recursal/Fanatic-Fandom huggingface dataset:
Sense Life

**Sense Life**

Skill: *divination/life 17*

Backlash: 15

Difficulty: 11

Effect Value: 17

Bonus Number To: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (one minute)

Manipulation: duration, state

The mage can use this spell to feel the presence of
life around him. The spell affects all creatures with a *willpower* less
than or equal to the effect value for this spell. The caster knows where these
creatures are, and can discern the type and number of creatures present. The
spell indirectly finds undead, and other entities that are not truly alive. The
caster senses any undead with a *Willpower* less than or equal to the
effect value of this spell as a dark hungry presence. The caster knows it is
there, but cannot tell what type of undead, how many, or even its exact
location. The mage just knows there are things that feed on life near him.
Touch of Healing

**Touch of Healing**

Skill: *alteration/life 19*

Backlash: 17

Difficulty: 10

Effect Value: 21

Bonus Number To: effect

Range: touch

Duration: 25 (1 day)

Cast Time: 9 (1 minute)

Manipulation: control

*Touch of Healing* is a focused spell. A mage touches his target to accelerate the natural
process of healing within a person, gesturing for the wounds to dose as he does
so. A successful spell quickly brings the target back to health. Compare the
effect value to the *Toughness* of the target, reading the results from
the Combat Result table for Hero Point-rated characters. This is
how much the accelerated healing heals. The spell accelerates healing so that a
character recovers a wound every 40 minutes. If the spell ends for any reason after
healing a wound, the wound does not reappear.

Example: Kate was wounded in battle and suffered 2Wnd
KO. Minar cast the *touch of healing,* generating an effect value of 22.
Kate's *Toughness* is a 12, thus the spell can accelerate her healing up to
"Wnd K 4:' the spell immediately heals the "K" and four shock;
in forty minutes Kate recovers a wound. This spell also heals damage taken later.
If the target is wounded again during the duration of the spell, the spell
begins to heal the target's new wounds.
Snail Wit

**Snail Wit**

Skill: *alteration/folk 16*

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 15 05 minutes)

Cast Time: 3 (four seconds)

Manipulation: duration

The mage casts the spell by saying "two plus two
is, urn, uhhh...", or its equivalent, while pointing toward the target.
Compare the effect value to the target's *Perception.* Read the result on
the Power Push Table. The result modifier is +3. Decrease the target's Perception for the duration of the spell by the final result
points.
Murgee's Energy Drain

**Murgee's Energy Drain**

Skill: *apportation/living forces 20*

Backlash: 15

Difficulty. 14

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This is an impressed spell. This is a devious spell
produced by the master of dark forces. *Murgee's energy drain* gives the
caster additional energy at the expense of a foe. To cast the spell, the mage
must simply concentrate on drawing energy from a living creature-since it is an
impressed spell, the caster should keep several small, inoffensive creatures
handy-and she must indicate each of them with, first, a pointing of the right
index finger and, second, by making a "come hither" gesture with the
left hand.

When releasing the spell, the mage need only repeat
the gesture once, indicating the primary target. The casting value must exceed
the target's *Toughness* plus a result modifier of 2 for the spell to
work. The result points, plus 7, are read on the Power Push

Table. The Power value equals the number of shock
points inflicted on the target creature *and transferred to a "pool"*
*set* up by the Caster. *This pool acts as an "extra" amount of*
shock damage the caster can sustain. Any shock (but not wound) damage taken by
the caster is first subtracted from this pool and, if there is any remaining
shock to be taken, then applied to the caster's *Toughness.* In order for
the pool to remain, the caster must concentrate on keeping its energy around
her body. If she does not, the extra shock resiliency will dissipate
immediately.  The caster may, however, change
targets for the duration of the spell, draining many creatures in succession. Each
additional attack must be resolved using the One-on-Many Table. Example:
Kathrisa is being attacked by two Viking warriors. Each has a *Toughness* of
8. Kathrisa has sustained two shock points of damage from fatigue, but the
Vikings are fresh and ready to slay. The mage releases her energy *drain* on
the nearest Viking. Since she has an *apportation* skill of 18, the bonus of
+1(when she rolls a 13) lets her succeed easi1y. To see how many shock points
she drains, she subtracts the

Viking's *Toughness* +2 (10) from the result points
of 19, equaling 9--a +4 on the Power Push Table. Added to the +7 result
modifier, this means Kathrisa can "drain" the Viking for 11 shock
points.

