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*
weap*ons 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, Cl*eanse* 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 (pres*tidigitation +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, 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.

**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 *Supe*rior 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 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.

**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. Ifa 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, *Supe*rior 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.**