recursal/Fanatic-Fandom huggingface dataset:
Inferno

**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.
Common Ground

**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.
Maer's Journal - Entry Two

Our brave adventuring party decided to pursue the tracks leading towards the docks in hopes of finding Queen Bodicca, but a stack of difficulties beset us in our attempt traverse the land so it took a long time to arrive. When at last we did reach the shoreline, we were met with a vision of devastation and destruction, the three ships in port were afire and all King Ceretic's guards who were stationed there were dead. A small group of Picts remained and seemed to be obviously waiting in ambush of anyone in pursuit. A shamaness and an archer were posted at each of the guard platforms, and a number of Picts were looting at the docks. A large Pict warrior stood pacing back and forth in front of the docks, and as we approached his companions began to chant out his name, "UURAD! UURAD!". Immediately I began to chant a curse to weaken the enemy's bold courage and audacity, while Rashied threw magical fire at them, Roderick and Cassius rushed forward to meet them head on, and Liadan cast a powerful magical spell to create a pit underneath the big brute, which was then filled in, burying him under the deep earth. Somehow through sheer strength the beast managed to burst out of the ground, but in the end after much battle with him and the others we were victorious. Our relief was shortlived, as we saw far off towards the horizon a single ship departing. King Ceretic's men pulled down the burning sail from one of the ships still in port as it looked to be otherwise still seaworthy, saying that another sail was available in Alclut...
Black Bart's Deadly Darts

**Black Bart's Deadly Darts**

Skill: *apportation/darkness 17*

Backlash: 15

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 18 (one hour)

Manipulation: control

This impressed spell requires a piece of black
obsidian and a dart of some sort. The mage utters dark arcane words while
touching the tip of the dart to the stone. The darkness travels into the dart,
draining the stone of its pigment. To release the spell, the caster throws the
dart at his target. The mage must generate an apportation magic total adding +
2 bonus for the increased accuracy of the spell. The target uses *Dexterity* or
*dodge* to avoid the attack. The target takes damage equal to the effect
value of the spell in the round the dart hits and the next three rounds. The
spell ends if the target moves beyond the spell's range. The dart can't be
removed before the spell ends other than casting dispel magic, which does not
heal damage already taken from the dart. A

Hero point may be used to reduce the damage each
round.
Combat Results

**COMBAT RESULTS TABLE**

Mooks                                  Hero Point-rated

S           1                                          1

1          O 1                                       1

2          K 1                                       O 1

3          O 2                                       K 1

4          K 2                                       2

5    Knockdown O 3                         O 2

6    Knockdown K 3                         Knockdown K 2

7    Knockdown K/O 4                     Knockdown O 3

8     Wnd KO 4                                Knockdown K 3

9     Wnd K/O 5                               Knockdown K/O 3

10   Wnd KO 5                                Wnd K/O 4

11   2Wnd K/O 6                             Wnd K/O 4

12   2Wnd KO 6                              Wnd KO 4

13   3Wnd K/O 7                             2Wnd K/O 5

14   3Wnd KO 7                              2Wnd KO 5

15   4Wnd KO 8                              3Wnd KO 5

+2
+1Wnd +1 shock                     +1Wnd
+1 shock
Animal Sounds

**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
Disguise

**Disguise**

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

**Sample specializations:** Costumes,
makeup, impersonations The *disguise*
*skill gives a character the ability to*
use makeup, wigs and costumes to appear as another person, or as a specific
person. It does not include the ability to speak or act like a specific person,
only their appearance. Imitating a person’s voice or mannerisms falls under the
*performance arts* skill.
To create a disguise, the character must have access to appropriate equipment.
Depending on the desired disguise, this could be as minor as a wig or a set of
appropriate clothing, or it may require the use of special makeup and elaborate
costumes to create a very different appearance, such as appearing taller or
shorter. When creating a disguise, the character generates a *disguise* skill
total. This total is then modified based on the circumstances of the disguise:

**DISGUISE MODIFIERS**

**Circumstance Modifier**

A
specific person -5

Opposite
sex -3

Different
race/skin color -3

Different
species, close resemblance (human as elf, etc.) -4

Different
species, some resemblance -6

Different
species, little resemblance (human as Dwarf, etc.) -10 or more

Great
age difference (+/- 30 years) -3

Much
larger build -3

Much
smaller build -5

Character
already bears a resemblance +3

Good
disguise kit +5

No
disguise kit -5

Using
*disguise* on
another character -2

This final skill
total becomes the difficulty number for anyone seeing through the disguise with
their perceptionor *find* skill. A *Perception* check is
automatically granted the first time that an individual meets the disguised
character. If that check fails, the observer is fooled and will only get to
make another *Perception*
*check*
if the character says or does something that does not match his disguise. If
the check is successful, the observer realizes that the character is wearing a
disguise.
Hide from Magic

