measure a character’s training, knowledge or experience
with a particular field. Instead, faith
measures the strength of a
character’s belief in a mythos. A character may memorize the teachings of his
religion, attends services regularly, and follow the moral code of the mythos
but if he does not truly believe, he does not have the faith skill. The
more belief a character has in his mythos, the stronger his connection is to
the divine will that encompasses those beliefs. It is through this connection
that characters are able to participate in miracles, it is their conduit to the
power that provides the miracle. Faith
alone does not normally produce
miracles though; it provides the power but no control. Most miracles require
the participation of a character with the focus
skill or access to some other kind of
agent through which the spiritual power can be controlled, such as a religious
artifact. A character’s faith value
is normally used to determine the effect value of miracles. When a miracle is
requested, the direct beneficiary of
the miracle is usually the one whose faith
gives the miracle its spiritual power, not the one providing the
miracle’s focus (unless
it is the focus character
who benefits from the miracle.) Example:
Father Wagner asks God to bless Quin and
aid him in gaining control of their out of control helicopter. While Wagner is
providing the focus for
the bless miracle,
Quin’s faith skill
is the one that’s used for the effect value because he’s the one who will receive
the bonus from the miracle. Since the beneficiary of a miracle uses her faith to power
the miracle, she must volunteer in
Order to accept the effects of a miracle. A character cannot be forced to use
her faith skill
against her will. If she does not volunteer, the beneficial miracle has no
power. A character that does volunteer does not need the same faith as the character
providing the focus. But
if they do have different faiths,
a negative consequence known as spiritual
struggle will occur, as described later in this
chapter. A miracle harmful to a character must draw its faith from a character
other than the target, since most targets won’t willingly cooperate and provide
their own faith skill
for that purpose! The faith in
these cases is normally provided by the focus
character, assuming that he stands to
benefit somehow should harm come to the target. Combat miracles are discussed
in further detail later in this chapter. When beneficial miracles are performed
on people who do not have any faith
skill, their Spirit attribute
is not used
to determine the miracle’s effect value; the faith
cannot be used unskilled. Instead, the
character providing the focus must
also provide the faith for
the miracle. When the target character does not have any faith to provide,
their cooperation is not necessary for the performance of beneficial miracles,
since they cannot contribute towards the miracle in any way.
Focus Skill
The
focus skill allows a caster to “focus” the raw spiritual energy which believers
are connected to by their faith skills and somewhat reliably produce miraculous
effects with that power. The focus skill provides the action total of a miracle
while the faith skill of the person participating in the miracle determines the
effect total. Religious symbols and items can sometimes be used to provide focus
for a miracle. A few miracles, such as ward enemy, can be performed by anyone
with faith if they have a holy symbol of their religion.
Acquiring Miracles
Characters can acquire new miracles during play in two ways. The first is that whenever the player increases faith or focus he may choose to spend a possibility and the character automatically acquires a new miracle. This may be done for each new add acquired so if, for example, a player bought up both skills by one add each he could spend two more possibilities and acquire two new miracles for his character. A Character may never have more Miracles then their combined Faith and Focus Adds. If the character's Faith or Focus is reduced for some reason, they do not loose Miracles, but may not attain more until their Faith and Focus combined exceeds the number of Miracles they have. The miracles must also be appropriate to his religion in order to acquire them in this manner. Contradictory miracles and effects that are not consistent with the character’s mythos may also be acquired, though they are more difficult. Gamemasters may wish to consider forbidding characters from even attempting to acquire miracles that are not appropriate for the character’s mythos if they are uncomfortable with the whole idea. Given the way players can increase skill totals by using possibilities and cards from the Drama Deck, even the +15 penalty may not be enough to keep powerful characters from running roughshod over the restrictions of their faith.The second method is for the character to pray to the divine will of her mythos and ask for a new miracle. This can only be attempted after the character has witnessed the desired miracle being performed by another character or after the focus character has used an invocation to create the desired miraculous effect. This is the only method by which characters may acquire miracles which contradict the character’s reality or that are inappropriate to the character’s religion. Praying for a new miracle is accomplished by spending a Possibility Point and generating a faith total. The spent possibility does not give the character a reroll; its expenditure is to gain the opportunity to receive a new miracle. The character may spend another possibility to gain a reroll if desired and cards may be used normally, though the player may not trade cards with another player since this is a personal matter between the character and the divine will of her religion. The difficulty of acquiring the miracle is 5 plus the difficulty of the miracle. If the difficulty number is an attribute of the target, the GM should estimate the number (keep in mind that an average attribute is 8) and add +5 to it. If the miracle is not appropriate to the character’s mythos there is a +15 penalty to the difficulty number. 
Mooks
and Miracles'''
Mook
characters who possess both faith and
focus may
also possess miracles, but because they do not have Hero Points to spend they
should rarely, if ever, have more than the “three free” .The miracles must also
be appropriate to his `religion in Order to acquire them in this manner. 
Selecting the Right Miracles
Every
mythos teaches the faithful about good and evil, about what behavior is
applauded and what is taboo. A miracle that does not conform to the ethical
guidelines of a mythos is extremely difficult to acquire and extremely
difficult to perform if it is acquired. During character creation, the player
may select only miracles that fit the morality and ethics of the character’s
religion. This may require the player to consult with the gamemaster to
determine which miracles are considered appropriate for their character’s
religion and which ones are not appropriate. During play, characters will often
be exposed to miracles from other religions. While many miracles are commonly
found in most religions, it is likely that the character will be exposed to
many miracles that are not directly available to him through his mythos,
because the miracle is not appropriate to the mythos. Characters who witness a
miracle not directly available to them can attempt to gain that miracle by
praying for it as outlined above. Miracles which are deemed appropriate for the
character’s mythos are the easiest ones to acquire in this manner, though not
as easily as gaining them by buying adds in faith
and focus.
Contradictory miracles and effects that are not consistent with the character’s
mythos may also be acquired, though they are more difficult. Gamemasters may
wish to consider forbidding characters from even attempting to acquire miracles
that are not appropriate for the character’s mythos if they are uncomfortable
with the whole idea. Given the way players can increase skill totals by using
possibilities and cards from the Drama Deck, even the +15 penalty may not be enough
to keep powerful characters from running roughshod over the restrictions of
their faith.
Performing Miracles
To
perform a miracle, the character with the focus
skill generates an action total using
his focus skill,
including any possible modifiers. If the focus
is successful, the character providing faith for the
miracle
adds
the same bonus number to
his faith value
to generate the effect value. 
Example: An priest
is performing a miracle with Terrill. The priest has a focus skill of
13 and Terrill’s faith skill
is 11. Becky rolls a 
+4 bonus. The priest generates a focus
total of 17 and succeeds. The same +4
bonus is added to Terrill’s faith to
arrive at a faith total
of 15 for the miracle. Only one personal Possibility Point may be spent to
enhance the die roll, as usual; however, since there are two participants in
the miracle, there are special rules concerning who may spend the possibility.
The focus character
may spend a possibility if and only
if 'the focus
total will not exceed the difficulty of
the miracle without the additional roll. If it does exceed the difficulty, then
only the faith character
may spend a possibility. Possibilities from outside sources are handled the
same way. The focus character
may only use a Hero or
Drama card
or possibilities
from
some other source if the check would normally fail. If the focus character
spends any possibilities of any kind of the miracle, the faith character
may not spend any, they can only spend possibilities if the focus character
cannot.
Example: Father
Wagner performs the miracle with Quin and rolls a 2, generating a focus total of
3. The difficulty though is 10 so he will obviously fail. Tina declares that
Wagner will spend a possibility and she rolls again, getting an 11 and bringing
her die roll up to 13. Not satisfied with that, she also uses a Hero card and rolls
again. Because Tina has spent possibilities on the miracle, Quin cannot further
increase it with his own possibilities. In a later encounter, Wagner and Quin
perform another miracle together and Tina rolls an +0 bonus. Wagner’s focus total
will be 13 so Wagner will successfully perform the miracle and Tina cannot
Types of Miracles
There
are two basic methods by which miracles are invoked Prayers and rituals. Prayers
are quick requests for miracles, often personal and impromptu, while rituals
carefully follow sacred rules. A prayer can be done in as little as 10 seconds
(one round). A ritual takes at least ten minutes, often longer. Some miracles
may only be attempted as a ritual. Miracles that must be performed as rituals
will say in their descriptions how long it takes to perform the ritual. The
priest must not be interrupted during the ritual or he will have to start over
from the beginning. A priest may attempt to perform a ritual in a disruptive
environment, such as while combat rages around him, but this imposes a +5
penalty to the difficulty of the miracle. A priest performing a ritual can be
successfully interrupted by being physically attacked in any way or with a
successful character interaction (trick,
test, taunt, etc.) Rituals that require more than
one day to perform do allow some time for the priest to eat and sleep; a day is
considered eighteen hours for purposes of performing rituals. The action and
effect totals of the ritual are not generated until the completion of the
ritual. The person providing the faith
for the miracle must also be present during
the entire period of the ritual, though they can sometimes be disturbed without
it disrupting the ritual.
Modifiers
Miracles
are spiritual powers used to fulfill a need of the faithful. They are not like
spells, dry processes that may be learned and then used whenever desired for
any possible reason. The conditions facing the faithful who request the aid
greatly affects the outcome of the miracle. The difficulty number of the focus check
will be increased or decreased by those circumstances. The divine will of the
mythos acts to protect the faithful from its enemies. First, as mentioned
earlier, it makes it more difficult for an enemy of the mythos to invoke
miracles that directly affect the faithful. Second, miracles that protect the
faithful from an enemy of the mythos are easier to invoke than against
non-enemies. In any case where the lives of the faithful are threatened, by an
enemy of the mythos or not, miracles also become easier. Miracles are primarily
meant to meet an immediate need; a character that is wounded needs healing, a
character that is hungry needs food. If a miracle is not needed immediately, it
becomes more difficult.
MIRACLE MODIFIER CHART
Conditions Modifier
Target
of miracle an enemy of the focus character’s
mythos                                        
+Adds of enemy’s faith skill
Miracle
defends faithful against an enemy of the mythos                                               -3
Need
for miracle is urgent or lives of the faithful are threatened                                    -3
Need
for miracle is not immediate                                                                                
 +5
Miracle
stretches or violates tenets of either the faith
or focus
character’s religion       +15
Miracle
stretches or violates tenets of both the faith
and focus
characters’ religions    +17
Ritual
performed in a disruptive environment                                                     
           +5
Example: A Viking
warrior agrees to allow Father Wagner to perform the Calm miracle
on him so that he doesn’t lose control of himself and go into a killing frenzy
during the middle of a delicate diplomatic meeting. The Viking will use his own
faith so
that’s not a problem and enemies of the faiths are not involved in any way. The
miracle is needed urgently to keep the Viking from losing control so that’s a
-3 modifier. But the Calm miracle
goes against the teachings of the Viking’s religion so there’s a +15 penalty to
the difficulty, for a final modifier of +12. (Additionally, because Wagner and
the Viking believe in different mythos there will be a spiritual struggle as
well.)
Modifiers for Combat Miracles
Several
of the religions in Torg are
violent and warlike in nature and possess powerful miracles designed for use
against enemies, which could be of the secular variety as well as the
spiritually defined enemies of the mythos. Determining modifiers for some of these
miracles can be a bit confusing at times. When does the target of a combat
miracle provide the faith?
Is all combat considered an urgent need for a miracle? Does attacking an enemy
count as defending the faithful?
 
Miracles and Multiple Targets
If
more than one character or object is to be affected by a miracle, it’s treated
as a One on Many (see Chapter Four.) If a miracle is beneficial (as seen by the
target characters), the characters are affected in descending Order of faith values,
highest value first. If the miracle is harmful, characters are affected in ascending faith
value Order, highest value affected
last. The One on Many table is not
applied to the faith total(s) for the
miracle, only to the focus total
to determine how many are affected. Example:
A Norse priest is performing a Blessing Vow miracle for
a group of six worthy warriors. Two of the warriors have a faith skill of
11, two have a 12, one has a 13 and one has a 14. The miracle’s normal
difficulty is 8. The priest generates a focus
total of 12. Consulting the One on Many
chart, DN+4 means that only two of the six soldiers receive the benefits of the
miracle. Because it is a beneficial miracle the two highest faith skills
receive the miracle. The characters with faith
14 and 13 are blessed.
Consequences of Failure
If
a miracle fails, the focus character
may not attempt the same miracle for 24 hours or until he undergoes the ritual of purification.
In addition, the character providing the faith
must wait 24 hours or be cleansed in a ritual of hope before
he can use his faith in
any miracle,
except for the ritual of hope.
The character is able to use his faith
for that miracle during those 24 hours,
but no other. If a character is providing both faith and focus, both
restrictions apply.
The Strength of the Community
When
a miracle is created among a group of believers, their faith intertwines
and supports one another; thus, a miracle may be powered by multiple members of
a community and can be far greater than the miracle possible when only one
person is providing the faith skill.
The difficulty of participating in the creation of a miracle is called the
miracle’s community rating and
can be found in the miracle descriptions at the end of this chapter and in
other Torg products.
Only characters with the same faith
skill may combine on a miracle. Each
character wishing to aid in the miracle (i.e., is not the focus character
or the character providing the faith
for the miracle) generates a faith total,
and if the total is greater than or equal to the community rating of the
miracle, that character contributes. The value
of the number of people who
successfully contribute (including the focus
character and the provider of the faith if it is
not the same character) becomes a bonus modifier to the miracle; it is added to
both the focus and
faith totals
of the miracle.
Example: Seven
people have gathered to help a priest perform a miracle on another member of
the community. Four people successfully beat the miracle’s community rating
with their faith totals.
The bonus modifier will be the value of six people (the four faithful, the focus character
and the character providing the faith
for the miracle). On the Value Chart a
measure of 6 has a value of 4 so the bonus is +4. The focus character
gets a +4 bonus to his focus total
and the beneficiary of the miracle gets a +4 bonus to her faith total. When
there are a large number of people coordinating on a miracle, instead of having
to generate a faith total
for each single person, use the following formula:
•
Start with the value of the number of participants, including the focus and faith characters
•
Add their average faith skill
value
•
Subtract the community rating of the miracle
•
Subtract two
•
The result is the bonus modifier.
The
final modifier may never be greater than the value for the number of
characters. If a modifier is too large, reduce it to the value for the number
of characters. A zero or negative modifier is ignored; a miracle can never be
less effective because of faithful participants.
Example: 50
faithful characters with an average faith
value of 10 are trying to help a priest
heal a mortally wounded hero
by joining their prayers to hers. The value of 52 characters is 9. The community
rating of the healing miracle
is 11. Character value (9) plus average faith
(10) minus community rating
(11)
minus 2 equals a bonus modifier of +6. To determine the average faith of a
community, use the following rule of thumb: a casual believer in a religion has
a faith add
of +
confirmed believer, one who lives his life by most of the tenets of the
religion, has a faith of
. Only the
fiercely devout have faith adds
greater than +4. For most races, the average value of the Spirit attribute
is 8 so average casual believers would have a skill value of 9 while the more
confirmed believers would range from 10 to 12.
Invocations
Invocations are a
different type of miracle. Instead of being a “gift” or talent that the
individual can perform somewhat on demand, an invocation is a direct appeal to
the divine will of the religion, asking for direct intervention or action from
the spirits, a god or whatever. The base community rating and focus difficulty
of an invocation is 40. The only difficulty modifier that could be applied to
an invocation is if the request is for something that does not conform to the
ethical guidelines of the mythos, such as the followers of a violent god of war
praying for a peaceful resolution to a problem. When an invocation violates or
stretches the tenets of a mythos, the difficulty is increased by +15. No faith total is
necessary when performing an invocation, the spiritual energy necessary for the
miracle is coming directly from the divine will and does not need to come
through any of the characters involved in the invocation. If the invoking
character fails to beat the difficulty she may spend a Possibility Point, but
if she succeeds she may not. Possibilities from outside sources such as cards
are handled as outlined earlier under “Performing Miracles.” If the invoking
character gets a minimal success,
the miracle disturbs the world in the least way possible while still meeting
the needs of the invoker. If the invoker gets average
or good
success the miracle makes a more
direct, noticeable impact to achieve its results. These levels of success can
restore internal resources, as well as providing possible solutions to the
problem. On a superior success,
the miracle is achieved in a way that provides new resources that were
previously unavailable. Spectacular
successes show the work of a divine
hand that is irrefutable to all but the strongest doubter; spectacular success
may only be achieved in an area with a Spirit axiom of 13 or greater. If the
axiom level is lower than 13, spectacular
successes are treated the same as superior successes.
Spiritual Struggle
Characters
that have faith in different mythos cannot coordinate on miracles (see “The
Strength of the Community” earlier in the chapter). But a character of one
faith may perform a miracle on a willing character of a different faith,
generating his focus total
normally. If he succeeds, the target uses his faith
normally to determine the miracle’s
effect value. However, a spiritual
struggle erupts due to the differences in the
two religions involved. Each character is exposed to the power and beliefs of a
different mythos and getting the two belief systems to work in harmony to
produce the miraculous effect can be a bit of an ordeal. Immediately after the
miracle is performed, even if it is unsuccessful, each character generates an
action total with their faith (this
is separate from the totals generated for the miracle) using the other character’s faith
skill value as
the difficulty number. Positive result points are read on the Combat Results
Table as non-lethal damage (first wound is changed into a K result.) This
damage is spiritual in nature and has some additional consequences that are described
below. The characters involved have no choice in the matter and must generate
a faith total
against the other character even if they don’t want to harm each other.
However, they can choose to not take rerolls and of course not use
possibilities or cards to increase their totals in Order to minimize the final
results.