Because the Viking only has a *Toughness* of 8,
he falls unconscious and Kathrisa only gets 8 points for her pool. Since she has
already taken 2 points of shock damage, she recovers those first, giving her a
final total of 6 points in her pool. The other Viking gets worried. If Kathrisa
decides to drain the second Viking, she will have to make another casting roll.
Additionally, since she is affecting a third target (the first Viking was one,
Kathrisa herself was the other), her difficulty will be increased by 2 points.
Sylph Call

**Sylph Call**

Skill: *conjuration/true knowledge 20*

Backlash: 18

Difficulty: 17

Effect Value: 32

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, range, state

This is a focused spell. A mage may call a sylph to
serve him by blowing on a clear blue crystal while concentrating on the pattern
of this spell. The sylph will emerge in a glowing nimbus from the crystal and
take the form of an intangible female composed of clouds. From the figure
issues gentle and refreshing breezes. She speaks in whispered tones. The
summoning mage does not necessarily command the sylph, but controls the
apportation of the sylph when in range, at least giving the mage safety while
negotiating. The spell continuously maintains a small opening to the sylph's
dimension, focused in the blue crystal or jewel.

Typical Sylph

DEXTERITY 15

Dodge 18, flight 20, maneuver 18, unarmed combat 20

STRENGTH 20

TOUGHNESS 14 (25)

PERCEPTION 15

Find 18, trick 18

MIND 13

Control wind *(apportation/air) 18,* willpower 16

CHARISMA 13

Charm 17

SPIRIT 13

Intimidate 15

Hero Point Potential: Some (SO)

Natural Tools: Swirling, windy form (TOU+11 25 versus
physical weapons only); speed value 12. The sylph uses *control winds* to bring
forth whirlwinds to attack her victims. The *control winds* total is the
to-hit total. Sylph whirlwinds have a damage value of 20, and affect everyone within
four meters of the target. She can touch a person with her bare hands, which freezes
their blood, this attack also has a damage value of 20. The sylph can use her
winds to lift objects and transport them to another location. She can lift any
object that weigh less than or equal to her than her *Strength,* lifting
all objects in a circle of radius four meters. She can move these objects, even
humans, at a rate equal to her speed. The sylph's powers can impede the movement
of people or objects. She can form a spherical wall of air four meters in
radius. Her *Strength* equals the armor value of this air wall, and only a
character who generates a *Strength* total greater than her *Strength* can
walk through it. If the summoning mage is knocked unconscious, the apportation
protection against the sylph vanishes. If the sylph is hostile toward the mage,
she may carry the mage off to her dimension. This spell maintains the opening
to the sylph's dimension for the duration of the spell. By controlling the
apportation of the effect, the mage can return the spirit just before the spell
expires. If the *jewel* is broken before the duration expires, the
extradimensional opening is closed
Temptation

**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.
Nuathor’s Nimbleness

Nuathor’s Nimbleness

Skill: alteration/folk 16

Backlash: 15

Difficulty: 9

Effect Value: 20

Bonus Number to: Effect

Range: Touch

Duration: 19 (1.5 hours)

Cast Time: 5 (10 seconds)

Manipulation: control, state

To cast this focused spell the mage must have a number of small rubber balls, which he throws at the recipient of the spell, who tries to avoid them. Then the mage touches the recipient, releasing the spell. Nuathor’s Nimbleness increases the target’s dodge skill. Compare the Effect Value to the target’s Dexterity. Read the results on the Power Push table. The spell’s Result Modifier is +8. Apply the final Result Points to the target’s dodge skill for the duration of the spell (the target gains the skill if he does not have it).
Vision

**Vision**

Perceiving someone or something is accomplished with a *perception* or *find* check. Environmental conditions like lighting, magical invisibility or concealment like fog can modify the check. Effects that completely impede vision of the target like full darkness or full invisibility will add +10 to the difficulty of the check unless the character making the check has some means to overcome the condition. Night time is not full darkness and adds +3 to the difficulty of observing the target. Concealment like fog will add a variable modifier as determined by either the spell/miracle description, or by the GM for natural fog. The modifier should vary from 1 for very light fog, to 10 for fog so thick you can't see your hand in front of your face.