**Hide from**
Magic

Skill: *alteration/magic 19*

Backlash: 10

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

Most mages have access to a *tracker* or *pathfinder*
*spell, which they often use to hunt down foes. Hide from magic allows the*
caster to create a bubble of mystic energy around himself that concea1s his
presence from divination spells. The caster is still
visible to the naked eye. Conjuration,
Alteration, and Apportation based spells still affect him.  To create the sphere, the mage closes his
eyes and mimics the sculpting of the field around him, as if it were being made
from day. Compare the spell's effect value to the
casting total of any divination spell seeking the caster. The hide from magic
protects the caster if it has the higher effect value.
Flame Summons

**Flame Summons**

Skill: *conjuration/fire 10*

Backlash: 14

Difficulty: 8

Effect Value: 10

Bonus Number to: effect

Range: touch

Duration: 2 (2.5 seconds)

Cast Time: 9 (one minute)

Manipulation: control

To use this simple spell, the caster holds some
flammable inanimate object- a piece of dry wood or doth is a good idea. The
caster concentrates on the object and wills it to burst into flame. If the
spell works, the object will continue to bum until it is consumed or the flame
is extinguished. For purposes of combat, the spell does damage equal to the
effect total.
Cleanse Miracle

**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.
Detect Lycanthrope

Detect Lycanthrope

Skill: divination/enchanted 14

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: Range

Range: 10 (100 meters)

Duration: 9 (1 minute)

Cast Time: 8 (40 seconds)

Manipulation: control

This spell detects lycanthropes within range of the spell. Compare the Effect Value to the Spirit of any lycanthropes within range. On a minimal or average success, the mage can tell the general direction of the lycanthrope. On a good or superior success, they can also determine the distance to within a few meters. On a spectacular success, the mage can determine the lycanthrope’s exact location. The mage needs a few hairs from a human and a wolf to cast this spell, which he ties into a knot while extending his awareness.
Enslavement

**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.
Herd Animals

Herd Animals

Skill: alteration/earthly 12

Backlash: 10

Difficulty: 8

Effect Value: 10

Bonus Number to: Range

Range: 13 (400 meters)

Duration: 25 (1 day)

Cast Time: 14 (10 minutes)

Manipulation: duration

This spell is focused onto a shepherd’s crook. The spell acts as a charm on herd animals within the range of the spell, compelling them to follow the enchanted crook wherever it goes. This greatly reduces the chance that animals will stray away from the herd.
Lodestone

**Lodestone**

Skill: *alteration/metal 16*

Backlash: 17

Difficulty: 10

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell is cast on a piece (or pieces) of
any type of metal. The affected area may not be greater than a two meter sphere.
The caster looks at the target of the spell, extends both arms, and then brings
her hands together with a loud slap. The target is then highly magnetized. The
radius of the field is equal to the spell's range, and the strength of the
magnetism is equal to the effect value. Any metal objects in the spell's range
are then drawn towards the spell's target, or, if they are more massive, they
draw the target towards them. Objects that can may resist by making *Strength*
*rolls higher than the spell's effect value, but* they must do this *every*
*round they remain* in *the field.*

Example: Wellathyn the mage casts this spell on the
full plate armor of Bargaran the Knight. She generates a total result of 18 for
the spell's casting. This gives the field a *Strength* of 18. The knight
has a *Strength* of 12, and he fights the sudden pull of his metal-armored
limbs to his body. He rolls a 16, giving him a bonus of +3. His *Strength* check
total equals 15, not enough! The field is effectively immobilizing the
unfortunate warrior. If something metallic-or metal clothed-tries to move
through the magnetic field, it must make a check versus the strength of the
field in the same way. If it fails, then it is drawn toward the lodestone.

Example: Bargaran's loyal followers are behind him
and, when they see Wellathyn cast a spell on their leader, they shoot a volley
of arrows over his head at the mage. The *Strength* of the field is still
18, so their shots must beat that number before the arrows can pass over. The
target will continue to be highly magnetic until the spell's duration lapses,
or the caster turns it off.
First Aid

**First Aid**

**Use:** Macro
skill. May be used in round play to prevent death from injuries

**Sample specializations:** Fatigue,
unconsciousness, wounds. This skill measures a character’s ability to quickly
diagnose and treat traumatic wounds, keeping characters alive and functioning until
they can heal. It is normally a macro use skill but it can be used in round
play under certain conditions. The difficulty of a *first aid* skill
check depends on the severity of the wounded character’s injuries. Gamemasters
should also consider applying situational modifiers based on the Difficulty Number
Scale when treatment is attempted in adverse conditions, such as on a
battlefield or without anything resembling a first aid kit. Wound levels are
explained in Chapter Four.