Example: In a
pinch, Father Wagner performs a Bless
miracle on Terrill. Because they have
different faith skills,
a spiritual struggle ensues as soon as the effects of the miracle are
determined. Becky has Tina and Alan generate new faith totals
for their characters. Terrill’s faith
skill is 11. Alan rolls a 10 but
decides against taking the reroll because he wants to minimize any possible
damage that Terrill might do to Wagner. The roll is a -1 modifier so Terrill’s action
total is 10. Compared to Wagner’s faith
skill of 14, there are no result points
so Terrill does not inflict any spiritual damage onto Wagner. Tina generates a faith total of
16 for Father Wagner. Compared to Terrill’s faith
of 11, it produces five result points.
Becky consults the Combat Results Table and informs Alan that Terrill takes an
O 2 damage result from the spiritual struggle.
Spiritual Damage Effects
When
damage is taken in a spiritual struggle, it has spiritual consequences. Even
though this type of damage is treated the same as physical damage, it has
additional effects and is called spiritual
damage.
When
a character is KOed by spiritual damage, the character loses the ability to use
her focus skill.
This does not include
falling unconscious from accumulated shock, only from KO conditions. The
character does not have to take the full KO condition from spiritual damage, an
O from spiritual damage combined with a K from physical damage or vice versa
will still cause the character to lose the use of the skill. When a character
loses their focus skill
this way, it can only be regained by undergoing a ritual of purification miracle
(obviously performed by another character with focus). In
essence, the spiritual struggle has “tainted” their focus skill and
they will be unable to use it until it has been cleansed of the foreign
influences. If a character suffers one or more wounds of spiritual damage and her
cumulative damage total becomes heavily wounded or greater, that character
loses both her faith and
focus skills
and cannot get them back until she undergoes both a ritual of purification and
a ritual of hope. Additionally,
the character’s wound status cannot be healed to better than wounded until she
has restored both of her skills. Characters who do not have the focus skill are
not adversely affected by spiritual damage unless they take one or more wounds and
their cumulative wound level reaches heavily
wounded or greater, at which point they lose
the ability to use their faith skill.
They may regain the use of the skill by undergoing a ritual of hope. Characters
who have lost faith or
focus to
spiritual damage may also regain the use of their skills by converting to a
different belief system.
Conversion
Conversion is the
abandonment of one set of beliefs in favor of another. It is not something that
characters should do lightly, and should involve a great deal of soul-searching
and inner debate about what might involve a fundamental change in how the
character views himself and his world. Converting from one faith to another can
only be done voluntarily, a character cannot be forced into accepting another
mythos. Conversion lowers a character’s faith
adds by one, although the add may be
bought back at a later time. If a character with just +1 adds in faith converts,
she is considered to have the faith
skill at +0 adds. Increasing the skill
from +0 to +1 adds costs one possibility or (especially for Mooks, who don’t
have Possibility Points) requires one and a half months of intense devotion to
the beliefs of the new mythos. Conversion also rids the character of the
consequences of any spiritual damage the character may have taken - with new
belief comes new hope and a fresh connection to the divine will. Characters who
lost the use of faith or
focus to
spiritual damage immediately regain the use of those skills upon conversion,
they do not have to go through the rituals
of purification or hope.
Characters who do not have the faith
skill cannot voluntarily convert since
they have nothing to convert from. A character with no faith who
decides to accept the beliefs of a particular mythos must acquire the first add
of the skill like any other skill as outlined in Chapter Three.
However,
characters that do not have the faith
skill are vulnerable to involuntary conversion.
If the character is a participant in a miracle that achieves a spectacular success,
the experience is so overwhelming that the character cannot help but be swept
up into the community of the focus character
and become a believer in that mythos. Because the process is involuntary,
characters do not have to pay the full price to acquire the first add in faith. Possibility-rated
characters only spend two possibilities to gain the first add, which they must
do before or at the end of the adventure that the spectacular success
occurred in. Mooks receive the first add in the skill immediately with the
assumption that the experience has changed their lives enough that they will be
devoting the next couple of months to learning and living the teachings of
their new religion.
Religious Artifacts
Divine
power can sometimes realize itself in the form of an artifact. These
objects differ from the spiritually empowered religious artifacts mentioned
under “Focus Skill”
in that the artifact, as an actual extension of the divine will of the mythos,
can act as much more than just a focus
for miracles. It may be capable of
performing miracles on its own volition and it may possess miraculous powers beyond
what the mortal faithful could produce themselves.
Example: The Holy
Grail is a religious artifact, said to be the cup from which Christ drank at
the Last Supper. Those who have at least one add in an appropriate Christian faith skill and
are deemed “worthy” may drink from the cup and automatically receive the
benefits of the Healing miracle. 
A Selection of Miracles
The
following miracles are a representative sampling of the spiritual powers,
divided into prayers and rituals. The standard miracle write-up looks like
this:
Prayers 
Alter Disease
Community Rating: 9
Difficulty: 11
Range: touch
Duration: NA
Effect: changes attributes of disease
Attainment Rating 16
Alter disease can
have many different effects, but the miracle worker may only choose one per
use. Minimal success makes the disease incommunicable, making spread of
the contagion impossible. An Average result will slow the effects of a
disease, causing it to take twice as long to run its course as
normal.Converse1y, it can also be used to speed the effects of a disease,
halving the time the victim must suffer the infection.
On a Superior success, the target character
receives a +3 bonus to their healing roll (see page 19 of the Torg Rulebook)
to fight off the disease. On a Spectacular success, the way in which
the disease is transmitted may be altered in any way the focus character sees
fit, as long as the method conforms to one in which a disease can spread
(touch, air borne contagion, etc.) The difficulty of alter disease is
modified depending on the nature of the disease.
Alter
Disease Difficulty Chart'''
Disease                         Difficulty
24-hour bug                   8
Influenza                       10
Pneumonia                    12
Cancer                          18
AIDS                                      22
Alzheimer's                    25
Animal Rage
Community Rating: 8
Difficulty: 11
Range: touch
Duration: result points +5
Effect: allows character to go into an animal rage 
Attainment Rating:16
To invoke this prayer, the focus character must find
an animal, enrage it, touch it, and then pray for the miracle. If the miracle
is granted, the miracle worker can store the animal's rage within himself, thus
delaying the effect of the miracle for up to 24 hours.
Once the rage is activated, the character acts as
though an "up" result is in effect. Opponents receive a +3 to attacks
against the character, as his rage makes him act without thought to his own
safety. Once invoked, the character must make a faith roll. The result
points achieved +5 is how long the animal rage stays in effect. After the miracle
fades, the character must generate a Toughness total against a
difficulty of his Toughness +4. If he fails the check, he suffers shock
damage equal to his Toughness.
Animal Sounds
Community Rating: 10
Difficulty: 8
Range: voice
Duration: 18 (one hour)
Effect: allows the mimicking of any animal
Attainment Rating: 13
This miracle allows the recipient to exactly reproduce
the sound of any mammal or bird. No actual communication is possible with
animals, but such effects as mating calls, danger signals, etc. may be
reproduced. This is used as a means of disguising communication; the
character(s) to which the message is directed must generate a perception total
of 10 to understand it, while eavesdroppers must generate a perception total
of 16.
Animal Speech
Community Rating: 9
Difficulty: 12
Range: voice
Duration: 18 (one hour)
Effect: allows cleric to speak and understand the
language of animals
Attainment Rating: 17
With this miracle in effect, the cleric can understand
the language of all animals within range, and speak to them if he chooses to do
so. There is, however, no guarantee that the animals will wish to speak with
him, and efforts at persuasion may be necessary to get a conversation
started. Mindless animals are not affected by this miracle.
Animate Dead
Community Rating: 12
Difficulty: 15
Range: touch
Duration: permanent
Effect: creates undead warriors
Attainment Rating: 20
This rite can cause any dead creature to rise in its
present state to do the bidding of the cleric. The creature retains the
attributes and skills it had while alive, but as a form of undead, is immune to
all shock and KO damage. Note that spells which allow casters to control undead
will have no effect, as the creatures were not animated by magic, but by unholy
power. Undead created in this manner will decay within three months when in a
zone of the priests influence, and in 24 hours in other areas.
Armor of Faith
Community Rating: 12
Difficulty, 13
Range: self
Duration: 24 (12 hours)
Effect: increases Toughness of cleric's
garments
Attainment Rating: 18
Calling upon their God, the priest touches his
vestments. If the miracle is successful, the garments provide TOU+4 protection
for the duration of the miracle. The cleric suffers no fatigue penalty
as a result, nor is his Dexterity affected.
Banish
Community Rating: 9
Difficulty: faith or Spirit of target
Range: 7 ()
Duration: 18 (one hour)
Effect: forces a character to flee
This miracle may only be used against opponents of a
different religion or opponents who do not have any faith skill. The
effect value of the miracle is compared to the faith or Spirit of
the target. If the miracle’s effect value is greater, the target is compelled
to flee from the location of the focus character. However, if the
target’s faith or Spirit is greater than the effect value, it is
the focus character that becomes compelled to run away! The target of
the miracle may actively defend if he wishes by generating a faith or Spirit
total, with a minimum +1 bonus. This counts as an action if performed in
round play.
Bless
Community Rating: 10
Difficulty: 10
Range: touch
Duration: 18 (one hour)
Effect: adds success levels to all bonuses of one
attribute for one character A bless surrounds and infuses the target
character with spiritual energy. The bless enhances the character,
adding to all bonus numbers generated while under the bless for
all actions controlled by any one attribute. This is not a bonus
to the attribute, only bonus numbers, so values derived from the attribute such
as movement limit values are not affected by the bless. The blessed
character receives a +1 bonus for each success level attained by the faith total
of the miracle, i.e. a good success is worth +3 to the bonus number. The
attribute to be affected must be chosen by the recipient, at the time the
blessing is performed. Only one bless may affect a character at a time.
Bless Claws
Community Rating: 10
Difficulty: 12
Range: touch
Duration: 18 (one hour)
Effect: strengthens the target's claws
Attainment Rating: 17
This miracle increases the damage value of the
target's claws, either the priest's own or those of one of the faithful. Claws
so blessed glow with crimson fire and receive a +1 bonus to their normal damage
value per level of success achieved. This prayer only affects natural claws or
talons; artificial claws cannot be affected by this miracle.
Bless Wings
Community Rating: 10
Difficulty: 10
Range: touch
Duration: 18 (one hour)
Effect: strengthens a target's wings
Attainment Rating: 15
This miracle increases the speed value of a target's
wings, either the priest's own or those of one of the faithful. Wings so
blessed glow with a blue luminescence and receive a +1 bonus to their normal
speed value per level of success achieved.
Blind
Community Rating: 8
Difficulty: 18
Range: sight
Duration: 27 (2 days)
Effect blinds the target
Attainment Rating: 23
This miracle punishes unbelievers by removing their
sight. The faith total of the invoking priest is compared to the faith
or Spirit of the target, and on a Good or better success, the
prayer takes effect. The afflicted character must have the blindness lifted by
either the casting priest, or clergy of his own faith. Lifting the blindness
requires a bless with a faith total greater than or equal to the faith
total of the invoking priest. Blind characters receive a +20 to the
difficulty numbers of all sight-based activities.
Blood of the Cobra
Community Rating: 12
Difficulty: 19
Range: touch
Duration: 9 (one minute)
Effect: introduces venom into target's bloodstream
Attainment Rating: 24
The cleric must invoke this miracle while making a
successful unarmed combat attack on his target as part of a
multi-action. If the attack causes any damage at all and the miracle's
difficulty number is exceeded, cobra venom is introduced into the target's
bloodstream. It does damage value 18 plus a random bonus per round. If there is
no actual wound on the target's body, draining the venom will first involve
causing a wound result to the afflicted character and then making a first
aid total of 16 to remove the poison.
Boost Damage
Community Rating: 12
Difficulty: 15
Range: self
Duration: 10 (100 seconds)
Effect: increases the amount of damage for unarmed
combat attacks
Attainment Rating: 20
With this miracle, the caster is able to increase the
amount of damage he inflicts in unarmed combat. The amount of additional
damage caused, is equal to his faith adds. This miracle increases damage
from unarmed combat attacks only, melee weapons and missile
weapons attacks are not affected.
Bravery
Community Rating: 8
Difficulty: 15
Range: touch
Duration: performance
Effect: provides the target with an up for the
duration
Attainment Rating: 20
While in effect, this miracle provides the target with
intense bravery, it blocks out natural or supernatural fear, it prevents Break
results from affecting the blessed character, and it provides the character
with an additional roll again (as though an up result was in effect). An
up result on the Drama deck will not
provide an additional roll as the affected character is already under the
effect of an up
Call
Animals'''
Community Rating: 8
Difficulty: 11
Range: 14 ()
Duration: 20 (two hours)
Effect: summons animals within range
This miracle allows the focus character to
attract animals to his location. If so desired, the character can specify the
type of animal he wishes to attract. If the miracle is successful, all animals
or all animals of the desired type will make their way towards the character at
their normal rate of movement. Intelligent animals may resist the summons if
the faith total of the miracle does not exceed their Spirit attribute.
Control over the summoned animals is not provided by the miracle, nor does it
provide any special means of communicating with the animals.
Call
Lightning'''
Community
Rating: 9
Difficulty: 15
Range: sight
Duration: one round
Effect: Cleric calls lightning to smite his enemies
Attainment rating: 20
With this miracle, a cleric prays to his deity for a localized lightning storm to sweep over his enemies.
If successful, the miracle produces a sheet of crackling Lightning that the
cleric can direct to smite a group of foes in his line of sight. The Lightning
shoots out from a three meter high, three meter radius storm blasting anyone in
the area of effect. It lasts only one combat round, striking and then fading
away. The cleric's focus total equals the storm's attack value.
Characters can use their Dexterity or dodge to evade the bolts.
Lightning causes damage to all those it hits. The damage value is 16, plus the
cleric's bonus.
Calm
Community Rating: 10
Difficulty: willpower or Mind of target
Range: voice
Duration: performance
Effect: rids target of violent emotions
Calm eliminates
any violent or extreme emotions of the target, replacing them with a tranquil
state. The effect total of the miracle is compared to the target’s Mind or
willpower skill. On a good or better success level, the target is
calm and peaceful and will remain that way for the duration of the miracle. On
a minimal or average success the target is also calmed, but can
be easily provoked into extreme emotions again even while the miracle is in
effect. If the calmed character is attacked, the miracle immediately stops
working regardless of the success level. During this time the target may be
reasoned with, or communicated with by characters other than the characters
that performed the miracle (who are busy performing the miracle). The miracle
may not be performed on a target that perceives the focus character as
an immediate threat or danger.
Captivate
Community Rating: 10
Difficulty: 14
Range: voice
Duration: performance
Effect: Cleric's words command the undivided attention
of the target
Attainment Rating: 19
To cast this miracle, the cleric must speak without
interruption for a full round. He then compares his faith total to the Mind or
willpower of the target. On an Average or better success the
miracle takes effect. If successful, the target will be enthra1led by the
cleric's words, and be unable to take any action save listen to him. The
effects of the miracle will last as long as the cleric is able to speak without
interruption, but if the target is attacked, the miracle will be immediately
dispelled.
Cause Pain
Community Rating: 9
Difficulty: 18
Range: touch
Duration: delayed.
Effect: the cleric can inflict pain by merely touching
another character
Attainment Rating: 23
When a character uses this prayer, he causes pain to
the first person he touches. The faith total of the miracle is compared
to the target's TOU-3, and the results are read as physical damage.
Armor, does not protect the target from this damage.
The pain inflicted is felt as a searing sensation
along the entire body, usually enough to make the victim scream out in pain.
Cleanse
Community Rating: 12
Difficulty: 26
Range: 13 (400 meters)
Duration: 9 (one minute)
Effect: attacks all enemies of the faithful in a 400
meter radius
Attainment Rating: 31
If successfully invoked, Cleanse causes an
immense thunder and lightning storm to form above the caster, extending for a
400 meter radius, it takes nearly the full minute for the storm to gather
itself. Then, for the last round that the miracle is in effect, the area is
bombarded by gale force winds, driving rain and lightning bolts. The faithful
will be immune to the effects of the storm, as will those who serve the
interests of the faithful (in the game master's judgment). Those who are
opposed to the faithful, however, and threaten their safety are attacked by the
full wrath of nature.
Lightning bolts strike each offender, doing damage
value 15 plus the result points of the miracle. A character may attempt to
actively dodge the lightning, but his faith total is used instead
of dodge, and it must overcome the character's community's faith total
for the miracle.
Cloud Minds
Community Rating: 12
Difficulty. 10
Range: self
Duration: 15 (15 minutes)
Effect: causes target character to believe that caster
has turned invisible.
Attainment Rating: 15
Invoking this miracle, the cleric is able to make an
enemy believe he has vanished. Compare the cleric's faith total to the Mind
or willpower of the target; on a Minimal or Average success, the cleric will appear unsolid, but will
still be largely visible. On a Good success, the cleric will be invisible, but if he moves, the target will be able to detect a rippling effect. On a Superior
or Spectacular success, the cleric will be completely invisible.
Cloud of Ash
Community Rating: 12
Difficulty: 14 
Range: 11 (150 meters)
Duration: performance
Effect: creates a cloud of ash
Attainment Rating: 19
This miracle produces a cloud of volcanic ash 100
meters in diameter. Anyone trapped in the cloud will be unable to see further
than one meter away (+10 to difficulty of sight-based actions), and will begin
to suffocate from the ash (damage value 9 + bonus each round). Armor will not
help against suffocation.
Contort
Community Rating: 16
Difficulty, 8
Range: self
Duration: 14 (10 minutes)
Effect: allows for contortion of the body
Attainment Rating: 13
The contort miracle
allows the cleric to reshape his body to fit into or through small places, and
escape bonds. Progress made in this activity is slow, allowing no more than a
half meter
of movement in a single round. While
under the effect of this miracle, the cleric can fit his body through any
opening big enough for his head (prestidigitation +10).
Crisis of Faith
Community Rating: 13
Difficulty. 18
Range: voice
Duration: number of rounds equal to result points
Effect: causes target to doubt his gods.
Attainment Rating: 23
If successful, the target character loses his faith
skill for the duration of the miracle's effect. If used against more than
one character, use the One on- Many table. Compare the invoking cleric's faith
total to the faith of the target; on a Good or better success, the
miracle takes effect. 