Targeting a character with any effect that completely impedes vision, requires a roll to determine if the target can be located. For effects that partially impede vision, The target can be automatically located, unless the target is stealthing in which case a location roll opposed by the stealth character, modified by the observation difficulty is required. Regardless of whether the location roll is successful or not, a targeting difficulty modifier is still applied.

Targeting an un-located character incurs a +10 difficulty. Targeting a located character in an environmental effect that completely impedes vision incurs a +5 difficulty modifier. Targeting a character in a condition that partially impedes vision will incur a variable difficulty modifier as determined by the spell/miracle description, or the GM for natural effects. The modifier should vary from 1 to 5.

Creatures that rely completely on alternate senses are completely un-effected by conditions that impede vision. Creatures that have enhanced senses in addition to vision, may have the difficulty modifiers reduced as determined by the GM.
Sixth Sense

**Sixth Sense**

Skill: *divination/living forces 15*

Backlash: 15

Difficulty: 7

Effect Value: 14

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (one hour)

Manipulation: cast time, duration

This is an impressed, focused spell. The caster must
touch the recipient of the spell with a dead (and preferably dried) bat for the
entire cast time. He must move it about the target and mimic the cry of the
animal. The target may then release the spell at any time, and he will have a
"sixth sense" that allows him to perceive things not normally seen.
When searching for something, the target can make a *Perception* or *find*
*roll, based on the effect value of the spell,* after his *initial* attempt
fails. *He is also allowed to make such a roll* even when he *is* unaware
there *is* anything to search for *(the GM should do this in secret,*
only informing the player on a success). Likewise, any creatures that comes within
100 meters of the spell's target are subject to the same automatic *Perception*
*roll with no modifications for* stealth, *cover, or even invisibility.*
The character can *"feel* their presence. Intelligent creatures use
their

*Mind* totals
as the difficulty number, while inanimate and non- intelligent beings are
automatically perceived. If a creature or object has been magically
"cloaked" from perception, however, the effect value must overcome the
casting total of the other spell to work.
Screaming Skull

Screaming Skull

Skill: conjuration/death 24

Backlash: 20

Difficulty: 18

Effect Value: 26

Bonus Number to: Effect

Range: 3 (4 meters)

Duration: 32 (1 month)

Cast Time: 18 (1 hour)

Manipulation: control, duration, cast time

This ward is cast upon a human skull. The mage inscribes arcane runes upon the surface of the skull, then places it where he wishes it to take effect. The skull detects living beings with a divination magic of 19. When a detected creature passes by the skull, it’s jaw opens and the skull emits a piercing, unearthly scream. The spell makes an intimidation attack. Compare the Effect Value to the Spirit or intimidation value of any creatures within range. The spell is intended to scare unwelcome visitors away. Necromancers will often cast this spell on several skulls, scattering them about the entrance of their laboratories. The sound emitted by this unholy chorus is truly terrifying.(Apply Many-on-One bonuses if more than one skull is active)
Ritual of Tree Weaving

**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.
Spirit Sword

**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.
Scying Pool

Scrying Pool

Skill: divination/water 12

Backlash: 11

Difficulty: 6

Effect Value: 0

Bonus Number to: Range

Range: 20 (10 kilometers)

Duration: 9 (1 minute)

Cast Time: 14 (10 minutes)

Manipulation: range, speed

The mage must have a large shallow pool of water to use this spell. The mage places a personal possession of the being the caster wishes to see into the center of the pool. He then must wait until the surface is completely still, and then concentrate on seeing the person. The surface of the water will shimmer, and if the being is within range of the spell, the mage will be able to observe him or her for one minute.
Prowess