**FIRST AID CHART**

**Wound level Difficulty**

Shock
damage only 8

K,
O, KO condition 10

Wound
12

Heavy
wound 13

Mortal
wound 15\*

Dead
(four wounds) 18\*

Dead
(five or more wounds) *First aid* not
possible

\*These
two conditions can be treated in round play.

Successful
use of *first aid* during
round play will stop the bleeding caused by a *mortal*
wound *and prevent the wounded character from dying,*
but will not help the wounded character in any other way. A character at four
wounds can sometimes be saved by immediate emergency treatment (such as CPR and
similarly drastic methods). Successful *first*
aid *treatment within one round of the*
character’s “death” will improve her condition to *mortal wound*. The
injured character will still be bleeding so *first*
aid *will need to be applied a second time*
to treat that problem. When used as a macro skill, *first aid* will
remove all *shock* and
*KO conditions* and
reduces any action penalties caused by wound damage by one level (characters
with a *mortal wound* only
suffer *heavy wound* penalties,
characters with a *heavy wound* only
suffer *wound* penalties.)
It does not reduce the wound level, only the penalty. The penalty reduction is
temporary and will go away the next time the character that takes any damage. Each
character attempting *first aid* on
wounded characters is only allowed one attempt per victim per day. If this
attempt fails, he must wait until the next day (though someone else could try
to aid the victim today). Characters that have only taken *shock* and *KO conditions* can be
treated as often as necessary.
Increase Charisma

**Increase Charisma**

Skill: *alteration/folk 16*

Backlash: 17

Difficulty: 11

Effect Value: 15

Bonus Number to: effect

Range: self

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The caster needs two images, one smiling, and one
frowning. He crumples the frowning image and places the smiling image against
his skin. Compare the spell's effect value to the caster's *Charisma.* Read
the results on the Power Push Table. The result modifier is +6. Add the final
result points to the target's *Charisma* for the duration of the spell.
Enthralling Performance

**Enthralling Performance**

Difficulty: 16

Effect Value: 14

Bonus Number to: effect

Duration: Performance + 1 round

Performance Time: 5 (10 seconds)

Enthralling Performance causes the target to become enthralled,locking eyes with the Bard. The Bards stare combined with the magic of the bard song are both compelling and quite unsettling. Compare the performance effect to the target's Mind and read the results on the general results table.  *Minimal success* causes the target to be distracted resulting in a stymied condition. *Average success* is so unsettling the opponent becomes unskilled, *Good*or *Superior success* adds to the unskilled condition additionally causing the target to stand enthralled taking no other action, and *Spectacular success* results in the target blanking out completely like as if they were asleep on their feet. Enthralling Performance can be disbelieved with a Mind total equal to the effect value. Enthralling performance counts as a test of wills.
Devil's Song

**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.
Cast Lasher

**Cast Lasher**

Skill: *alteration/magic 20*

Backlash: 22

Difficulty: 8

Effect Value: 25

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This impressed spell increases the backlash of an
opponent's spell castings. To cast the spell, the mage mimics the casting of
another spell, one from which he usually takes backlash. As he pantomimes the effect
of the backlash, the magician casts cast lasher. To be effective the magician
must take some backlash when casting the spell, as this is the contagion. The
caster controls the effect of the spell. If the casting total is high enough
that he would take no backlash, the mage may reduce the casting total and the
effect to a level where he takes backlash. When released, the caster generates
an *alteration magic* total that must exceed the target character's *Dexterity*
*or* dodge *to hit him.* As *the effect value has already been*
set, do not add the bonus number from the targeting roll to the effect value.
Compare the effect value is compared to the target's highest magic skill value.
Read the result points through the Power Push table. The final result points is
the increased backlash the target character takes when casting spells. The
magician controls the duration of *cast lasher.*
Fighting Whirlwind

**Fighting Whirlwind**

Skill: *Conjuration/air 16*

Backlash: 14

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, range, control

The magician spins himself around once while exhaling
to make an ever loudening whooshing noise. The spell causes a whirlwind to
form, 2.5 meters tall and 2.5 meters wide at the top. The magician can reform it at a range of up to 60 meters each round. The
magician also controls the duration and the form of the spell. To target a
character the magician generates an *Conjuration* magic total; if the
total equals or exceeds the target character's *Dexterity* or *dodge,* the
whirlwind hits. Anyone caught within 2.5 meters of the target character must
also evade or be hit by the full force of the whirlwind.
Fear

**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.
Crucifixion

**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.
Animal Shield

**Animal Shield**

Skill: *alteration/earthly14*

Backlash: 13

Difficulty: 9

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 23 (10 hours)

Cast Time: 19 (90 minutes)