Crucifixion
Community Rating: 10
Difficulty: 18
Range: 5 (10 meters)
Duration: NA
Effect: crucifies opponent
Attainment Rating: 23
If the invoking cleric generates a focus total
exceeding the difficulty number, compare his faith total (the effect
value of the miracle) to the Spirit or faith of the target. On a Good
or better success, the miracle takes effect. If the miracle is successfully
called down upon the target, steel spikes fire from the hands of the cleric. If
the faith total is higher than the target's dodge, they pierce
his hands and feet, crucifying him against the nearest usable surface. The
character is crucified upside down, as befits unbelievers. Due to the
miraculous nature of the spikes produced, they can pierce any surface. This
means that spikes automatically pierce any armor, and can crucify someone to
any surface. Armor does provide protection against the miracle's damage. The
damage value of crucifixion is 20 plus the result points of the miracle.
Once crucified, the target can try to free himself with a Strength total.
The base difficulty number is 10. This base number is modified by the type of
material the person is crucified to. These modifiers follow the "Cover
Value Chart:"
Soft Material (car door, dry wall): +3 to base number.
Medium Material Logs, brick wall): +10 to base number.
Hard Material (steel, stone wall): +15 to base number
A character may try to free himself each round. Each
attempt automatically causes a damage value of 12 plus a random bonus to be
rolled against the target as he tries to rip the spikes out of his pierced
flesh. If other characters free him, the trapped character takes no damage from
being pulled free.
Cure Poison
Community Rating: 10
Difficulty: 10
Range: touch
Duration: NA
Effect: cleanses poisons from recipient's body
Attainment Rating: 15
The difficulty of the miracle is modified by the
nature of poison being destroyed. The gamemaster can also adjust the difficulty
level according to the amount of poison in the victim's system.
Curse
Community Rating: 9
Difficulty: 14
Range: voice
Duration: 18 (one hour)
Effect: adds to the difficulty of actions attempted by
target using a specific attribute
Attainment Rating: 19
A curse is directed against any character within
range. It affects only one attribute and its related skills, which must be
chosen by the cleric at the time of the invocation. If successful, find the
number of success levels achieved and add +1 for each to the difficulty number
of the target's skill checks with that attribute.
Example: Mathias casts a curse on the Dexterity of
a Viking and achieves a Good success. For the duration of the miracle.
The Viking will suffer a +3 to the difficulty of all Dexterity and
Dexterity-related skills. A character may be affected by only
One curse at a time. It can be countered by a bless
with an equal or higher level of success. When used in this way a bless confers
no other advantage, as the blessing and the curse cancel out.
Deafness
Community Rating: 10
Difficulty. 17
Range: voice
Duration; 27 (2 days)
Effect: causes temporary deafness
Attainment Rating: 22
When this prayer is called down upon someone within
the sound of the miracle worker's voice, it immediately deafens them with a
loud noise, reducing their hearing to a dull ringing. The character so stricken
will not hear anything others may say for the duration of the miracle and any
hearing- based skill attempt suffers +7 to its difficulty.
Death of Sound
Spiritual Rating: 8
Community Rating: 9
Difficulty: 14
Range: self
Duration: 13 (five minutes)
Effect: causes silence to prevail in a circle around
the focus character
Attainment Rating: 19
This miracle makes sound impossible within the radius
of effect. No noise is possible within that area, including the casting of
spells which require a voiced chant or incantation. Sound from outside the area
of effect will not travel into the zone of silence, making it completely and
totally mute. The miracle is centered on the caster, and will move with him as
he moves. The radius depends on the success level achieved by the invoking
cleric. A Minimal success creates a zone of silence with a 150 meter radius,
an Average
success allows the cleric to make his
zone from 80 to 150 meters in radius, a Good success allows the cleric
to make his zone from 20 to 150 meters in radius; a Superior success
will allow between5 and 150 meters; and a Spectacular success will allow
for any size up to 200 meters in radius. Anyone who enters the zone of silence
will be affected by the miracle.
Death-Sleep
Community Rating: 11
Difficulty. 7
Range: touch
Duration: 18 (one how)
Effect: allows target character to simulate death
Attainment Rating: 12
The bene6ciary of this miracle must be a willing
target. If successfully cast,
he will fall into a death-like sleep in which all metabolic processes will slow
to the point where they are virtually undetectable, save by wizards who have
undergone the ritual of perception preparation and clerics with the detect
miracle
rite. The target will be able to see and
hear, but will be unable to move, as well as being insensitive to pain.
Decreased Touch
Community Rating: 9
Difficulty: 9
Range: touch
Duration: 16 (30 minutes)
Effect: numbs the recipient's sense of touch
Attainment Rating: 14
The recipient of this miracle loses his sense of touch
for the miracle's duration. This increases the difficulty of any task requiring
fine hand manipulation by +7. In combat, decreased touch reduces the
recipient's ability to feel pain, so the target may ignore all shock damage,
although wounds and KO results still have full effect. After the miracle's
duration expires, all shock damage that has been accumulated will take effect.
If four or more individual shock causing injuries have been inflicted on the
warrior, he must make a successful Toughness roll against a difficulty
equal to his Toughness +10, or fall unconscious for ten minutes.
Detect Deception
Community Rating: 8
Difficulty: 11
Range: 7 (25 meters)
Duration: 18 (one hour)
Effect: allows cleric to tell if a person is knowingly
speaking a lie
Attainment Rating: 16
Once cast, the cleric can detect the telling of an
intentional lie by anyone within range. This miracle will not reveal unknowing
lies, unintentional inaccuracies, or lies contained within written material.
Detect Miracle
Community Rating: 9
Difficulty; 10
Range: 10 (100 meters)
Duration: 18 (one hour)
Effect: allows the cleric to determine if a miracle
has been invoked within the radius of effect in the past day
Attainment Rating: 15
If a miracle has been called down within the last 24
hours anywhere in a 100 meter radius of the cleric, this prayer will cause him
to see a bright glow at the sight of the invocation.
Devil's Song
Community Rating: 13
Difficulty: 20
Range: voice
Duration: one wicked act
Effect: causes target to perform a wicked act
Attainment Rating: 25
The devil's song causes one target to perform a
wicked act. This act will typically be one of needless and wanton
cruelty, such as theft, vandalism, arson, or even murder. The faith total
of the miracle is compared to the target's willpower. A Minimal or
Average success prompts the target to steal; a Good success
prompts the target to commit a vandalous act; a Superior success prompts
the target to an act of arson, sabotage, or terrorism; a Spectacular success
prompts the target to commit cold-blooded murder. In all cases, the act will be
committed in an underhanded manner. The act must be a truly wicked act, someone
compelled to steal should not be able to simply steal from another criminal or
evil person or being. The victim has to be an "innocent. The target should
be allowed to actively defend against this miracle using Mind, willpower or
faith.
After the foul deed, the target will immediately
realize what he has done.
Earth's Ear
Community Rating: 8
Difficulty: 14
Range: 16 (2 kilometers)
Duration: 24 hours
Effect: lets the land give warning to the faithful
when enemies are approaching
Attainment Rating: 19
The miracle worker asks his deity to make a patch of
ground act as a ward. The area of ground is usually a circle three meters
across, but this can be increased. For every three meters the invoking cleric
wishes to expand his circle, the difficulty number is increased by +2. As long
as the cleric stays within two kilometers of the blessed ground he is connected
with it. The leaves, flowers, grass, and the very ground listen for enemies of
the clerics. The range of the patch's hearing is equal to the result points
achieved, from the perimeter of the circle. Thus, if the patch of ground is
made larger, there is automatically a larger range. When an enemy passes, the
ground gives a cry to the cleric. The cleric knows the exact location of the
cry. A cleric may have any number of earth's ears linked to him.
Earthquake
Community Rating: 8
Difficulty: 16
Range: sight
Duration: performance
Effect: causes an earthquake to rumble through enemy
targets
Attainment Rating: 21
Earthquake causes all characters in the target area to suffer a knockdown
result, in addition to any damage that may be inflicted.
The damage value of an earthquake is 13 plus
the miracle's result points. To invoke this miracle, the cleric singles out a
specific target. The target and any characters within three meters of him are knocked
down if the miracle is successful, and damage is applied normally.
Ease Frenzy
Community Rating: 10
Difficulty: 9
Range: touch
Duration: 25 (one day)
Effect: ends target's frenzy
Attainment Rating: 14
This is a dangerous miracle, as the cleric must be
touching the target at the time he invokes it, always risky with a frenzied
creature. If successful, the target's frenzy will be ended for one day, giving
him time to recover from wounds and making him less likely to lapse into frenzy
again. At the end of the duration, have the target generate a frenzy total to
see if he relapses. The difficulty of this prayer is modified depending on how
much damage the frenzying target has suffered.
Ease Frenzy Modifier Chart
Wound Level DN Modifier
None                                      +0
K/O and/or shock           +1
Wound                                   +2
Heavy Wound                     +3
Mortal Wound                     +4
Ecstasy
Community Rating: 7
Difficulty: 20
Range: voice
Duration: 9 (one minute)
Effect: immobilizes a target with overwhelming
pleasure Ecstasy stimulates the target’s pleasure centers, overwhelming them
with the perception of enjoyable sensations. Targets affected by ecstasy cannot
perform any actions, not even simple actions, unless they make a willpower check
against a difficulty equal to the faith total of the miracle (this
counts as an action so multiaction penalties may apply if the character wishes
to perform a dice action.) A successful willpower check only lasts for
the round that it was made in; the character will have to make another check if
he wishes to attempt something in the next round. If the focus character
achieves a spectacular success with the miracle, the target character
becomes addicted to the ecstasy and will obey the commands of the focus
character even when not under the miracle’s influence. To disobey an Order given
by the focus character requires a willpower check against the faith
skill of the focus character, not against the faith total of
the original ecstasy miracle that addicted the character. Addiction to
the ecstasy miracle is permanent. It may be overcome by the traditional means
of fighting addictions, such as counseling, or by the cure disease miracle.
The difficulty for cure disease is the faith skill of the focus
character that performed the ecstasy miracle that addicted the
character.
Empyreal Judgment
Community Rating: 12
Difficulty. 17
Range: see below
Duration: 5 (10 seconds)
Effect: pillar of fire attacks enemies
Attainment Rating: 22
In the midst of battle, a faithful Templar may pray to
God for aid in destroying His enemies. If the miracle is successful, a column
of fire will descend from the sky, washing over the ground in an area
determined by the success level. Any faithful Christians in the fire's area of
effect will be inspired. Unbelievers will take spiritual damage equal to
the Faith value of the invoking Templar. Plants and animals will not be
affected by the fire. The area of effect is determined as follows:
Minimum: The
miracle can affect anyone target;
Average: The
miracle can affect a radius of five meters;
Good: The
miracle can affect a radius of 10 meters;
Superior: The
miracle can affect a radius of 20 meters;
Spectacular: The
miracle can affect a radius of 50 meters.
Endurance
Community Rating: 9
Difficulty, 13
Range: touch
Duration: 18 (one hour)
Effect: increases target's resistance to heat and cold
Attainment Rating: 18
By the laying on of hands and the recitation of
prayer, the cleric can increase the ability of the target character to endure
extremes of heat and cold. Each success level adds +2 to the target's Toughness
for resisting the effects of heat and cold only.
Fanaticism
Community Rating: 8
Difficulty: 13
Range: voice
Duration: a number of rounds equal to success levels Effect:
gives the character one extra action per round
Fanaticism increases
the target’s belief in the cause that he is fighting for, spurring him on and
giving him extraordinary speed. The effect value is compared to the miracle’s
difficulty and for a number of rounds equal to the success level of the miracle
the character gains a second action as if he were under the effects of a flurry
on his side of the conflict line. While the miracle is in effect, if an
actual flurry comes up on the character’s side of the conflict line, the
duration of the miracle is extended an extra round. The character does not get
three actions in that round. At the end of the duration of the miracle, the
character takes a number of shock points in damage equal to the number of
rounds the miracle was in effect, including any extra rounds gained from flurry
results on the conflict line.
Fear
Community Rating: 10
Difficulty. 14
Range: voice
Duration: NA
Effect: causes an enemy to break
Attainment Rating: 19
When successfully invoked, the cleric bellows a
terrifying cry and all enemies who hear his voice are stricken with fear. They can
make Spirit or Faith rolls against the faith total of the miracle
to resist its effects. If the miracle succeeds and the cleric's targets fail their faith rolls, they must flee
from the battle at the end of the round. Like a break result, the fear
is negated if the affected characters can inflict damage upon the cleric and
his allies before the round ends. If not, they must flee the battle.
Fire Walk
Community Rating: 12
Difficulty: 15
Range: touch
Duration: 18 (one hour)
Effect: allows the character to safely traverse fire
and coals
Attainment Rating: 20
This miracle allows the recipient to walk unaffected
through hot coals and flame. The miracle protects against all manner of fire or
heat damage. A Minimal or Average success grants the targetTOU+4 and
does not protect possessions; a Good success grants the above and protects the
recipient's possessions; a Superior success grants TOU+7 and protects
possessions; a
Spectacular successgrantsTOU+10
and protects possessions.
First Strike
Community Rating: 10
Difficulty: 13
Range: touch
Duration: performance
Effect: allows first strike in combat
Attainment Rating: 18
Allows the recipient to act with superhuman speed,
gaining a haste action at the beginning of the round. The recipient must spend
the haste at the beginning of the round, right after the initiative card is
flipped. A first strike lasts for a number of rounds equal to the level
of success.
Flame Aura
Community Rating: 12
Difficulty: 16
Range: self
Duration: 10 (100 seconds)
Effect: surrounds the body in flames
Attainment Rating: 21
Successful use of this prayer will turn the cleric's
body into a mass of flames. Flammable items carried or worn at the time will
burst into flame and soft metal will melt away. Unarmed combat attacks
from the flaming figure do normal damage in addition to fire damage of value 16
plus a random bonus. Striking the burning figure with an unarmed combat attack
inflicts damage value 16 on the attacker. In addition, the cleric has +5 armor
protection against attacks from weapons of soft metal or wood.
Flame Burst
Community Rating: 9
Difficulty: 11
Range: 12 (200 meters)
Duration: 9 (one minute)
Effect: causes an existing flame to burst into a blaze
Attainment Rating: 16
To cast this miracle, there must be a flame existent
within range. If the miracle is successful, the flame will suddenly explode
into a large fire, taking up a volume 20 times greater than the original
source.
Flame Ward
Community Rating: 10
Difficulty: 13
Range: touch
Duration: 17 (40 minutes)
Effect: protects the body from heat
Attainment Rating: 17
This miracle will give the receiver a +2 bonus to Toughness
per success level against heat-based damage. 
Ghost Walk
Community Rating: 9
Difficulty. 13
Range: touch
Duration: 18 (one hour)
Effect: allows cleric to walk without leaving traces
Attainment Rating: 18
When this miracle is cast, the cleric can walk across
any terrain - dust, sand, mud, snow, etc., and leave no trace of his passage.
It will be impossible to follow the cleric's trail using the tracking skill.
It will be possible to follow the residual spiritual energy the cleric leaves
behind using the detect miracle rite. In addition, searching in
ever-widening circles might tum up the track at the point it resumes (after the
duration of the miracle has expired).
Harm
Community Rating: 11
Difficulty: 17
Range: touch
Duration: NA
Effect inflicts damage by number of success levels
Attainment Rating: 22
Essentially the opposite of the healing miracle,
a cleric casts this by touching his target and, if successful, inflicts damage
upon him. On a Minimal success, the target takes one shock point; on an Average
success, the target takes three shock points; on a Good result, the
target takes seven shock points; on a Superior result, the target is wounded
and on a Spectacular result, the target is heavily wounded.''
Heightened Dexterity
Community Rating: 8
Difficulty: 15
Range: touch
Duration: one scene
Effect increases the coordination of the body
Attainment Rating: 20
Heightened dexterity is
a miracle that lets people move with more grace and economy of motion. It is
used to prepare people for longer rituals involving dances or to enhance
combat. As such, its duration is for a single scene. When someone is
blessed with heightened dexterity, he is extremely aware of each muscle
in his body, each bone, and the relation of bone to muscle. He is also gifted
with a kind of autopilot, where his body will move in the most efficient and
graceful way to accomplish a task.
How much Dexterity is increased depends on the
amount of success. Minimal success grants +1, Average +2, Good +3,
Superior +4, and Spectacular +5.
Heightened
Hearing'''
Community Rating: 8
Difficulty: 12
Range: result points +5
Duration: 17 (30 minutes)
Effect: enhances the target’s hearing
The target of this miracle can clearly hear all sounds
made within the range of the miracle. The range is equal to the result points
of the effect value plus five read on the Value Chart as distance. For example,
if a faith total of 17 is generated, that’s five result points. Adding
five to that provides a range value of 10, which is . The
character does not automatically hear everything that occurs within range; she
is able to choose the location, object, person or creature that she wishes to
hear. If it is within range, she can hear it as if she was right next to it and
whispers are as audible as a shout.
Heightened Sight
Community Rating: 6
Difficulty: 10
Range: sight
Duration: result points +3
Effect: makes everything the blessed character looks
at more clear and vibrant
Attainment Rating: 15
Heightened sight does not let someone see farther, but instead makes everything the
person looks at clearer. Everything within sight becomes much clearer, more
vibrant. Every detail becomes distinct. A character under the effect of this
ritual miracle receives a Perception +2 per success level for all rolls
involving sight, but also suffers a Dexterity -2 and a Mind -2
because the body and brain cannot assimilate all of the information coming in
through the eyes fast enough to use. It might seem as though he would get a
bonus due to his heightened Perception, but in combat the ability to
focus is paramount. With heightened sight, all objects and colors jump out
at the person and he has difficulty distinguishing one element from another.