**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.
Paralyzation

**Paralyzation**

Skill: *alteration/earthly 16*

Backlash: 18

Difficulty, 16

Effect Value: 17

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control

*Paralyzation* reduces
the target's *Dexterity* so that it is incapable of physical action. The
mage needs a small handful of sand. He flings several pinches at the targets
eyes and each of the major joints. Compare the spell's effect value to the
target's *Dexterity.* Reduce the target's *Dexterity* by the result
points of the spell. If the target goes beyond the range of the spell, it
regains normal movement and coordination, but the spell will resume if the
target reenters the range of the spell.
Spiritual Protection

**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 spiri*tual*
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.
Ward Danger

**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.
Natural Protection

**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.
Sacred Barrier

**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)
Reanimate Dead

**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.
Plague of Vermin

**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.
Speak with Grass

**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).
Prestidigitation

**Prestidigitation**

**Use:** Unskilled
Use penalized.

**Sample specializations:**

Stage
magic, card tricks, pick pocketing, concealing items

This
is the ability to manipulate small items with slight-of-hand without attracting
any attention, frequently through the use of misdirection to distract the
target. Pickpockets and stage magicians commonly have high skill values in *prestidigitation*. *Prestidigitation* uses
the target’s *Perception* for
the difficulty number, or the target’s *find*
*skill if she is on the alert.*
Situational modifiers should be applied by the gamemaster as appropriate, some examples
are provided in the following chart:

**PRESTIDIGITATION CHART**

**Situation Modifier**

Watchful
target ready to catch the prestidigitator +4

Suspicious
target +2

Confused
or distracted target -3

Oblivious
target (such as someone who’s asleep) -5

Difficult
act (picking a zipped pocket, concealing a large or bulky object) +1 to +5

Easy
act (palming a small object, sliding a hand into one’s own pocket unnoticed) -1
to -5

The
success level of the *prestidigitation* total
determines how well the character did. If the prestidigitator earns a *minimal* or *average* success,
she successfully conceals or gains hold of the item, but is noticed by the
target. If she has a *good* success,
the item has been successfully concealed or taken without immediately alerting
the target. With a *superior* or
*spectacular* success,
the target will remain unaware for some time about what has happened. All failed
prestidigitation attempts automatically alert the target without acquiring the
item. *Prestidigitation* may
also be used in place of the *trick* skill
in situations where the trick involves slight-of-hand. For example, a character
that is cheating at cards could roll on his *prestidigitation*
*skill instead of* trick*.*
Mystic Shield

**Mystic Shield**

Skill: *conjuration/magic 19*

Backlash: 16

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To cast this spell, the mage stands with his hands
held out before him, and acts as if an invisible barrier stands before him. He pushes
against the barrier with his hands and discovers that it surrounds him. As he
finishes this action, he mouths the words of the rite, and a cone of magical
force forms around him. The spell's effect value is the *Strength* of the
shield. Spells directed against the caster with an effect value less than or
equal to the spell's effect value will be absorbed. A spell that is stronger than
the shield will cause it to shatter, and the now vulnerable mage takes full
damage from the spell.
Withering Touch

**Withering Touch**

Skill: *conjuration/darkness 19*

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: cast time

The mage casting this focused spell speaks words of
sickness and decay in a raspy voice. A cloud of darkness forms in front of the
mage, into which he places his hand. The dark cloud vanishes and the mage has a
glove of darkness on his hand. The caster has six combat rounds to hit one of
the opponent's appendages by generating an unarmed combat total greater than
his target's *dodge* or *Dexterity.* Compare the effect value to the
target's *Toughness.* Read the result points through the Power Push Table.
The spell's result modifier is +7. The target's appendage withers and loses the
final result points worth of *Strength, Dexterity* and *Toughness.* If
any attribute is reduced to zero or less, the appendage is useless and hangs
limp. Magic, such as *restore limb* (see light spells), must be used to
regain lost attribute points and use of the appendage.