Heightened Taste
Community Rating: 8
Difficulty: 7
Range: touch
Duration: 30 minutes
Effect: increases the sense of taste
Attainment Rating: 12
A person who is blessed by this prayer not only can
enjoy the taste of any substance more then he normally would, but he is able to
detect elements that would normally go unnoticed.
Poisons, traces of blood or sweat (for following trails), and anything else
that can be tasted become apparent. Because the sense of taste is heightened,
only a small sample need be tasted to sense a poison.
If the
result of the faith roll is Average or Good, the recipient enjoys
his food more. If Superior, his sense of taste is so discriminating that
he can identify specific elements - traces of poison, etc. If Spectacular, he
can match a taste to another specific taste. For example, if he were to taste
two separate drops of blood
Heightened Touch
Community Rating: 9
Difficulty: 10
Range: touch
Duration: 30 minutes
Effect: increases the recipient's sense of touch
Attainment Rating: 15
Someone blessed with this miracle experiences a sense
of touch at a heightened level-a tabletop is perceived as rough as tree bark,
and tree bark is like jagged stone. Although the sense of touch is increased,
the flesh of a person is no more sensitive to damage than it was before. Thus,
tree bark may feel rougher that it was before (feel, in fact, rough enough to
slice a person's skin open), but it won't harm the skin. The skin treats it
just like normal tree bark. If the miracle is cast on an unwilling target, a Minimal
success causes a -1 to all rolls the cursed being makes, Average -2,
Good -3, superior -4, and spectacular
success causes the cursed being to drop items, remove clothing-anything to
lessen the heightened sensations. When talking damage, a person with heightened
touch would add one result point of damage to rolls made against him.
Reflecting the extra shock his body experiences from the extra pain.
Illusory Dragon
Community Rating: 10
Difficulty: 11
Range: self
Duration: performance
Effect: creates illusion of dragon around cleric
Attainment Rating: 16
To cast this miracle, the priest must have the image
of a dragon in his mind. By concentrating upon it, he can create the illusion
that he is a fierce dragon. To anyone without the Divination Magic skill or knowledge of the detect miracle rite,
it will appear that the dragon is real and substantial and the cleric will be
unseen.
The "dragon" will mirror the cleric's
actions; when he moves, the dragon will move; when he lashes out, the dragon
lashes out, etc.
Being only an illusion, the dragon will be unable to
inflict damage, but the illusion has an intimidation value equal to that
of the cleric plus the result points generated by a successful invocation.
Increased Strength
Spiritual Rating: 23
Community Rating: 10
Difficu1ty: 15
Duration: one scene
Range: touch
Effect: increases a character's strength
Attainment Rating: 20
Increased Strength heightens the target's Strength to an
astounding degree. The strength of the target is increased as follows: Minimal
success +1, Average +2, Good +3, Superior +4, and spectacular
success grants +5. When under the influence of this miracle, a person does
not grow muscles. Instead, his body works with what it has at a peak ability,
focusing actions and attacks in such a way that they produce a stronger result.
Increased Toughness
Community Rating: 10
Difficulty: 12
Range: touch
Duration: one scene
Effect: increases the ability to withstand wounds
Attainment Rating: 17
Increased toughness is one of the more perverse rituals. It allows the target to feel all
the pain inflicted upon him, but it has no physical effect until the miracle
ends. A warrior, for example, ignores shock and KO damage in combat and does
not fall.
Instead, he keeps fighting, relishing the intense
pain. All damage is real. The warrior simply ignores it until the battle ends.
The miracle lasts throughout a scene, so the only way to stop a blessed warrior
is to cause so much damage that the warrior cannot continue to function (after
seven wounds are taken).
After the scene, the shock KO and other damage take
effect. If four or more wounds are taken, the warrior must make a successful
healing roll of toughness +10 to
lower the damage to a mortal wound. Failure brings on instant death.
Inferno
Community Rating: 11
Difficulty: 19
Range: 7 ()
Duration: 9 (one minute)
Effect: causes flames to consume the target. When
successfully performed, inferno causes elemental flame to erupt from the
ground and incinerate an enemy. The miracle may only be performed against one
opponent at a time and it inflicts damage equal to the faith total of
the miracle. The flames burn for the next minute but do not follow a moving target;
the inferno remains where it initially burst out of the ground.
At the end of the miracle’s duration the flames
immediately vanish, though anything they set ablaze will continue to burn
normally. The focus character may not call up another inferno while
the first one is still active.
Inspire
Community Rating: 8
Difficulty: 14
Range: voice
Duration: NA
Effect: removes shock and KO conditions
Attainment Rating: 19
This prayer allows a priest to call upon the power of
his faith to inspire himself and his companions. When successfully invoked, the
miracle allows all of the priest's companions who can hear his voice to remove
all of their shock and KO conditions as though they received first aid. In
addition, the priest and each of his companions can draw one card from the
Drama Deck and add it to their hands.
Kamikaze
Community Rating: 13
Difficulty: 19
Range: 15 (one kilometer)
Duration: 13 (five minutes)
Effect: caster can call upon "divine wind'"
Attainment Rating: 24
Using this prayer, the cleric can call down a
windstorm upon his enemies. The winds can reach gale force, lifting objects
which are not secured and hurling them with tremendous force(damage value 6/15). For greater accuracy in calculating
damage values, use the object's weight value +6.
Language
Community Rating: 8
Difficulty: 10
Range: self
Duration: 18 (one hour)
Effect: lets the character speak a foreign language While
this miracle is in effect, the character can understand and speak any one
language she is physically capable of hearing and speaking. The character does not
have to know the proper name of the language she wishes to understand or have any
prior knowledge or understanding of it. The faith total of the miracle
is compared to the difficulty of the miracle. A minimal success means only
a pidgin version of the language is understood. Average success gives a
rudimentary grasp of the language. A good or superior success
gives the character complete understanding and a spectacular success
gives completely fluency in the language.
Lava Storm
Community Rating: 10
Difficulty: 19
Range: sight
Duration: one round
Effect: causes lava to erupt from the ground beneath a
target, consuming him
Attainment Rating: 24
Lava storm causes
a wave of molten rock to erupt from the ground beneath a target, consuming him
in the fiery liquid rock. When successfully invoked, the miracle produces a
geyser of burning lava of damage value 24 plus result points. When the lava
storm ends, the ground returns to solid form and the burning rock vanishes. The
only evidence that remains are the targets own wounds.
Leap
Community Rating: 8
Difficulty: 14
Range: self
Duration: 18 (one hour)
Effect: allows great leaps to be performed
Attainment Rating: 19
Leap allows
the priest to jump higher and further than normally possible. Limit values are
increased by +1 for each level of success of the miracle. Additionally, the
result points of the miracle can be added to maneuver rolls as the
priest jumps to out maneuver his opponent.
Miracle Shield
Community Rating: 12
Difficulty: 15
Range: self
Duration: 18 (one hour)
Effect: protects a priest from the miracle of an enemy
Attainment Rating: 20
When a priest invokes a miracle shield, he is
asking his god to protect him from the miracles of his enemies. When a miracle
shield is successfully invoked, it increases the difficulty number of
miracles invoked against the priest by the level of success achieved. Minimal,
+1; Average, +3; Good, +5; Superior, +7; Spectacular, +9.''
Muse Tongue
Community Rating: 10
Difficulty: 12
Range: voice
Duration: performance
Effect: aids in eloquent speech
Attainment Rating: 17
The muse tongue miracle aids the priest by
swaying the opinions of all who hear his words. For each level of success,
lower the target's willpower or Mind by -1 for resistance against
the charm and persuasion skills of the priest.
Natural Protection
Community Rating: 10
Difficulty: 16
Range: touch
Duration: 25 (one day)
Ritual Length: 14 (ten minutes)
Effect: gives invulnerability to natural hazards
Attainment Rating: 21
Natural protection prevents the recipient from being harmed by ordinary forces of nature.
Each level of success allows one natural hazard to be avoided. A natural hazard
could be a poisonous snake, frostbite, a rockslide, etc.
Example: Laramie Blindhorse achieves a Good success using the natural protection miracle.
Over the next day, he may avoid three natural hazards. While hiking through the
mountains that day, Laramie avoids being blinded by a surprise blizzard. Next,
he chooses to not be affected by frostbite. Laramie cannot use this miracle to
avoid the avalanche that will be started by the''
Picts who are planning to kill him. He could, however, avoid a
spontaneously occurring avalanche.''
Obscure Animal's Senses
Community Rating: 10
Difficulty: 10
Range: sight
Duration: 17 (30 minutes)
Effect: confuses an animal or creature
Attainment Rating: 15
This prayer allows a priest to escape pursuing animals
or creatures by limiting their sense of sight, smell, and hearing. The miracle
worker gazes on the animal he wishes to confuse and prays for safety. The
animal's Perception and related skills are reduced by the amount of
success achieved by the miracle. When trying to confuse more than one animal,
use the Multi·Action Charts.
This miracle cannot be used on folk.
Minimal success
reduces the animal's Perception by -1, Average -2, Good -5, Superior
-7, and Spectacular by -10.
Obscuring Mists
Community Rating: 10
Difficulty: 8
Range: sight
Duration: 14 (10 minutes)
Effect: causes a black fog to rise around target
character
Attainment Rating: 13
Used by priests to out maneuver their opponents, this
miracle results in an inky black fog which surrounds the target character,
cutting off his vision and often causing disorientation. This fog cannot be
dissipated by rain or wind for the duration of the miracle. It extends for five
meters in every direction from the target character, and will move with him as
he moves. Any action dependent on sight that the target attempts has its
difficulty number increased by +2 for each success level achieved by the focus
character.
Oracle
Community Rating: 15
Difficulty: 8
Range: self
Duration: NA
Ritual Length: 14 (10 minutes)
Effect: gives access to oracular advice
Attainment Rating: 13
By entering into a trance for 10 minutes, this miracle
allows the priest to receive oracular advice from any number of spiritual
agencies. A Minimal success will present a completely irrelevant course
of action. An Average success provides an irrelevant fact. A Good success
provides a fact that seems irrelevant, but does have direct bearing on the
adventure. A Superior success suggests a relevant course of action, or
an important random fact. A Spectacular success grants a limited glimpse
of the future. All of these results are at the discretion of the gamemaster.
Part the Sea 
Community Rating: 6
Difficulty: 24
Range: sight
Duration: concentration
Effect: parts a body of liquid to allow passage
Attainment Rating: 29
With this miracle, the priest may call upon divine
power to cause a body of liquid to part and allow him passage. The liquid
separates dramatically, leaving a corridor of solid earth that is completely
free of the liquid. On a Minimal success, a bathtub sized volume may be parted. On an Average success,
a swimming pool sized volume may be forced to separate. A Good success will
part a river or medium-sized lake. A Superior success will part a great
lake or bay, and a Spectacular success will part a small sea.
Pass Quietly
Community Rating: 10
Difficulty, IS
Range: touch
Duration: 18 (one hour)              
Effect increases a target's stealth value
Attainment Rating: 20
This miracle increases a target's stealth value,
either the priest's own or that of one of the faithful. A character so blessed
is quieter and blends neatly into the shadows, receiving a +2 bonus to his normal stealth value per level of
success achieved.
Petrify
Community Rating: 11
Difficulty, 16
Range: touch
Duration: 18 (one hour)
Effect paralyzes enemy
Attainment Rating: 21
When the cleric invokes this miracle, compare his faith
to the Mind or willpower of the target. On a Minimal, Average
or Good result, the target suffers a +2 to the difficulty of all Dexterity-based
actions; on a Superior success, +4; on a Spectacular success, target
is paralyzed for the duration of the miracle.
Pillar of Salt
Community Rating: 14
Difficulty: 22
Range: 5 (10 meters)
Duration: permanent
Effect turns the target into a pillar of salt.
Attainment Rating: 27
This powerful miracle can only be cast in churches or
other holy. When cast, this miracle creates a force that will transform the
target into salt. Compare the faith total of the miracle to the Spirit
or faith of the target. On a Good or better success, the
prayer takes effect. A character may make an active spiritual defense,
generating a bonus to his faith or Spirit, if he knows he is
going to be targeted for this miracle. The only way to tum the character back
into his former self is through spiritual or magical powers. If the pillar must
be moved, care must be taken to keep as many of the grains of salt as possible.
Missing grains might adversely affect the character's health if he is later
transformed back to his original form.  
Plague
Community Rating: 15
Difficulty: 20
Range: touch
Duration: permanent
Effect causes target character to be afflicted with
deadly disease
Attainment Rating: 25
This miracle causes the target character to suffer
from a severe case of the bubonic plague. This illness will do damage value 12
plus a random bonus each hour until the character dies or the miracle is
dispelled. The damage is increased by +1 for each continuous hour during which
the target is infected. For example, the first how the damage value is 12, the
second 13, the third 14, etc. The caster of the miracle will be immune to the
contagion, but other characters who are in close proximity to the target must
generate Toughness totals every five minutes against a difficulty
number of 8 or come down with the disease. This curse can be counteracted in
one of three ways: the use of a dispel curse miracle; the use of the
cure disease miracle, with a difficulty
of 12; or the generation of a faith total on the part of the target
which is higher than that used to cast the miracle. In addition, the healing
miracle can be used, but only to delay death, not to dispel the effects of
the plague.
 
Plant Protection
Community Rating: 10
Difficulty: 10
Range: voice
Duration: 16 (30 minutes)
Effect: animates plant life to protect target
character
Attainment Rating: 15
When this miracle is in effect, all plant life within
range will act to protect the target character Specified in the ritual. Roots
will erupt from the ground and wrap themselves about the legs of enemies (Strength
of 11), tree branches will strike out at them (damage value 12), flowers
and grasses will act as shackles for their feet (Strength of 8).
Power and the Glory
Community Rating: 10
Difficulty: 16
Range: touch
Duration: length of battle
Effect: awards roll a agains to faithful
Attainment Rating: 21
Before an upcoming battle, a Templar can pray for
God's power and glory to help him, or one of his comrades, fight well against
the Lord's enemies. This miracle takes several minutes of prayer, and thus
cannot be done once combat is joined. (Frequently, a faithful Templar will invoke
this miracle along with a battle vigil, as part of a multi-action.) If
the miracle is successful, the Templar will have a number of roll agains to use
during the battle. The recipient may use one, some or all on any given action,
but each roll again may only be used once before it is lost. The number
available depends on the success level achieved: Minimal/Average, one
roll again; Good/Superior, two roll agains; Spectacular, three roll
agains.
Presence of God
Community Rating: 10
Difficulty: 13
Range: self
Duration: 18 (one hour)
Effect: envelops the faithful in the cloak of the
divine and gives power to his words
Attainment Rating: 18
This miracle will increase the persuasion and charm
skills of the faithful. People will sense the presence of the divine around
the person, and will tend to believe what he says. The persuasion and charm
skills will be increased by +2 for every level of success achieved.
Protective Ring
Community Rating: 9
Difficulty: 12
Range: 5 (to meter radius)
Duration: 18 (one hour)
Effect: creates a wall of mystic ice around cleric,
protecting him from supernatural entities
Attainment Rating: 17
When this miracle is cast, the cleric calls upon his
deity to protect him from the ravages of demons, undead, and supernatural entities.
A ring of ice, visible only to mages, priests or supernatural beings is
created. The ring has a Strength equal to the priest's faith total.
Whenever a supernatural entity crosses the ring, or at
the beginning of any round in which it is within the ring, it suffers an
automatic intimidation attack with an effect value equal to the ring's Strength
plus a randomly generated bonus. The ring has no effect on non-supernatural
beings.
Purity of Vision
Community Rating: 11
Difficulty: 15
Range: voice
Duration: one hour
Effect: allows temporary use of faith skill in
place of find
Attainment Rating: 20
This prayer allows the focus character to use his faith
skill when a find total is requested by the gamemaster. During the
miracle's duration, the focus character is literally "seeing through the
eyes of his faith," and the community can boost the effect of the purity
of vision as with any miracle.
Note: this miracle does not allow the focus character
to use his faith in place of Perception for any requested total
besides find.
Read Aura
Community Rating: 8
Difficulty: 15
Range: 7 (25 meters)
Duration: 18 (one hour)
Effect: cleric is able to determine the attitude of
those he meets
Attainment Rating: 20
While a Read Aura is in effect, a cleric can
see a visible glow about the head and shoulders of those he meets. Compare the faith
total to the Spirit or faith of the target. On a Good or
better success, the miracle takes effect. The illumination seen by the cleric can
be black, gray, blue, yellow, or white in color, representing the attitudes of enemy, hostile, neutral. Friendly and
loyal, respectively.
Reduce Toughness
Community Rating: 12
Difficulty: 15
Range: touch
Duration: 9 (one minute)
Effect: reduces the Toughness of a person or
object:
Attainment Rating: 20
This miracle reduces the Toughness of any
person or object within range. The character generates a faith total
after the miracle is successfully cast and compares it to the target's faith
or Spirit.''
The result points, as read on the Power Push table,
are then subtracted from the target's Toughness. This miracle works on
base Toughness only, and does not affect armor adds.
Rood
Awakening'''
Community Rating: 14
Difficulty: faith or Spirit of target
Range: touch
Duration: rounds equal to miracle’s result points Effect:
causes target to experience the agony of crucifixion
This combat miracle causes the target’s body to become
rigid in a cruciform position, suffering great pain and the effects of
crucifixion as if they were actually being crucified. The victim suffers a fatigue
result every round of the miracle’s duration and may not attempt any
actions except trying to break free of the miracle’s effects. Breaking free
requires generating a faith or Spirit total against the faith total
of the miracle. The focus character may also choose to release the
victim at any time. Note that the focus character must touch the target
of the miracle in Order to affect them. During a combat situation this would
require performing a multi-action, one action being the performance of the
miracle and the second being an unarmed combat skill check to touch the
target.
Run Like the Wind
Community Rating: 13
Difficulty: 13
Range: self
Duration: 18 (one hour)
Effect: allows prolonged running
Attainment Rating: 18
This miracle allows the invoking priest to run at an
all-out sprint for long periods of time. For each level of success, the priest
may add +2 to his running skill for the duration of the miracle. This
miracle also allows the priest to run at top speed, not experiencing the
regular degeneration of the limit value.
Satan's Mark
Community Rating: 6
Difficulty: 17
Range: touch
Duration: until lifted
Effect: causes an ugly welt, scar, or blemish to
appear on the target's face
Attainment Rating: 22
Satan's mark causes
a welt, scar, or blemish to appear on the target's face. The mark cannot be
removed, it quickly burns through cosmetics. The character must either have the
curse lifted by a cleric of his own religion or by a Satanist clergyman. 
Satan's mark lowers
the character's Charisma and associated values by -1 for each success
level of the miracle.
Sharpen Animal's Senses
Community Rating: 10
Difficulty: 10
Range: sight
Duration: 18 (one hour)
Effect: sharpens the senses of an animal
Attainment Rating: 15
This prayer allows a priest to enhance all five senses
of a summoned animal, almost invariably a predatory one, making it a more
effective hunter in tracking down the summoner's enemies.
Only one animal at a time may be affected by a single
miracle.
The animal's Perception and related skills are
increased in relation to the levels of success achieved by the miracle. Minimal
success increases the animal's Perception by +1, Average +2, Good
+5, Superior +10, and Spectacular by +15.
Sins of the Flesh
Community Rating: 10
Difficulty: 17
Range: touch
Duration: performance
Effect: cause the target's skin to rot at a very quick
rate
Attainment Rating: 22
This miracle causes the target's skin to rot. This is
reflected in an automatically successful attack made every round for the
duration of the miracle. The damage value of the attack is 15 plus the result
points of the miracle. Armor will not protect the character. Damage caused is
physical. Its effects are seen as rips and tears in the character's body. After
the first round of the miracle's effect, even if he takes no damage, the
character's skin is covered with open sores. The damage can be healed through
medical means, but the appearance of the flesh can only be repaired with
spiritual or magical healing.
Smash Hope
Community Rating: 10
Difficulty: 18
Range: voice
Duration: 18 (one hour)
Effect: destroys hope and replaces it with
hopelessness
Attainment Rating: 23
The smash hope miracle is usually invoked by
explaining how hopeless the target's situation is. If successful, the target is
left bereft of all hope, and feels resigned to his fate. Compare the faith total
of the miracle to the Spirit or faith of the victim. On a Minimal
or Average success, the victim will be stymied for the duration
of the miracle. On a Good success, the above occurs, and one setback is
inflicted on the victim in the next hour. On a Superior success, the
victim suffers a fatigue result in addition to the above. A Spectacular
success is the equivalent of a player’s call in which the caster gets to
specify what happens to the target (he breaks, etc.)
Soothe
Community Rating: 8
Difficulty: 12
Range: touch
Duration: NA
Effect: heals minor injuries
Soothe is
much like a miraculous version of the first aid skill in that it can be used
to heal characters of shock damage and KO conditions but not wound damage.
Unlike first aid though, the miracle’s difficulty is not determined by
the character’s injuries. The faith total of the miracle is compared to
its difficulty. On a minimal success the miracle will heal five points
of shock damage. On an average success the miracle will heal all of a
character’s shock damage and remove a K or O condition. If the character has a
KO condition it is reduced to a K. With a good or better success level
the miracle will heal all of a character’s shock damage as well as completely
remove any KO conditions. Soothe will also stop the accumulation of
shock damage that a character with a mortal wound experiences if the
effect total receives an average or better success level. A character
who is at four wounds (dead) that is immediately treated with soothe will
improve to mortally wounded with a good success level or better
but will still accumulate shock damage from being mortally wounded. With
a superior or better success level the dead character is improved
to mortally wounded and will not accumulate any shock damage. Characters
who are dead from more than five wounds may not be rescued with the
miracle.
Speak with Grass
Community Rating: 12
Difficulty: 8
Range: touch
Duration: concentration
Effect: allows limited communication with grasses
Attainment Rating: 13
This prayer allows a priest to communicate with grass
and other simple plants. The communication can take several different forms,
depending on the success level of the miracle:
Minimal success grants simple empathy and the invoker experiences
any strong emotions that were evoked recently in the area; Average success
allows deeper empathy, picking up trace emotions from further away or longer
ago; Good success allows empathy and blurred dream-like visions of past events;
Superior allows
empathy and clearer visions;
Spectacular allows
the invoker clear post cognitive visions of the area, complete empathy, and the
whistling of the wind in the grass will recreate many of the sounds of the
scene for all nearby to hear (others nearby may generate a Spirit total
of11 or higher to divine the meaning).
Speak with the Dead
Community Rating: 9
Difficulty' 11
Range: voice
Duration: 18 (one how)
Effect: allows communication with the dead
Attainment Rating: 16
Upon the successful invocation of this miracle, the
priest may communicate with the dead. For each level of success achieved, one
"yes or no" question may be asked of any dead sentient being, whose
corpse is within range. The questions must be asked at some point during the
duration of the miracle. Corpses speak their native language, and never lie.
Speak with Tree
Community Rating: 11
Difficulty: 11
Range: touch
Duration: concentration
Effect: allows communication with trees
Attainment Rating: 16
This prayer will allow a priest to gain information
from a tree. Minimal success grants the user a murky vision concerning
the question and also gives a detailed vision of anything that occurred within
the past 24 hours. Average grants a murky vision about the question and
detailed knowledge of the past week. Good success gives a clear vision of the
past week and gives a brief glimpse of the exact location and the individuals
involved in the omen.
Superior success
gives the user a minute's worth of sight, sound and touch concerning the omen
(the character may not manipulate anything, though). Spectacular success
gives the user a minute's worth of sight, sound and touch, and the character
may manipulate items as if he were present, although nothing may be
"brought through" after the miracle ends. To the individuals that are
the subject of the miracle, it is as if an invisible creature is able to move
things around. In the case of a Spectacular success, although the priest
may manipulate items, those in that area may only harm him by other miracles.
Spirit Shield
Community Rating: 5
Difficulty: 14
Range: self
Duration: 14 (10 minutes)
Effect: increases a character's resistance to attacks
against his Spirit
Attainment Rating: 19
This miracle is a character's best defense against
spiritual attacks. When this miracle is invoked, it surrounds the character
with a shimmering net of energy that extends for five centimeters in all
directions. Although a spirit shield glitters, it gives off no actual light, so
a character with an active spirit shield does not glow in the dark. When a spirit
shield miracle is used, the character generates a faith total.
Result points generated are added to the character's Spirit in the same
way that normal armor adds to a character's Toughness. These result
points protect the character from spiritual attacks only they do not increase
his Spirit for the purposes of using skills, etc.
Spirit Sword
Community Rating: 12
Difficulty: 14
Range: touch
Duration: 14 (10 minutes)
Effect: creates a sword of spiritual energy
Attainment Rating: 19
This miracle allows a character to create a sword made
of spiritual energy.
The sword appears in the character's hand and has a
spiritual damage value equal to the character's Spirit plus the result
points of the miracle. A spirit sword is used with the melee weapons skill.
Spiritual Protection
Community Rating: 13
Difficulty: 16
Range: touch
Duration: 18 (one hour)
Effect: increases the recipient's Toughness, or
trick, taunt, intimidate, or test defensive values
Attainment Rating: 21
If successfully called upon, the spiritual
protection miracle will increase either the recipient's Toughness, or
his defensive values to resist trick, taunt, intimidate or test attacks.
Compare the caster's faith value to the difficulty, with each level of
success adding +1 to the value chosen by the recipient (a Minimal success
nets a +1, an Average success gets a +2, and so forth). The resistance
form chosen must be declared before the miracle is cast.
Storm
Community Rating: 9
Difficulty: 18
Range: 15 (one kilometer)
Duration: concentration
Effect: cleric can call down a storm on an enemy
Attainment Rating: 23
The cleric raises his hands into the air and implores
his god or goddess to hurl the fury of the storm down upon his enemy. This
miracle is commonly invoked during battles at sea. On a Minimal success,
the wind grows more gusty, increasing the difficulty of all Dexterity and
Strength based actions by+1, and possibly blowing the enemy vessel off
course; on an Average or Good success, it begins to rain heavily,
increasing the Dexterity and Strength penalty to +2, increasing all Perception
difficulties by +2, and reducing a vessel's speed value by 2; on a Superior
success, the rain becomes a raging thunderstorm, with jagged bolts of
lightning, attacking with a skill equal to the cleric's faith total, and doing
damage 15 plus a random bonus to any target within range; on a Spectacular success,
it begins to sleet, doing damage 20 plus a random bonus to all targets within
range.
Storm of Battle
Community Rating: 8
Difficulty: 18
Range: 15 (one kilometer)
Duration: length of battle
Effect: calls down storm on enemies
Attainment Rating: 23
During a battle, a Knight may ask for God's help and
protection. If the miracle is
successful, the battlefield will be covered with a storm of winds and rain. The
storm will take three rounds to form and will serve to hinder the Knight's
enemies until the end of the battle (add +8 to the difficulty of any
sight·based actions).
Strength of the Righteous
Community Rating: 12
Difficulty: 16
Range: self
Duration: see below
Effect: Adds faith adds to melee weapons skill
Attainment Rating: 21
The Lord makes his knights strong in battle. If a Templar is injured by an
unbeliever in battle (K/O or wound after reduction by Possibilities), he
can pray for this miracle to make him strong. If successful, the Knight
may add his faith adds to his melee weapons skill for a number of
rounds determined by the success level: Minimal, two rounds; Average,
four rounds; Good, six rounds; Superior, eight rounds; Spectacular,
ten rounds.
 
 
Sword of Faith
Community Rating: 10
Difficulty: 10
Range: touch
Duration: 18 (one hour)
Effect: increases Strength of sword
Attainment Rating: 15
Sword of Faith is
a form of blessing that is effective only on swords. The bearer of the sword
must cut his left hand with it and allow the blood to drip on the blade, thus
representing the blood the sword will draw from his enemies. The cleric then
lays a hand upon the blade and beseeches His God to make the sword strong and
proof against all opponents.
A Minimal or Average success increases
the damage value of the sword by +1; a Good or Superior result by +2;
and a Spectacular result by +3. 
Thrice Damned
Community Rating: 10
Difficulty: 15
Range: 8 (40 meters)
Duration: 25 (one day)
Effect: causes victim to suffer three adverse
conditions
Attainment Rating: 20
When this prayer is invoked, the target character suffers
three negative conditions over the next 24 hours. Compare the faith total
of the miracle to the target's faith or Spirit on the
"lntimidate/Test' column of the Interaction Results Table (using the One
On ·Many table) to determine the nature of the adverse condition (unskilled,
stymied, setback, etc.). Each of the three conditions lasts for no longer
than one round, and can be levied at any point during the next 24 hours at the
gamemaster's discretion. Example: This miracle is cast on a
character with a faith of 12. The priest invoking the miracle generates a faith total of 20. Since there are three effects coming out of the
one miracle (and thus it is a multi- action), the target's faith is
12 for the first result, 14 for the second result, and 15for the third result. The result points are eight, six, and five.
Looking on the Interaction Results Table under
"Intimidate/Test," this means that, sometime during the next''
24 hours, the
target will be stymied three times. If all three of the
totals do not exceed the target's Spirit
or faith, then the
target is unaffected.''
Transfer Damage
Community Rating: 14
Difficulty. 9
Range: touch
Duration: NA
Effect: removes damage from target, inflicting it on
invoker
Attainment Rating: 14
By touching a wounded character, the invoking priest
is able to transfer the wounds, shock, or KO conditions to his own body. Read
the result points on the Combat Results Table. The amount of damage indicated
may be transferred from the target to the focus character.
True Vision
Community Rating: 12
Difficulty: 9
Range: touch
Duration: 15 (15 minutes)
Effect: enables cleric to see things as they truly are
Attainment Rating: 14
When successfully cast, this miracle enables the
target to see things revealed for what they are – hidden panels are revealed,
disguises can be pierced, and the target's sight cannot be affected by magical
or normal darkness. This miracle does not allow the target to see through solid
objects or detect dishonesty.
Vex
Community Rating: 8
Dilficulty.14
Duration: performance
Effect: recipient is stymied
Attainment Rating: 19
A Vex works
just like a stymie: the recipient loses his first roll again, including an up
on the conflict line or a spent Possibility.
Walk on Air
Community Rating: 12
Difficulty: 12
Range: touch
Duration: 18 (one hour)
Effect: target can walk on air as if it were dry land
Attainment Rating: 17
The beneficiary of this miracle will be able to walk
on a cushion of air. However, he will still suffer from oxygen deprivation at
high altitudes, and thus there are limits to how far he can ascend.
The air will normally seem like a level plane under
his feet, but if he wishes, wind currents can make it possible for the target
to ascend
or descend, as if he were on a staircase.
Walk on Water
Community Rating: 15
Difficulty: 12
Range: self
Duration: 14 (ten minutes)
Effect: allows priest to walk on water
Attainment Rating: 17
When under the influence of the walk on water miracle,
the invoking priest may walk across bodies of water as if they were solid ground. This does not change
the condition of the water, so walking across boiling water would still damage
the priest involved.
Ward Arcana
Community Rating: 7
Difficulty: 13
Range: voice
Duration: performance
Effect: increases difficulty of using magic to harm
target character
Attainment Rating: 18
Ward Arcana allows
the cleric to draw on the spiritual energy of the faithful and use it to form a
mystic barrier through which magic cannot pass. As long as the ward is in
place, spells from outside the barrier cannot penetrate to those under its
protection, nor can spells leave the barrier from within. The ward has no
effect on physical attacks. The difficulty number of using magic to harm a
character protected by this rite is increased +4 for each success level of the
miracle.
Ward Being
Community Rating: 13
Difficulty: 11
Range: 5 (10 meters)
Duration: concentration
Effect: prevents specific being from approaching
target character
Attainment Rating: 16
To enact this miracle, the cleric must have a specific
being or creature in mind. If he successfully invokes the ward, that particular
being will be unable to mount any sort of attack on the target character for
the duration of the prayer. For instance, a priest could set up a ward against
the dreaded ogre, Olant, and it would prevent him from causing damage. It would
not, however, prevent his brother or any other ogre from attacking. The warded
being may attempt to break the ward by generating a faith total higher
than the faith total of the invoking priest.
Ward Danger
Community Rating: 6
Difficulty: 16
Range: voice
Duration: concentration
Effect: increases difficulty of harming character
Attainment Rating: 21
Ward danger gathers
the spiritual energy of the faithful and attempts to decrease the chance of the
community coming to harm. The faithful must be praying for protection from one
source of danger; if the worshipers are praying for protection from a tornado,
the ward would have no effect against a Dragon who breathed fire at the church.
The difficulty number to harm a character protected by ward danger is increased
by +3 for each success level of the miracle.
Ward Enemy
Community Rating: 6
Difficulty: 0
Range: self
Duration: performance
Effect: protects from attacks of evil creatures
Attainment Rating: 5
The ward enemy prayer works against all enemies
of the character's
faith. This miracle does not require a focus total- a faith
total is generated instead. If the character does not have focus, he
must have a holy symbol or text of their faith. A warded character may
not be attacked by physical, magical, or spiritual means. Test, trick,
taunt, and intimidate may be used; on a player's call, the
warded character has succeeded in getting the warding character to lower his ward
enemy. Other effects apply if the warding character must perform an action,
including generating another ward enemy.
The only possible enemy attack is a faith attack;
the attacker generates a faith total against the faith total of
the miracle. This counts as the enemy's action that round. If the enemy's total
is higher, the ward is breached, and the character suffers the result points in
spiritual damage. The warding character must enact the ward again at his
next opportunity if he wishes to be protected. If the miracle's total is
higher, the enemy fails to breach the ward. The enemy takes spiritual damage
equal to the result points. However, the enemy's attack does cause the ward
to waiver. The warding character must expend his next action to generate a ward
enemy total, or the ward collapses at the end of his action round.
 
Warrior Madness
Community Rating: 9
Difficulty: 14
Range: touch
Duration: until dispelled
Effect: turns warriors into frenzied killers
Attainment Rating: 19
The cleric may cast this miracle upon a willing or
unwilling subject. If the priest's faith total is greater than the target's willpower or Mind, the target
is overwhelmed by warrior madness his Strength and Toughness attributes
receive a +3 boost, as do his melee weapons and unarmed combat skills.
This miracle does not actually cause the muscles to grow larger, but simply
allows the target character to operate at peak ability. It is possible for a
character's attributes to exceed the limit while under the influence of this
miracle. The target character will keep fighting until he is unconscious, dead,
or runs out of opponents. A being afflicted with warrior madness cannot maneuver,
trick, taunt, intimidate, or test his actions are limited to melee weapons
and unarmed combat attacks. To snap out of his madness, the target
character must generate a successful willpower or Mind total against a
difficulty number of 12. Once someone has been so "blessed”, there
is a risk of him succumbing to the madness anytime he goes into battle. In
combat, he must generate a successful willpower or Mind total
against a difficulty number of 8 to avoid going mad (+1 modifier for each previous
incident of warrior madness experienced by the target). The target
character can, if he wishes, voluntarily call upon the miracle in battle.
Wasp Touch
Community Rating: 12
Difficulty: 15
Range: touch
Duration: NA
Effect: poisons the victim with effects similar to a
giant wasp's sting
Attainment Rating: 20
This miracle delivers a poisonous affliction exactly
like the sting of a giant wasp. The touch delivers sharp pain, but does not
cause the physical damage that the thrust of the stinger does. However, the
venom does damage value 16 plus result points, and if a KO result occurs, the
victim is paralyzed. for one hour.
Weaken
Community Rating: 10
Difficulty: 17
Range: touch
Duration: 18 (one hour)
Effect: increases the amount of damage an opponent
suffers
Attainment Rating: 22
This miracle can be used to weaken an opponent to such
an extent that he suffers greater damage than usual. By successfully invoking
this miracle, the priest causes his target to take damage on the
"Ords" column of the Combat Results Table for the duration of the
miracle.