It is not possible to target the victim's body. The
victim's head can be withered if the effect total is greater than the targets
combined *Toughness* and *Mind.* Subtract the spell's final result
points from the target's *Toughness* and *Mind* value. There are no *Dexterity*
or Strength *adjustments. A successful hit on an opponent fully discharges*
the spell; a spell would only reach its full duration if the caster keeps
missing his target.
Ritual of Power

**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.
Performance Art*

**Performance Art\***

**Use:** Unskilled
use penalized. Macro skill.

**Sample limitations:** Acting,
singing, storytelling, public speaking,

**Sample specializations:** Specific
field within a limitation (singing opera, interpretive reading, dramatic
acting, comedic acting, etc.)

This
skill gives its user the ability to perform a work of “art”, which is broadly
defined as anything spoken, sung or otherwise communicated that is designed to
invoke some kind of response in the audience. For example, a public speaker may
want to convince people to support a certain political or moral position or a
singer may want to lift people’s spirits with an upbeat song. See the *artist* skill for
guidelines on how to determine the effects of a character’s performance. In
some situations a performer will be interpreting someone else’s work of “art”,
such as an actor performing from a script written by someone else. In cases
like this, two skill values are generated. The first skill value is for the
piece of art being performed; the second is for the performance itself. The
skill check for the piece of art will be an *artist*
*skill check based on the skill value of*
whoever created the artwork. The second skill check will be the *performance art* skill
check of the performer. The lower of the two values is then used to gauge any
reactions or effects of the overall performance. The individual totals can also
be used to determine any reactions to the individual components of the performance.
Zephyr of Flight

**Zephyr of Flight**

Skill: *apportation/air 18*

Backlash: 11

Difficulty: 5

Effect Value: 19

Bonus Number to: speed

Range: 3 (four meters)

Duration: 18 (one hour)

Cast Time: 25 (one day)

Manipulation: control, duration

This is an impressed spell. To cast this flight spell,
the mage must spend the entire cast time outside in a clear (and preferably
windy) area running, walking, jumping, and mimicking flying on any prevailing
winds. The caster must wear robes or other clothing designed specifically to
catch the wind-that have as much surface area as she can move around in. When
released, the spell causes the air around the caster to become very windy and
dense, lifting her off the ground. The mage may then control the direction the
wind takes her, the duration of the spell, and the speed of the wind (up to 25
meters a turn). The total amount of weight the zephyr may carry is equal to the
effect total of the spell.
Teleportation

Teleportation

Skill: alteration/true knowledge 24

Backlash: 19

Difficulty: 15

Effect Value: 20

Bonus Number to: Range

Range: 20 (10 kilometers)

Duration: 0 (1 second)

Cast Time: 5 (10 seconds)

Manipulation: cast time, control, range, state

This spell will allow the caster to instantly move themselves from one location to another within the range of the spell.

Teleportation may be cast upon anyone the caster can see who is willing to be transported. To cast the spell, the mage (or the person being affected) must think of their destination. The mage must then clap his hands together loudly, and the spell’s target vanishes. The destination point may either be a specific place, or it may simply be a direction and distance. The being that is teleported will arrive safely at the desired point if it is within range of the spell. If a direction and distance are specified, and the chosen location is not safe (in the middle of a mountain, for example), the spell will place the target at a safe location at a shorter distance. If no safe place exists between the target and the destination, the spell fails. The target of this spell must not have any attribute greater than 20 (the Effect Value).
Protection from Undead

**Protection from Undead**

Skill: *alteration/folk 17*

Backlash: 9

Difficulty: 10

Effect: Value: 21

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must sprinkle himself
with three drops of holy water as he casts the spell. Once finished, if
performed correctly, the caster (or someone else chosen by the caster) is
protected from all attacks made by undead creatures.