Wings of Sparrow
Community Rating: 10
Difficulty, 14
Range: self
Duration: 18 (one hour)
Effect: improves target's dodge
Attainment Rating: 19
The sparrow, it is said, was gifted by the gods with
the ability to sense the approach of danger and fly before it arrives. This
miracle conveys part of this advantage to the target, helping him to better
anticipate, and thus avoid, blows. If successful, the target gets a +1 increase
to his dodge value per success level.
Wisdom
Community Rating: 7
Difficulty: 13
Range: touch
Duration: 18 (one hour)
Effect: increases subject's wisdom
Attainment Rating: 18
When successfully cast, the target's
Mind value
and related skills are increased by +1 per success level. 
Wither Plant
Community Rating: 9
Difficulty: 8
Range: 5 (ten meters)
Duration: 18 (one hour)
Effect: destroys plant life
Attainment Rating: 13
When this prayer is invoked, all plant life within
range withers and dies. The densest jungle will be withered into non-existence
in a matter of seconds.
Rituals
Battle Vigil
Spiritual Rating: 11
Community Rating: 14
Difficulty: 20
Range: self
Duration: length of battle
Ritual Length: 22 (six hours)
Attainment Rating: 25
On the night before an impending battle, the Templar
must stand vigil the entire night in prayer to God. The vigil must be at least
six hours long, during which time the knight can neither sleep, travel, eat nor
join conversation with any of his comrades, lest his prayers be interrupted. He
may fight to defend himself and his fellows should they be attacked by any
manner of foe or beast during the vigil, and this will serve to focus his
attentions for the coming day's task. At dawn on the day of battle, the focus
total for the miracle is generated, with a +1 bonus for every two hours the
vigil lasted over the required six, up to a maximum increase of +3. If the
miracle fails, the Templar will find himself both physically and spiritually
drained, subject to the following penalties until his faith is restored and he
has received a full night's sleep: 1) the Templar will have three shock points
which cannot be reduced by Hero Points. Miraculous healing of the spiritual
damage will remove them, however; and 2) the Templar will suffer a penalty of
+3 to the difficulty of all Dexterity and Strength actions – if
the difficulty of the miracle is missed by more than eight points, the penalty
is +5. If the Templar's prayer is successful, however, he will be strong a
fierce in the coming battle. He will receive benefits dependent upon his
success level, and these benefits will last for the duration of the battle.
Only the caster may receive this divine help. Minimum-Average: Fatigue
and DEX penalties from the Templar's armor are ignored. Also, the Templar can
ignore two shock points from each attack; Good: As Minimum/Average, but
the Templar can ignore threes hock points from each attack.
Superior: As
Good, but the Templar can ignore four shock points from each attack. Spectacular:
As Superior, but the Templar is immune to KO damage. A battle is
considered to begin when the first effect value, whether a condition of
surprise exists or not, is generated. The battle is usually considered over
when action leaves rounds.
Beacon
Spiritual Rating: 8
Community Rating: 10
Difficulty: 16
Range: 30 (1000 kilometers)
Duration: performance
Ritual Length: 25 (one day)
Effect: allows performer to see an object of faith
which will aid in a divine quest
Attainment Rating: 21
Beacon is a
powerful miracle because it allows the performer to glimpse a vision of a spiritually enhanced object which will be of aid to the community of
the faithful. This miracle is normally used in conjunction with a religious
quest that the faithful are participating in. When successfully performed, the
miracle allows the recipient to see the object and everything within a 10-meter
radius. At the completion of the miracle, the recipient will know the direction
in which the object lies, although the exact distance is unknown. The caster
needs to make a Mind roll every day afterwards to recall the exact direction
of the object. The difficulty number of the Mind
roll equals the value of the number of days that pass plus 8. Thus, a character
who casts the miracle successfully and then, a week later, wishes to recall the
exact location of the object, must make a Mind total of 8+5 (the value
of 7) or 13 to succeed. The miracle may be recast on the same object.
Bless Battle
Community Rating: 10
Difficulty: 30
Range: voice
Duration: 32 (one month)
Ritual Length: 19 (two hours)
Effect: increases battle readiness of unit
Attainment Rating: 35
Bless battle brings
the blessings of the gods on an entire unit preparing for battle, up to a full
battalion (maximum 1,000 troops). Every member of the unit has their Toughness
increased by the result points read on the "Power'" column of the
Push Results
Table. The priest can cast this miracle on a unit more
than once. The first miracle increases Toughness, each subsequent
miracle increases one combat skill of the cleric's choice.
Bless Holy Water
Community Rating: 9
Difficulty: 11
Range: Touch
Duration: permanent
Ritual Length: 16 (30 minutes)
Effect: Turns regular water into holy water
Attainment Rating: 16
This ritual turns fresh, clean water into holy water.
The ritual must be invoked in a church or on other hallowed ground. The water
must be pure (either boiled or from a clean running stream). One
Cannot make holy water out of puddles, ponds, or a
glass of water from which someone has drunk a portion. The miracle creates
enough holy water for four vials, and cannot be invoked more than once per
week.
Bless Missile
Community Rating: 10
Difficultly: 18
Range: voice
Duration: 32 (one month)
Ritual Length: 21 (four hours)
Effect: imbues bullets, arrows, bolts and the like
with the faith of the firer
Attainment Rating: 23
Bless missile is
a ritual, typically performed before a large battle. The missiles are piled in
a sacred spot. After sprinkling them with holy water, the priest calls the
community to pray for their weapons to have divine power. If successful the
missiles are imbued with a faith value equal to that of the priest performing
the ritual. Up to 100 bullets may be blessed at one time. Arrows are equal to
10 bullets. When a blessed missile hits a target, it does both physical and
spiritual damage. The physical damage is as normal for the missile type; the
spiritual attack has a damage value equal to the faith value imbued into
the missile plus the bonus.
Note: the blessed missiles are only effective in the
hands of a firer who took part in the ritual. They are normal missiles when
fired by anyone else.
Bless
Weapon'''
Community Rating: 8
Difficulty: 14
Range: touch
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: increases the damage value of one weapon. 
This ritual enhances the damage value of any weapon,
including ranged weapons such as firearms, unless the character’s mythos
forbids the use of certain types of weapons in which case the miracle only
affects those weapons proscribed by the religion. The focus character
must lay her hands on the weapon and call upon the power of her mythos to make
the weapon as strong as the faith character’s heart is brave. The faith
total of the miracle is compared to the difficulty and each success level
results in a +1 increase to the weapon’s damage value. For weapons with maximum
damage values, such as most melee weapons, the bonus is also added to the
weapon’s maximum damage value. The blessed weapon may be used by anyone; it does not have to be used
by the character that provided the faith for the miracle.
Blessing
Vow'''
Community Rating: 6
Difficulty: 15
Range: voice
Duration: until vow is broken
Ritual Length: 18 (one hour)
Effect: adds success levels to one attribute for one
character. 
In this ritual, the blessed agrees to uphold an
institution, or virtues important to the mythos, for as long as he shall live.
In exchange, the blessed receives an increase in one chosen attribute equal to the
number of success levels achieved by the blessing for as long as he maintains
the vow. Unlike the bless miracle, this is an actual increase in the
attribute so all values derived from the attribute are affected by the
blessing. A character may only have one blessing vow on him at one time.
A blessing vow is only given to characters that have proven themselves
worthy to spiritual leaders and the community.
Blight
Community Rating: 12
Difficulty: 18
Range: sight
Duration: 38 (one year and a day)
Ritual Length: 29 (one week)
Effect: ruins land
Attainment Rating: 23
Blight greatly
reduces the aridity of land. Crop yields, or plant growth, in blighted fields
fall according to the success level of the miracle. Minimal success
reduces the yield by 10 percent, while Average success
reduces yields by 25 percent, stunting the growth of most plants and killing
some. Good success stunts about half of the plants, killing an additional 10 percent.
Superior success stunts half and kills half, while Spectacular success
kills every plant growing in the blighted soil. The ritual must be performed
within sight of the field to be blighted.
Blood Brothers
Community Rating: 14
Difficulty: 10
Range: touch
Duration: permanent
Ritual Length: 19 (two hours)
Effect: binds the thoughts of two individuals together
Attainment Rating: 15
When two individuals are bound as blood brothers,
their spirits are irrevocably tied together. Each individual gains the ability
to sense the emotional state of the other being. If one is in danger, the other
knows, and vice versa. A blood brother also gains a +5 bonus to tracking when
attempting to locate the other brother. If one brother is killed, the other
immediately goes into a berserker fury.
Blood Curse
Community Rating: 17
Difficulty: 20
Range: unlimited
Duration: permanent
Ritual Length: 23 (twelve hours)
Effect: calls down the vengeance of the gods upon
mortal enemies
Attainment Rating: 25
When a blood curse is invoked, the gods pour
down their wrath upon the subject of the curse. If the reason for invoking the
curse is good, such as betrayal, murder, or personal injury, the subject of the
curse is inflicted with a setback once per act. If the reason for invoking
the curse is poor, such as a bad deal, an insult, or an argument, the subject
has a stymie inflicted upon him for one scene per adventure. The curse
is broken if the invoking priest is slain, or through the dispel curse miracle.
Record the faith total achieved when invoking this miracle.
Blood Oath
Community Rating: 10
Difficulty: 16
Range: self
Duration: until fulfilled
Ritual Length: 14 (10 minutes)
Effect: aids individual in exchange for the
performance of a deed
Attainment Rating: 21
When a blood oath is sworn it must be done in full
sincerity. The priest vows to accomplish some mighty dead, and asks the gods to
aid him in his quest. If successful, the priest gains advantages dependent upon
his level of success. A Minimal or Good success allows the priest
to inspire himself once per adventure. A Superior success allows him
to inspire the entire party once per adventure. A Spectacular success has
the same effect as a Superior one, but also gives the priest a free up
once per adventure. The advantages are gained so long as the priest
continues to actively pursue the fulfillment of his oath. Only one blood
oath may be held by an individual at any given time.
Bounty
Community Rating: 12
Difficulty: 16
Range: sight
Duration: 38 (one year and a day)
Ritual Length: 29 (one week)
Effect: blesses growth on land
Attainment Rating: 21
Bounty is
the opposite of blight. It raises the yield of a crop field, or the
lushness of vegetation, in the area blessed by bounty. The effect is based upon
the success level of the miracle:
Minimal increases
yields by 10 percent, Average increases yields by 50 percent, Good doubles
the yield, Superior triples the yield, and Spectacular success
quadruples the yield. The ritual must be performed within sight of the field to
be blessed. 
Bow Master
Community Rating: 9
Difficulty: 15
Range: touch
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: betters target's skill with a bow or other
missile weapon
Attainment Rating: 20
The cleric lays hands upon the target and his weapon
while reciting the proper incantation. If the rite is successful, the target
will find his ability to handle the weapon improved by +1for each level of
success.
Common
Ground'''
Community Rating: 12
Difficulty: 12
Range: faith total
Duration: performance
Ritual Length: 18 (one hour)
Effect: improve relations between targets
Common ground is
used to mediate between individuals. In Order for the miracle to work, the
characters influenced by the miracle must have some common interest. If the
characters share no goals or have no desires that are not mutually exclusive,
then the miracle automatically fails. Only where mutual gain is possible will
the miracle work. When successful, the miracle provides a temporary boost to relations.
The faith total is compared to the difficulty of the miracle. Each
success level achieved improves the attitudes of all involved characters
one step each (see Chapter Four) to a maximum of friendly. Attitudes are
only improved towards the other side of the situation; it will not improve
attitudes unrelated to the matter being mediated.
Communication
with Spirits'''
Each of the four miracles below allows spoken
communication with any of the appropriate spirit that is in range. If no
animal, plant, or elemental is visible or otherwise obviously present, the
difficulty is increased by +3. Minimal success means that only a pidgin
version of communication is possible with the spirit, average success
gives the miracle worker rudimentary understanding the spirit’s language, good
or superior results give the skill user complete understanding of
the spirit’s language, and spectacular success allows the user to speak
and understand the spirit with no penalties. The character communicates with
the spirit as part of the ritual so he may perform it and communicate at the
same time without penalty.
Communicate
with Animal Spirit'''
Community Rating: 12
Difficulty: 12
Range: voice
Duration: performance
Ritual Length: 14 (10 minutes)
Effect: speak to the spirits of animals
The spirit of an animal is considered to be more intelligent
than the animal that houses it. While seeing things from the perspective of
their animal host, the spirits can equal human intelligence.
Communicate
with Elemental Spirit'''
Community Rating: 12
Difficulty: 15
Range: voice
Duration: performance
Ritual Length: 14 (10 minutes)
Effect: speak to elemental spirits
There are five elemental spirits (other than plant
elementals, covered below) - earth, air, fire, water and metal. Elementals are temperamental
and have an intelligence slightly below that of an average human, but with a
cunning greater than that of ordinary animals. They see things from a very pure
standpoint relating to their own element.
Communicate
with Plant Spirit'''
Community Rating: 12
Difficulty: 12
Range: voice
Duration: performance
Ritual Length: 14 (10 minutes)
Effect: speak with the spirits of plants
Plant spirits are slow - not dumb, just slow. They
take their time when speaking and have a very different perspective of the
passage of time. Even plants who have very short lives are slow communicators.
They tend to notice less during the night than during
the day.
Cure
Disease'''
Community Rating: 8
Difficulty: see below
Range: touch
Duration: NA
Ritual Length: 18 (one hour)
Effect: cures a disease
Cure disease destroys
an infection or affliction that is ravaging the target character. The target is
cured but is not healed of any damage caused by the disease. The character must
regain her strength over time or receive additional healing from another
medical, magical or miraculous source. The type of disease to be cured
determines the difficulty of the miracle, some examples are provided below. The
Difficulty Number Scale and the provided difficulty numbers can be used to
judge difficulties for other diseases. Both the focus and faith total
must beat the difficulty for the miracle to be successful.
DISEASE
DIFFICULTY CHART'''
Disease                                    
Difficulty'''
24-hour cold bug           8
Influenza (flu)                         10
Pneumonia                   
12
Drug addiction             
15
Cancer                                     18
Alzheimer’s                 25
Curse
Community Rating: 12
Difficulty: 14
Range: Sight
Duration: 18 (one day)
Ritual Length: 18 (one hour)
Effect: additional difficulty of all tasks
Attainment Rating: 19
A curse directs the ire of the gods to a single
individual. He or she suffers a +1 to the difficulty of all actions for the
next day.
A curse is removed when a priest of the target's
religion, or a friendly religion, invokes a dispel curse miracle on the
target. No more than one curse may be placed on a victim by the same priest,
although multiple priests may place multiple curses on the same victim.
Modifiers to difficulty from multiple curses are cumulative. When a curse is
invoked, the faith total of the curse should be noted.
Damn
Community Rating: 8
Difficulty: 17
Range: voice
Duration: until removed
Ritual Length: 25 (one day)
Effect: reduces bonus of recipient by level of success
Attainment Rating: 22
A Damn miracle is used on heretics.
It causes an upside down cross to appear on the
recipient's forehead which brands the person as a damned heretic.
Damn reduces
anyone of the recipient's attributes, selected by the bestower, by an amount
equal to the success level of the damn. A Minimal success reduces
an attribute by one point. A character can only have one damn laid upon him at one time. It can only be removed by a blessing
vow with a success level equal to or greater than the damn. When
used this way, the blessing vow confers no other advantages, as the blessing vow and
damn cancel each other.
Dispel Curse
Community Rating: 12
Difficulty: 12
Range: touch
Duration: permanent
Ritual Length: 18 (one hour)
Effect: removes curse
Attainment Rating: 17
Dispel curse removes
a curse that has been inflicted upon the target. The difference between the
curse's faith total (which should have been noted; assume 12 if it was
not), and the faith total of the dispel curse should be indexed on the
General Results Table. If a Good level of success or better is attained,
the curse is removed.
Divine Intuition
Community Rating: 9
Difficulty: 10
Range: self
Duration: one question
Ritual Length: 18 (one hour)
Effect: allows cleric to have a flash of intuition
about a topic
Attainment Rating: 15
When this miracle is invoked, the priest gains a flash
of divine intuition, and things will become clear concerning a topic. The
cleric will gain the answer to one question. The answer will be in agreement
with all existing doctrines of the religion of the character, and others will
see that this answer was divinely inspired. The answer will always be true, but
depending on the success level of the miracle, it may not have a clear meaning.
A Minimal success will elicit a very cryptic, or partial, response. An
Average success
yields a response couched in some sort of riddle or parable. Good results get a
clearer answer, with only slight vagaries, and a Superior success will
be very clear. The Spectacular success will get a completely clear
answer and additional unasked for (and sometimes unwanted) advice.
Remember, the gamemaster should not allow this miracle
(or any other) to spoil a good adventure, but he should give the character as
much leeway as he can.
Enslavement
Community Rating: 15
Difficulty: 13
Range: touch
Duration: until the enslavement is broken
Ritual Length: 25 (one day)
Effect: enslaves target character
Attainment Rating: 18
Enslavement forces
the target to become totally obedient to the will of the focus character. This
happens if the faith total exceeds the target's faith, or Spirit
if the target has no faith adds. The slave can only resist the orders
of the master by generating a Spirit total of 20, and he is only allowed
to make this check if given an order abhorrent to him. If the slave does
successfully resist an order, he may try to throw off the miracle's effect
completely, generating a Spirit total equal to or greater than his
master's faith. If unable to resist an order, the slave carries it out
to the best of his ability, without reservation or hesitation.
Exorcism
Community Rating: 15
Difficulty: 13
Range: voice
Duration: NA
Ritual Length: 29 (one week)
Effect: drives possessing spirits out of the target’s
body
An exorcism pits the faith of the
character performing the ritual against the faith or Spirit attribute
of the creature possessing the target’s body. Spirits may possess objects as
well as people (see communicate with spirits miracles above.) The end of
the ritual triggers a use of the Dramatic Skill Resolution rules (see Chapter Four.)