Compare the spell's effect value to the *Mind* of
any undead approaching within one meter of the recipient. Find the result on
the Power Push Table. The result modifier is +8. Find the final result points
on the test column of the Interaction Results Table.
Refresh

**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.
Weaken

**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.
Pillar of Salt

**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.
Shield of Light

**Shield of Light**

Skill: *alteration/light 19*

Backlash: 15

Difficulty: 9

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time

This is a focused spell. To cast shield of light, the
magician touches the beneficiary's head with the tips of her fingers, while
uttering theorems and equations. Compare the effect to the target's Mind or *Spirit*
*(whichever is greater). Read the result points through the Power Push*
Table. The result modifier is +6. The recipient increases his *Mind* and *Spirit*
*by the final result points for purposes of defense only. Shield of light is*
illusory. It may be disbelieved with a *Mind* or *willpower* total of
Fly

**Fly**

Skill: *apportation/avian 20*

Backlash: 8

Difficulty: 8

Effect Value: 13

Bonus Number to: duration

Range: touch

Duration: 18 (one how)

Cast Time: 5 (10 seconds)

Manipulation: control

*Fly* is a
focused spell and requires the feathers, skin or other covering from the skin
of a flying creature. The mage flaps the component as if flying, then gives
them to the recipient of the spell. The character can fly aslong asthe component touching the
character's skin. Passing the component to another character does not allow the
other to fly. The character immediately loses the ability to fly if the
component is lost. The speed of flight is equal to the effect value.
Petrify

**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, Aver*age*
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.
Mage Dark

**Mage Dark**

Skill: *conjuration/darkness 15*

Backlash: 18

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

The focused spell is cast by blowing a bit of soot or
ash into the air and pointing at a target. A thick palpable darkness enshrouds
everything within 25 meters. Mage Dark is not
completely impervious to light, but ordinary light appears as random sparkles,
more common near a light source, but insufficient for illumination and sight. *Mage*
light *combined with mage dark fills the overlapping areas with a suffused*
glow like an illuminated fog and vision is barely possible *(Perception* checks
at +10 difficulty). *Sunstore* creates a condition similar to dusk, and *true*
light *destroys the* mage dark. *The spell is an illusion and may be*
disbelieved with a *Mind* or *willpower* total of 15.
Visual Aid

**Visual Aid**

Skill: *conjuration/inanimate forces* 18

Backlash: 17

Difficulty: 13

Effect Value: 0

Bonus Number to: range

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, duration, state, control

All this spell requires of the caster is a dear vision
of the illusion to be produced. The caster can summon forth and control a
pattern of colored light with a 15 meter radius. The light can take on any
shape or form, and may shrink or expand (up to the maximum radius) to the
caster's will. It is, however, an illusion (with a *Mind* or *willpower* disbelief
difficulty of 17).
Staff of Swift Iron

**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.
Throrvald's Tracker

**Throrvald's Tracker**

Skill: *divination/earth* 14

Backlash: 9

Difficulty. 6

Effect Value: 0

Bonus Number to: range

Range: 13 (400 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: control, duration, range, speed

This is a focused spell. The mage must bury an object
belonging to the person being tracked, and he must sit beside the burial spot during
the casting of the spell. At the end of the cast time, the magician digs up the
object, "discovering" it, and puts it on the ground. If the person
who the object belonged to is within the spell's range, then the object begins
to "hop" in the direction of that person at a speed of 10 meters a
round -a moderate walking pace. The object continues moving in the most direct
manner possible until either the cast time elapses or the person moves out of
range of the spell. If the range of the spell at the start is greater than 20,
then the duration will end before the object reaches its former owner.
Visions of Death

**Visions of Death**

Skill: *conjuration/death 26*

Backlash: 20

Difficulty: 18

Effed Value: 24

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 32 (1 month)

Casting time: 18 (1 day)

Manipulation: duration, range

The caster of this focused spell must gain something
of his target; a bit of hair, clothing, or any other object will do. From this
object, the mage manufactures a focus that directs the energies of this spell
to the target. During the formation of the focus, the mage intones the spell,
binding an element of death into the focus, and therefore onto the person. The
focus usually resembles an object the target keeps with him, such as a belt
buckle, a ring a bracelet, etc. After the casting the mage must place this
object into the bedroom of the intended victim, or give it to them before the
next dawn. When the target first sleeps within 100 meters of the focus,
generate the spell total. Compare the effect value with the target's *Spirit* and
read the result off the Power Push chart. The spell has a result modifier point
modifier of 6, which reflects the power that death has over the living. Read
the result points on the combat results table to find spiritual damage. The
spell generates a bonus for damage once each time the victim sleeps. The effect
of the spell is controlled. Unless the damage from the current attack exceeds
the damage level the target currently suffers from, the spell does no damage. From
the first night on, the target of the spell dreams of his death, and each dream
depicts a different version of his death. The target will begin to appear sad and
melancholy. He will always seem depressed and becomes very pessimistic about
everything. While the spell has the result of death, the limited effect make it
possible to recover from the wounds, except for one wound, which once inflicted
shall not heal for the duration of the spell. The purpose of the spell is to
cause the victim a lingering nightmare-ridden death.
Sweet Water

**Sweet Water**

Skill: *alteration/water 14*

Backlash: 11

Difficulty: 8

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 19 (100 minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

*Sweet Water* purifies
one liter of water, or a solution that is primarily water, each round of its
duration. To cast the spell, the magician requires two containers, one of which
must be immaculately clean. The magician pours the liquid into the less clean
vessel, and places the clean vessel an arm's length away. He then scrubs one
hand clean and places it over the immaculate vessel. When casting the spell,
the mage concentrates on moving the water from the dirty container, over his
hand, and into the clean vessel. As this happens, the dirt coagulates on his
clean hand and the water is purified. That hand then sparkles and glows,
transporting the dirt to the other hand.
Wings of Sparrow

**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.
Pathfinder

**Pathfinder**

Skill: *divination/earth 14*

Backlash: 12

Difficulty: 5

Effect Value: 16

Bonus Number to: range

Range: 13 (400 meters)

Duration: 18 (one meter)

Cast Time: 9 (one minute)

Manipulation: control, duration, speed

To cast this spell the sorcerer draws a simple design
in the earth over and over again, making it deeper each time. At the same time,
he pictures the place or object he desires to find. When the spell is
completed, the design will move through the earth toward the place or object
specified. It will move in as direct a manner as possible, at a speed of 10
meters per round. If the object or place sought is within range and connected
to earth or stone, the spell will find it. However, if the range of the spell
is greater than 18, its duration will expire before it arrives at its
destination.
Object Blessing

**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).
Otherly Tentacles

Otherly Tentacles

Skill: conjuration/Entity 18

Backlash: 15

Difficulty: 13

Effect Value: 13

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (1 hour)

Manipulation: control

This impressed spell requires a piece of tentacle from
a squid or octopus. The caster waves the tentacle about while thinking evil
thoughts. To release the spell, the caster makes a rising motion with his hand,
wiggling his fingers as he does so. Inky black tentacles will erupt from the
ground in a 10-meter square area. The tentacles will grab anything in the area
of effect, holding them and preventing them from moving out of their square
until the duration ends or the tentacles are cleared from their square. The
tentacles cannot be made to let go unless they are destroyed. The Tentacles
have a Toughness and Defensive Unarmed Combat equal to the effect value of the
spell, Damage done to tentacles across the area of effect accumulates and the
spell ends when the tentacles take 4 wounds. All shock and KO damage is
ignored. Any character delivering at least 1 wound clears the effect completely
from the 1 meter square targeted. Characters within the area of effect take a
penalty to all movement based actions equal to the power push of the amount the
casting total beats 18. Two otherworldly tentacle spells cannot be layered on
top of the same area.
Telepathy

**Telepathy**

Skill: *divination/folk 17*

Backlash: 13

Difficulty:  6

Effect Value: 0

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

The magician must have a lock of hair from the target
or an item used by the target character for at least a year. For the target
character to send thoughts to the mage he must have a lock of hair or item
which the caster has used for a year. The mage must concentrate while the spell
is in effect; performing any other actions breaks the concentration and ends
the spell. The mage begins the spell by imagining he is speaking to the target
while holding the target's item. Because the spell has an effect value of 0,
the caster may only send and receive verbal messages. Skill rolls are not
allowed to interpret information received. The message travels at 1,000 meters
per round (speed value 15). At a range of one kilometer it takes a full round
(to seconds) for a message to be received. At a range of six kilometers it
takes a full minute to receive a message. The mage controls the spell's
duration and effect.