Most exorcisms require steps A, B and C while particularly powerful entities by
also require step D. Characters who supported the focus character in
performing the miracle may continue to aid him during the Dramatic Skill
Resolution but they must make a new faith check against the Community Rating
every time the focus character attempts one of the steps in the Dramatic
Skill Resolution. Every time the appropriate letters come up, the focus character
generates a new faith total against a difficulty equal to the faith or
Spirit attribute of the possessing entity. When the exorcist completes the
required steps, the entity is driven out of the target’s body and it cannot
return. During every round of the Dramatic Skill Resolution the possessing
entity may make a spiritual attack on the focus character or on anyone
supporting the focus character. The spirit generates a faith or Spirit
total against the faith of the person it is attacking with positive
result points being read as spiritual damage. Supporters who are knocked
unconscious or who lose their faith skill because of spiritual wound
damage may no longer aid the focus character. If the focus character
is knocked unconscious by spiritual damage or loses his faith skill
because of spiritual wound damage, the exorcism is a failure and the possessing
spirit remains in the target’s body.
Faith Armor
Community Rating: 11
Difficulty: 17
Range: touch
Duration: 25 (one day)
Ritual length: 18 (one hour)
Effect: protects the faithful from harm
Attainment Rating: 22
Faith armor allows
the faithful to greatly increase their resistance to physical damage from one-specific
type of attack (bullets, blades, poisons and blunt weapons are among the
possible choices). When a character is hit by the chosen weapon in combat, the
faith total of the ritual is measured against the faith of the
person who hit them. If the blessed character's total is higher, the damage is
reduced by the number of result points. If the faith total of the enemy is higher, then the miracle is dispelled
and has no further effect. A character may have only one type of Faith Armor at
a time.
The Gift of Air
Community Rating: NA
Difficulty: 20
Range: self
Duration: 32 (one month)
Ritual Length: 32 (one month)
Effect: allows the priestess to manipulate the air
Attainment Rating: 25
By means of this miracle, the priestess gains the
ability to manipulate the forces of air. To do so, she must perform a ritual
similar to the one conducted to gain the miracle "Gift of
Magic" (see below). At the end of one month, the
priestess generates faith and focus totals, using the planets aligned
on that day as modifiers. When the priestess has need, all she has to do is
generate successful faith and focus totals of 14. She can then
manipulate the air to perform a number of tasks: pushing an enemy away,
carrying objects, or whipping up a sandstorm. The individual effects will
remain in force as long as the priestess is performing the miracle, she can
perform no other actions while doing this. The priestess can cause great wind
to push an enemy away. The difficulty for this type of miracle is 17, as it is
harmful to others. The wind's Strength is equal to the faith value of
the priestess. A Strength total greater than the Strength value
of the wind is needed to move against it. The priestess can create a wind to
lift objects and carry them. The Strength of the wind is equal to the
faith value of the priest. Please note that the priestess cannot use this
miracle to throw, just lift and carry. The miracle can also be used to create a
sandstorm which will reduce visibility. Strength of the storm is equal
to the faith value of the priestess. The Perception of characters
caught in the storm is compared to the Strength of the storm on the
Power Push Table and the result is subtracted from the target's Perception.
Great Curse
Community Rating: 12
Difficulty: 20
Range: NA
Duration: 32 (one month)
Ritual Length: 25 (one day)
Effect: more powerful curse
Attainment Rating: 25
The great curse is a more powerful version of
the simple curse. It curses its victim with a +1 to the difficulty of
all actions, plus the victim treats all stymied results on the Drama
Deck conflict line as setbacks instead, and all opponents gain a +1
bonus modifier when acting against the victim. Unlike a regular curse, a priest
casting a great curse: need
not touch the target, he needn't even be in the target's vicinity. The priest
does need an object once possessed (for at least a week) by the victim, and a
blood offering. The effects can be removed using the same method used to remove
lesser curses. The faith total of the great curse should be noted for this
purpose.
The effect of no more than one great curse may
be placed on a victim by the same priest, although, multiple priests may place
multiple great curses on the same victim. Bonus modifiers from multiple
curses are cumulative.
Great Heal
Community Rating: 11
Difficulty: 21
Range: touch
Duration: NA
Ritual Length: 27 (two days)
Effect: removes all physical afflictions
Attainment Rating: 26
This is a very potent healing miracle. To invoke great
heal, the priest prays over the body of the victim for two days and then
makes an offering. If the miracle succeeds, all wounds the victim has suffered
are healed, any diseases the victim is suffering from are cured, and any
physical handicaps he or she may possess are eliminated.
Hawk of Horus
Community Rating: 12
Difficulty: 19
Range: 25 (100 kilometers)
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: creates a giant hawk, obedient to the cleric
who invoked the miracle
Attainment Rating: 24
This miracle creates a giant hawk which will obey the orders
of the invoking cleric. The hawk can be sent to any point within the range of
the miracle, and can only be controlled by the cleric. This miracle is often
used by priests seeking vengeance on those who defile the Egyptian gods and
land. The hawk may be instructed to kill the offender, or lead the cleric to
him. If the hawk should be killed while following the cleric's instructions, a
second hawk will appear which will attempt to kill the invoking cleric (as
punishment for sending a gift of Horus' to its death).
 
 
The Hawk of Horus
DEXTERITY 11
Flight 15, maneuver 13, unarmed combat 14
STRENGTH 13
Lifting 14
TOUGHNESS IS
PERCEPTION 10
Find 12, tracking 11, trick (15)
MIND 9
Test (16), willpower 14
CHARISMA 8
Charm (20), taunt (15)
SPIRIT 7
Faith (Egyptian) 14, intimidation 13
Additional Skills: two at +1 adds
Hero Point Potential: some (30)
Natural Tools: claws, damage value 
STR +3/16; beak, damage value STR+4/17; 
Wings, speed value 13
Healing
Community Rating: 11
Difficulty: 15
Range: touch
Duration: NA
Ritual Length: 18 (one hour)
Effect: reduces damage and wounds by number of success
levels
If the miracle succeeds at all, the target is healed
of all KO conditions and shock. In addition, each success level of the effect value
beyond minimal reduces the target character’s wound level by one. For
example, a character with a heavy wound that received average healing
would be healed one level to wounded.
Unconscious characters may not provide the faith for
this miracle, even if they would otherwise be willing to do so.
Healing
Miracles'''
Faith can
have miraculous healing powers, but there is a limit even to faith. A character
may always be healed by a miracle at least once per day. However, if the
miracle does not fully heal the character, the same miracle may not be repeated
on that character unless he is injured again and worsens to mortally wounded
or until a full 24 hours have passed.
Hearth Blessing
Community Rating: 12
Difficulty: 13
Range: 9 (50 meters)
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: enhances ability of characters to defend a
particular dwelling place
Attainment Rating: 18
When invoked successfully, a home comes under the protection of the gods of the cleric's faith. The
"home" can be a cave, rude shelter, or building, any dwelling with
dimensions smaller than
50 meters in any, direction. All of those defending
the building against assault gain the favor of the gods, manifested as a +1 to
their Toughness for the duration of the miracle. The invocation will
have no effect on a character who leaves the building, but he can regain its
benefits if he goes within once more.
Heroes' Feast
Community Rating: 9
Difficulty: 15
Range: 5 (10 meters)
Duration: Permanent
Ritual Length: 14 (10 minutes)
Effect: creates food
Attainment Rating: 20
Using this miracle, the cleric can transform any
inanimate object into food. The faithful stack the goods to be transformed in
front of the priest, who recites a prayer and turns it all into food.
The amount of food created is equal to the value of
the difference between the faith total used to generate the miracle and
the difficulty number, read as a measure
on the Torg Value Chart.
For example, a total of 15 would result in a
difference of two. The value of two on the
Torg Value Chart is 25, so the miracle would have resulted in the creation of food
sufficient for 2.5 meals.
Introspection
Community Rating: 10
Difficulty: 15
Range: 5 (10 meters)
Duration: 18 (one hour)
Ritual Length: 14 (10 minutes)
Effect: Protects against harmful miracles
Attainment Rating: 20
The introspection miracle allow the caster to
protect himself from the effects of
harmful miracles. The caster withdraws into himself, using his Spirit to
ward off harmful miracles. The caster generates a faith
total and reads the result points on the Power Push
Table. The result is added to the difficulty numbers of
any harmful miracles used against him.
Mark Prey
Community Rating: 9
Difficulty: 14
Range: see below
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: provides the cleric with bonuses against a
specific individual
Attainment Rating: 19
This ritual may be performed in the target's absence,
if the priest has a simple of her tissues: a drop of blood, a strand of hair,
whatever. The sample must be fresh, taken from the target within the last 24
hours, and whether the miracle succeeds or not, the sample is consumed during
the ritual and cannot be re-used. If nothing like this is available, the cleric
must touch the target at the climax at the ritual. The focus character
spiritually marks a victim. As long as the miracle is in effect, the hunter
receives a bonus modifier equal to its success levels in the following areas:
Perception skills
used to observe, find, or track the prey;
Passive and active defenses against attacks by the
prey;
Resistance to interaction skills used by the prey.
If the miracle achieves Superior or Spectacular
success, the prey is automatically stymied when in the hunter's
presence, unless he can generate a faith, or Spirit total greater
than the hunter's faith. He may make this check once in any scene in which he
encounters the hunter. The check itself is subject to the stymie. If he
overcomes the hunter's faith the stymie effect is canceled for
the rest of the miracle's duration.
Mental Link
Community Rating: 12
Difficulty: 10
Range: 25 (100 kilometers)
Duration: performance
Ritual Length: 14 (ten minutes)
Effect: enables cleric to make mental contact with
another being
Attainment Rating: 15
To cast this miracle, the cleric must have a specific target
in mind, though he does not need to know that being's location. In addition,
the target must be able to understand and speak the language of the cleric, or
the miracle will not have the desired results. When mentally linked, the cleric
and target can communicate telepathically, and both will be able to see through
the other's eyes. However, they cannot achieve control of each other's mind or
body through the use of this miracle.
Multiply Food
Community Rating: 3
Difficulty: 15
Range: 10 (10 meters)
Duration: permanent
Ritual Length: 18 (one hour)
Effect: multiplies existing food
Attainment Rating: 20
This miracle is performed on an amount of existing
food equal to a good sized meal for one normal person. It must be performed as
a ritual, during which members of the faithful must bring food to the focus
character. When successful, the miracle increases the amount of food. The
amount of food produced is equal to the value of the difference between the
difficulty and the faith total of the miracle, read as a measure on the Torg
Value Chart.
Example: Father Bryce invokes the multiply food miracle
with a faith total of 17. The difference is 17 -13 = 4, on the Tors Value
Chart, the measure of 4 is 6. The food Bryce blessed is now the equivuiva1ent
of six meals.
Mystic Armor
Community Rating: 12
Difficulty: 12
Range: touch
Duration: 24 (12 hours)
Ritual Length: 18 (one hour)
Effect: surrounds priest with a shield of energy,
increasing his
Toughness for
the duration of the miracle
Attainment Rating: 17
A priest calls upon his god or goddess to provide him
with holy armor, increasing his Toughness while the miracle is in
effect.
Mystic armor increases the priest’s Toughness according
to the level of success of the miracle, i.e. +1 to +5 for a Good to Spectacular
result.
Object Blessing
Community Rating: 10
Difficulty: 13
Range: 10 (100 meters)
Duration: performance
Ritual Length: 21 (four hours)
Effect: spiritually anchors an object.
Attainment Rating: 18
Object blessing allows the faithful to anchor a particularly sacred object, and prevent
the unfaithful from moving or manipulating it
in any way. Generate a faith total for the caster to manipulate an
object, a non-believer
must generate a higher faith total.
If a character of the same faith tries to manipulate the object and has demonstrated that their actions are true to
the faith of the religion, they receive a +10 to their faith total to
manipulate the object. Characters who fail to manipulate the object take damage
equal to the negative result points of their failure (as read on the Combat
Results Table).
Passing Shadows
Community Rating: 10
Difficulty: 12
Range: 5 (10 meters)
Duration: 13 (five minutes)
Ritual Length: 21 (four hours)
Effect: shows the cleric images of the past
Attainment Rating: 17
Successfully casting this miracle enables the cleric
to see phantom images that reveal the past history of a particular site. The
priest will be unable to communicate with the figures, nor will they take note
of him.
For example, a cleric wants to determine if a murder
took place on
Waterloo Bridge in London. By invoking the passing
shadows miracle, with the specific event in mind, he will see ghostly
figures of the murderer and the victim, as the fanner goes about his gruesome
business. As these images are but impressions on the aura of the place,
the actual people involved in the incident do not need to be nearby for the
miracle to work. The figures the cleric sees are reflections of the past, not
the ghosts of the people involved. On a Minimal or Average result,
the cleric can see one day into the past; on a Good result, three days;
on a Superior result, five days, and on a Spectacular result, a
full week.
Plague
Community Rating: 10
Difficulty, 16
Range: NA
Duration: 35 (13 weeks)
Ritual Length: 29 (one week)
Effect: brings a plague upon an area
Attainment Rating: 21
This miracle allows the priest to unleash a
devastating plague upon a city or town. When the plague hits, a highly
contagious disease spreads throughout the town. Characters in a plagued town
must make a Toughness roll against a difficulty number of 7 when they
first enter the town, or they contract the disease. This means about 40 percent
of the town's mook population can be expected to fall ill. After the first
roll, characters must roll each day in which they come in extended contact with
a diseased person (more than 15 minutes of time) although they can take
precautions, which gives them a +5 bonus modifier to the Toughness total.
On a natural roll of 1, the character always catches the disease. Plague causes
small sores to break out all over the victim's body, tissues to swell and
eventually burst, causing death. Each day the victim has the plague he is
attacked with a damage value of 15 (roll again on 10 and 20, as this is a
scourge from a god). The resulting shock, KO condition (the victim has fallen
into a coma) and wounds may not be recovered (although, it may be lessened by
spending a Hero Point, as for ordinary damage) except through a cure disease
(difficulty 18) or great healing. If he takes shock damage equal to
his Toughness, the victim dies. Plague can affect a city or town
of any size. The priest need not be in the town's vicinity at the time the
miracle is invoked. In effect, its range is unlimited. To invoke the miracle,
the priest first makes an offering to his god. At that time the god sends the
plague to the priest, automatically infecting him.
He must then survive one week of the infection, and
complete the ritual. Any community members who give their faith for the ritual
must also be infected.
Plague of Vermin
Community Rating: 15
Difficulty: 15
Range: area with diameter of 15 (one kilometer)
Duration: 25 (one day)
Ritual Length: 9 (two hours)
Effect: calls a plague of animals down upon an area
Attainment Rating: 20
When a priest calls on this miracle, he specifies the
type of creature he wishes the plague to involve. The creatures must be small
(insects, frogs, snakes, birds), and in themselves cannot be harmful. Thus, the
priest cannot call down an army of vipers. It is the effects of the animals as
a whole that makes them dangerous.
When the plague comes down, it forms an area of effect
centered on the site where the miracle was cast. For the first hour, the
effects of the plague are barely perceptible. After that, however, the creature
specified can be spotted regularly. After two hours, the creatures are so thick
in the land that one can hardly avoid seeing several at a time. From the third.
Hour to the twenty-fourth, the creatures are everywhere- insects fly so thick
that it is almost impossible to see, or there are so many frogs one can hardly
step out into the street without crushing the amphibians underfoot. At the end
of the miracle's duration the creatures begin to thin out and eventually vanish
altogether. The miracle acts as an intimidation on every individual
within the area of affect who is not of the invoking priest's faith. The
intimidation has a value equal to the faith of the miracle worker,
plus any result points of the miracle. Any other effects of the miracle on the
environment are left up to the gamemaster.
Poisonberry
Community Rating: 9
Difficulty: 10
Range: touch
Duration: NA
Ritual Length: 18 (one hour)
Effect: turns fruits poisonous
Attainment Rating: 15
This miracle will tum any natural fruit that is still
on the vine or tree into a poisonous sac. The fruit remains poisonous even
after it has been removed from the vine. The poison has a damage value of 18 if
ingested, inflicting damage for three rounds. Animals that ingest this poison
are not themselves poisonous when consumed. The number of fruits poisoned by
the miracle is equal to the faith total generated.
Portent
Community Rating: 11
Difficulty: 9
Range: NA
Duration: NA
Ritual Length: 18 (one hour)
Effect: cloudy glimpse into the future
Attainment Rating: 14
This miracle allows a priest to ask the gods about
future events. The priest carefully outlines a person, item, area, or course of
action, and receives an indication as to the immediate fortune surrounding the
construct outlined. In game play, portents are handled in two ways:
First, a portent allows a priest to decide whether the
fortune of a person, item, area, or course of action is "favorable"
or “unfavorable." If a Character invokes the portent, you as gamemaster must
make a judgment. "How fares Karnak?" would be answered with "The
portents are favorable" under normal circumstances, but "The portents
are unfavorable" if you know the city is about to be rocked by rebellion.
Similarly, "How will we fare if we enter Kala's tomb?" would be
answered "favorable" if the tomb holds powerful treasures and is
relatively risk-free, or "unfavorable" if the tomb is fraught with
perils. The answers received by priests casting portents in this fashion are
always limited to a single phrase - 'The portents are favorable" or
"The portents are unfavorable:' "Unfavorable" does not
necessarily mean the objects, persons, or places are heading for death or
destruction; it does mean that fortune has turned its back upon them, and the
odds are against them, at least temporarily. For most adventuring parties,
"unfavorable" will be a common portent, as the odds are normally
stacked against the heroes.
Portent is
far better used to ask about the status of something outside the group. The Characters
can then intervene where the portents read "unfavorable" in order to
tum the tide. Portents can also be used to discover the difficulty
number of an action. If the Characters wanted to climb a mountain, for
example, they could learn the difficulty number of the attempt by invoking a
portent.
Portent only
allows the priest to view a week into the future. The Karnak example above
would only indicate "'unfavorable" if the rebellion was to occur
within the next week, while the mountain climbing portent would not take into
account any changes in the difficulty number that might occur (due to
unfavorable weather, etc.) at the end of the next week..
Possess
Community Rating: 12
Difficulty: 21
Range: touch
Duration: 25 (one day) + result points
Ritual Length: 18 (one hour)
Effect: forces an evil spirit to possess a being
Attainment Rating: 26
This ritual allows an evil spirit, demon, or devil to
possess a living being.
The victim must be restrained for the duration of the
ritual, and the appropriate sacrifices made. At the end of the ritual, the
victim's soul is subjugated and the dark being takes control. Compare the faith
total to the victim's Spirit or faith. On a Good success or
better, the miracle takes effect. Note: this miracle will not summon a malefic being.
One must already be present. In addition, it can be invoked by a demonic
entity.
Power of the Beast
Community Rating: NA
Difficulty: 10
Range: self
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: captures an animal's power to raise the user's
attributes
Attainment Rating: 15
After a kill, the hunter invokes this miracle to both
honor the dead animal and to take its life energies as his own. The miracle
will raise some of the user's attributes, although the exact effects are highly
variable depending on the animal. The hunter must have killed the animal
without assistance, through unarmed combat attacks. When the miracle is
used, compare the user's faith total to each attribute of the creature,
reading any results on the Power Push Table. The attribute increases up to the
corresponding
Power Push result, but cannot exceed the animal's
attribute.
Pronouncement of Doom
Difficulty: 20
Range: NA
Duration: 38 (one year and a day)
Ritual Length: 29 (one week)
Effect: Extremely potent curse
Attainment Rating: 25
The pronouncement of doom is the most powerful
curse commonly invoked. It has the same effect as the great curse miracle,
but its effects last for an entire year. 1n addition, each infraction the
victim commits against the god or goddess of the priest who pronounced doom
increases the bonus modifier by +1.
Example: A Character has a pronouncement of doom
cast upon him by a priestess of Wadjet, adding +1 to the difficulty of all his
actions and giving his opponent a +1bonus modifier for actions taken against
him. Three weeks later, with the pronouncement still upon him, he kills
a sacred cobra. Now the modifiers are +2 and +2 respectively for the rest of
the curse. Presuming of course, no further infractions on the part of the
Character. The priest need not actually touch his or her victim, but must have
an object that the victim once possessed for at least one week, and must make a
great offering to his god. A priest can only call one pronouncement of doom
upon an individual. Multiple pronouncements of doom are cumulative if invoked
by different priests. The faith total used to generate the pronouncement
of doom should be recorded. Pronouncement of doom is removed by the dispel
curse miracle.
Prowess
Spiritual Rating: 8
Community Rating: 12
Difficulty: 11
Range: touch
Duration: 25 (one day)
Ritual Length: 19 (two hours)
Effect: greatly increases one ability
Attainment Rating: 16
A prowess miracle allows a priest to
temporarily augment the abilities of a friend or comrade. Upon finishing the
associated ritual, the priest touches the beneficiary and selects a single
skill or power. The beneficiary receives a +5 bonus modifier for this single
ability for the next 24 hours. A character cannot be the beneficiary of more
than one prowess miracle at a time.
Purify Body
Community Rating: 10
Difficulty: 21
Range: touch
Duration: NA
Ritual Length: 25 (one day)
Effect: restores body to natural state
Attainment Rating: 26
This ritual allows the priest to rid the recipient's
body of all unnatural physical conditions. All wounds, shock, disease, and
poisons are eliminated, as are drugs, addictions, undigested food, parasites,
and other organisms. From the start of the ritual, the recipient enters a
trance-like state and does not experience the passage of time. Thus, disease
and poisons will not progress during the purification of a body. This miracle
does not affect mental or spiritual conditions, including possession and mental
or spiritual wounds.
Reanimate Dead
Community Rating: 11
Difficulty: 18
Range: touch
Duration: permanent
Ritual Length: 18 (one hour)
Effect: restores a semblance of life to a corpse
Attainment Rating: 23
To work this miracle, the cleric must lay his hands
upon the forehead of a corpse, dead for no longer than one week. After reciting
the proper prayer, the corpse will return to something akin to life. Its Strength
will increase by +1, it will be incapable of feeling pain, and only by
destroying it (inflicting seven wounds) can it be stopped. The Perception and
Mind levels remain the same as they were in life. The undead will,
however, hold a loyal attitude toward the necromancer, and will react to
his attempts at persuasion accordingly.
Refresh
Community Rating: 8
Difficulty: 12
Range: 5 ()
Duration: NA
Ritual Length: 18 (one hour)
Effect: restores lost mental faculties
A character that is refreshed regains the use
of mental skills and knowledges (such as arcane knowledges or magic skills)
lost due to mental damage. A minimal to good success restores one
such loss, superior or better success restores all lost mental
abilities.
Ritual
of Hope'''
Community Rating: 5
Difficulty: 12
Range: voice
Duration: NA
Ritual Length: 17 (30
minutes)
Effect: restores lost faith
The ritual of hope restores a character’s lost faith
skill, whether it was lost due to a failed miracle or spiritual damage.
Once the character has undergone the ritual, he may use his faith skill
again and may now be fully healed if under that restriction.
Ritual of Power
Community Rating: 8
Difficulty. 12
Range: voice
Duration: NA
Ritual Length: 18 (one hour)
Effect: restores lost faith
Attainment Rating: 17
Identical in result to the ritual of hope, but
grimmer in execution. The ritual of power restores faith lost due
to a failed miracle or spiritual damage. The miracle requires the priest to
defeat an enemy in single combat. The combat need not be equal, and most often
is not.
Ritual
of Purification'''
Community Rating: 15
Difficulty: 10
Range: voice
Duration: NA
Ritual Length: 17 (30 minutes)
Effect: restores lost focus
The ceremony of purification heightens the
character’s awareness of his religion and removes any impurities from the
spirit, whether they are from mundane and material concerns or due to spiritual
struggle. The target regains the use of his focus ability whether
lost to spiritual damage or a failed miracle.
Ritual of Tree Weaving
Community Rating: 12
Difficulty: 8
Range: touch
Duration: 18 (one hour)
Ritual Length: 20 (three hours)
Effect: makes the branches of a tree soft and flexible
Attainment Rating: 13
This ritual is used to make a tree soft and pliable.
After the ritual, the tree gradually begins to harden. The tree can be
manipulated by human hands for one hour.
Sacred Barrier
Community Rating: 14
Difficulty. 15
Range: touch
Duration: permanent
Ritual Length: 14(10 minutes) to 38 (one year)
Effect: confines supernatural entities
Attainment Rating: 19
The sacred barrier is generally a complicated
pattern drawn, carved, or etched onto a surface. One common manifestation of this
miracle is the pentagram as used to confine summoned demons. Treat the barrier
as a ward with a Strength equal to the faith total of the
invoking priest. The surface onto which the barrier is drawn also modifies the
strength of the ward. See the "Surface Modifier Table."
Surface Modifier Table
Type                                        Ward
Strength            Ritual Length'''
Drawn in dirt or sand               -5                                14 (10 minutes)
Drawn on wood or stone         +0                                18 (one hour)
Carved in wood                                   +5                                25 (one day)
Carved in stone                                    +10                              32 (one
month)         
Etched in metal                                    +15                              38 (one year)
Sanctum
Community Rating: 9
Difficulty: 10
Range: touch
Duration: 25 (one day)
Ritual Length: 21 (four hours)
Effect: sanctifies area around the target
When this miracle is performed, an area with a radius
of 
around the target becomes sacred ground to the religion of the faith provider
of the miracle. The target may be a person or it may be an object, but if it is
an object it must be something associated with the mythos of the faith character.
The area of effect does not move with the target, if the target is a
person he is only protected by the miracle while he remains within the area of
effect. Anyone of the same faith that powered the miracle is
affected by it when they are within its area of effect. Attacks directed
against the target or against others who possess the same faith have
their difficulty increased by the number of faith adds the attacker possesses.
Attacks launched from outside the area of effect are not affected by the
miracle. Enemies of the faith that powered the miracle have the
difficulties of all their actions increased by the number of success
levels the miracle’s faith total achieved while they are within the area
of effect. Characters who possess a different faith skill, no faith skill
and are not considered enemies of the mythos powering the miracle are not
affected by the miracle. 
Shadow Hunter
Community Rating: 10
Difficulty: 10
Range: NA
Duration: 25 (one day)
Ritual Length: 20 (three hours)
Effect: forms a shadowy hunter to track prey
Attainment Rating: 15
By invoking the shadow hunter miracle, a priest
can call upon his god to create a shadow hunter to stalk prey for him until he
is free to move in for the kill. A shadow hunter can only track and observe, it
cannot attack, as it has no substance. While the miracle lasts, the shadow
hunter has tracking and find skills equal to the skills of the
priest who invoked it, minus three. To locate it, the priest only has to
concentrate. His connection to the shadow hunter will lead him directly to it,
provided he goes in search of it before the duration of the miracle expires.
Snake Staff
Community Rating: NA
Difficulty: 10
Range: touch
Duration: 18 (one how)
Ritual Length: two combat rounds
Effects: turns staff into venomous serpent
Attainment Rating: 15
Egyptian version of transmute staff, successfully
invoking this miracle allows a priest to temporarily turn a wooden staff into a
serpent.
Serpent
DEXTERITY 11
Maneuver 12, stealth 13, unarmed combat 13
STRENGTH (faith of priest)
TOUGHNESS 15
PERCEPTION 1
Trick (8)
MIND 1
Test (10)
CHARISMA 1
Taunt (8)
SPIRIT 3
Intimidation (to)
Inclination: Evil
Hero Point Potential: some (75)
Natural Tools: fangs, damage value STR+5/20; venom,
damage value equal to faith value of priest. Once introduced into the
bloodstream, venom causes damage each round. Once venom causes a wound, the
victim has six rounds to neutralize poison before death occurs. If the victim
generates a Toughness total against the venom's damage value, and
achieves a Superior or better success, the poison is neutralized. 
Spirit Flight
Community Rating: 15
Difficulty: 14
Range: self
Duration: performance
Ritual Length: 18 (one hour)
Effect: looses priest's astral form
Attainment Rating: 19
One of the more difficult and dangerous sacred rites,
this miracle allows the priest to set his spirit free. In this state, no
physical obstacle can hinder him, and he can travel anywhere within 300 meters
in seconds. His spirit is invisible to all save those using a detect miracle
spell or rite. He cannot be harmed by physical attack, nor can he initiate
any physical action - he can suffer damage from spiritual or mystical attacks.
Attempts to exceed the 300-meter limit require the generation of an additional Spirit
total for each meter traveled. Each meter beyond 300 which the cleric's
spirit travels adds +1 to the difficulty of sustaining the miracle.
Free of the body, the spirit cannot communicate except
with other disembodied spirits. In addition, the priest's physical body must be
protected while his spirit is loosed, as it will be little more than an empty
shell, extremely vulnerable to attack. If his body is killed, the priest's
spirit must wander forever. The miracle lasts until the priest sees fit to
return to his body, or is forced to return by magical means. 
Spirit Quest
Community Rating: 6
Difficulty: 15
Range: self
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: increases caster's Spirit value
Attainment Rating: 20
To cast this miracle, the cleric must sit alone in the
center of a dark room. He allows his mind to turn inward, shutting out all
outside stimuli, seeking the center of his being, if the miracle is successful,
the caster receives a +1 bonus, for each level of success achieved, to all
Spirit-related skills.
Staff of Swift Iron
Community Rating: 8
Difficulty: 17
Range: touch
Duration: 25 (one week)
Ritual Length: 23 (twelve hours)
Effect: strengthens priest's staff
Attainment Rating: 22
A staff of swift iron strikes with rapid and
mighty blows. For each level of success attained, a +1 bonus to damage is
gained.
Additionally, on a Superior result or better,
the wielder of the staff may haste, as if the card was played, once per
scene, however, this may only be done for the purpose of striking with the
staff.
Stay Disease
Community Rating: 10
Difficulty: 9
Range: touch
Duration: 36 (six months)
Ritual Length: 22 (six hours)
Effect: stops the symptoms of a disease
Attainment Rating: 14
Stay disease stops
the symptoms of a disease, and prevents the disease from ravaging a character.
If the target can rid himself of the disease before the miracle expires, he has
spared himself all its agonies.
 
Summon
Community Rating: 8
Difficulty: 19
Range: NA
Duration: NA
Ritual Length: 18 (one hour)
Effect: allows the summoning of supernatural entities
Attainment Rating: 24
This ritual will summon a supernatural being from the
dimension chosen by the focus character. Compare the faith total of the
ritual to the Spirit or faith of the being to be summoned. On a Good
result or better, the being appears. The being can actively resist by
generating a bonus to Spirit or faith. This miracle does nothing
to either confine or influence the summoned being. Additionally, if the
difficulty number is missed by10 or more points, the focus character is
immediately transported to the being he was trying to summon.
Summon Storm
Community Rating: 13
Difficulty: 10
Range: 25 (100 kilometers)
Duration: not applicable
Ritual Length: 23 (eight hours)
Effect: summons huge storm
Attainment Rating: 15
The priest who invokes this miracle summons up a great
thunderstorm overhead. He can then direct the storm at a target up to 96
kilometers. When the storm reaches the target area, it will batter down for
approximately one hour before dissipating.
The storm can damage buildings and characters within
the target area. The damage value of the storm is equal to the result points of
the miracle.
Example: A priest gets a faith total of 19, for
9 result points. The storm has a damage value of 9. If you wish to resolve the
damage for a character caught in the storm for a full hour, add +9 to the
damage value and roll once.
Sword Master
Community Rating: 9
Difficulty: 15
Range: touch
Duration: 25 (one day)
Ritual Length: 18 (one hour)
Effect: betters target's skill with a sword or other
melee weapon
Attainment Rating: 20
To cast this miracle, the cleric first lays hands upon
the target, and then his weapon. When the rite is done, the target will find he
can handle his weapon like a master (+l to melee weapons skill per level
of success).
Tempest
Community Rating: 12
Difficulty: 19
Range: 15 (one kilometer)
Duration: 18 (one hour)
Ritual Length: 25 (one day)
Effect: creates a terrible storm 100 meters across
(value 10)
Attainment Rating: 24
This miracle is cast on an object for example a house
or a boat. For the duration of the miracle, the object and the area immediately
surrounding it takes a sound beating from high winds and fierce rain. The
tempest's effects are centered on the object and radiate outward from the
object fora radius of 50 meters. Everything exposed to the direct effects of
the storm suffers a damage value of 25 every round. Most wooden buildings can
stand the storm for about 10 minutes. Some stone buildings can weather the
storm without collapsing. Ships that are the focus of the storm or pass through
the tempest may be tom apart. The storm moves if the object of the storm's
focus moves. Thus, if the storm is focused on a ship at sea, then the ship is assaulted
as the storm follows it through the air.
Temptation
Community Rating: 16
Difficulty: 19
Range: voice
Duration: 25 (one day)
Ritual Length: 21 (four hours)
Effect: makes target vulnerable to interactions
Attainment Rating: 24
Temptation may
be invoked against a given character only once in a single day. It
automatically fails if the target has already been tempted during the day. The
target's Mind or willpower is compared to the faith total
of the miracle, and the result is read on the General Results table. It the
success level is Good or less, the miracle gives the focus character +5
bonus modifier to charm and persuasion attempts on the target
character for the duration of the miracle. If the success level is Superior,
the focus character gains +7 bonus modifier. A Spectacular success breaks
the target free of any submission he or she might be under. The invoking priest
also gains a +10 bonus modifier to charm persuade the character. A
character can resist temptation by clearing his mind, generating a Perception
total against his own Mind. If the result points are greater than
the result points of the priest's charm or persuasion, the charm
or persuasion is negated. The character gets the +3 bonus modifier
for dealing with an enemy.
Tongues
Community Rating: 9
Difficulty: 7
Range: voice
Duration: 25 (one day)
Ritual Length: 14 (to minutes)
Effect: allows communication in any language
Attainment Rating: 12
With this miracle in effect, the character can
understand the language of anyone intelligent species or character within range,
and can be understood by any intelligent creature who speaks that language.
There is no guarantee that the creature or character will wish to speak to the
caster. Efforts at persuasion may be necessary to get a conversation started.
The tongues miracle affects the person invoking the miracle only, and
allows him to understand one language per invocation. The tongues miracle
has no effect on written or signed language.
Transmute Staff
Community Rating: 11
Difficulty: 10
Range: touch
Duration: performance
Effect: transforms staff into serpent
Attainment Rating: 15
The cleric places a hand upon his staff and calls for
it to become a serpent in the dust. If successfully cast, the wooden stick will
transform into a cobra. When the cleric ceases to concentrate on the miracle,
the snake will become a staff again.
Cobra
DEXTERITY 11
Maneuver 12, stealth 13, unarmed combat 13
STRENGTH (Faith of priest)
TOUGHNESS 15
PERCEPTION 4
Trick (8)
MIND 4
Test (10)
CHARISMA 4
Taunt (8)
SPIRIT 5
Intimidation (10)
Hero Point: some (70)
Natural Tools: fangs STR+5/19; venom, damage equal to faith
value of priest. Once introduced into the blood stream, venom causes damage
each round. Once the venom causes a wound, the victim has six rounds to
neutralize the poison before death 0ccurs
If the victim generates a Toughness total
against the venom’s damage value, and achieves a Superior or better
success, the poison is neutralized.
Trap
Community Rating: 13
Difficulty: 16
Range: touch
Duration: permanent until triggered
Ritual Length: 16 (30 minutes)
Effect: form an undetectable trap
Attainment Rating: 21
To use this miracle, the cleric must first prepare
some kind of concealed snare (a covered pit, a looped rope attached to a tree,
etc.). After he has completed the construction of the trap, he invokes the
miracle, making the trap completely undetectable to anyone without magical
ability, knowledge of the detect miracle rite, or a find total
that produces a 60 or better'result.