Manipulation: duration

*Animal shield* is
an impressed and focused spell. The adept prepares a large, roaring bonfire and
hangs a bag
of coal ash above it. While chanting and
screaming, she tosses pieces of animal skins onto the fire. The smoke from the
burning skins glow red and concentrates in and around the bag. Later, the adept
pours out ash from the bag to form a circle of ash around the area to be protected. While touching the
ash circle, the adept releases the spell. The circle can be; up to 20 meters in
diameter. The ash is good for one use. The spell protects those within the
circle from attacks by wild beasts. The spell uses a test attack on any earth1y creature attempting to enter the circle. Compare the effect value of the spell to the animal's Mind or willpower. Read
the result points on the Power Push Table. Thespel1's result modifier is +6.
Find the final result points on the test column of the Interaction Results

Table. Animals with a *Mind* of 6 or less are
automatically setback, preventing them from entering the circle.
Exorcise Ghost

**Exorcise Ghost**

Skill: *conjuration/entity* 21

Backlash: 18

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 16 (25 minutes)

Cast Time: 18 (one hour)

Manipulation: none

This impressed spell destroys incorporeal creatures
such as ghosts, spirits, and banshees. The mage casts the spell before entering
the dwelling he wishes to exorcise. The caster chants mystic verses, and
encircles a fire. Each time he circles the fire, he must place a small handful
of holly leaves into the flames. The caster must disperse the smoke as quickly
as possible once it rises from the fire. The effect total is generated when the
spell is released.

Compare the spell's effect value to the ghost's *Spirit.*
*Read the result points read on the Power Push Table. The spell's result*
modifier is+11. The ghost is exorcised if the final result points exceed the
ghost's *Spirit.*

**Typical**
Ghost

DEXTERITY 4

Stealth 20

STRENGTH 2

TOUGHNESS 10

PERCEPTION 12

Find 15, trick 14

MIND 13

CHARISMA 14

Taunt 16

SPIRIT 15

Intimidation 19

Hero Point Potential: some (35)

Natural Defenses: Ghosts cannot attack or be attacked
by physical means. Magic weapons and attacks will harm a ghost.
Heal Object

**Heal Object**

Skill: *alteration/magic 15*

Backlash: 12

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 8 (40 seconds)

Cast Time: 6 (15 Seconds)

Manipulation: state

By casting this focused spell, the mage seeks to cause
extreme heat in an object either held or worn
by another individual. The mage holds a lit candle in front of his face and
gazes at the target of the spell. The victim feels intense heat emanating from
the object in question. Heat damage equals the spell's effect value. Apply damage
each round that the target wears or holds the object.

The object itself is unharmed, because the spell is
illusory. The victim may disbelieve the spell
by generating a *Mind* or *Willpower* total of 15 or more.
Cloud of Ash

**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.
Frost Bridge

**Frost Bridge**

Skill: *alteration/inanimate forces 16*

Backlash: 14

Difficulty: 9

Effect Value: 12

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: none

This spell is cast by a mage who wishes to cross a
body of water. The caster makes a sweeping motion with her arm over the water
she wishes to cross. This creates a disc of extremely low temperature just
below the water's surface, freezing that small area almost instantly. The
caster may then step on the disc and, controlling the apportation of the spell,
move across the water at a rate of 40 meters per round, simultaneously forming
a bridge of water behind him. This bridge can hold up to the effect total of
the spell in kilograms. The caster may, if she chooses, start the disc on the
opposite shore (up to one kilometer away and within sight) and have the bridge
form backward. This works nearly as well, except there is a chance of fog
fanning over the low temperature disc and obscuring it from sight. The caster
may dispel the disc and/or the bridge at any time. Otherwise, it will melt
naturally after the duration expires.
Conceal Evil

**Conceal Evil**

Skill: *alteration/darkness 17*

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell hides evil feelings and/or
intentions by transforming them into an article of clothing, such as a hat,
scarf or belt. The caster touches the forehead of the target and mimics the donning
of the article of clothing. A black colored piece of that attire appears in
place on the target. Compare the spell's effect to the target's *Spirit.* Read
the result points on the Power Push Table. The spell has a result modifier of
+6. Add the final result points to the target's *Spirit* when resisting a *detect*
folk evil, *or similar detection spell. The article of clothing reads*
positive for evil detection spells. If the clothing is removed, it vanishes and
the spell is broken.
Ease Frenzy

**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
Improved Dexterity

**Improved Dexterity**

Skill: *alteration/living forces 17*

Backlash: 16

Difficulty: 12

Effect Value: 15

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: duration, state

This spell can be focused on any kindred. To cast this
spell, the mage moves her hands, slowly at first, but increasing in speed for 5
seconds then, she gestures with both hands at the target. Compare the effect value of the spell to the *Dexterity* of the target. If the effect value is higher, then read the difference as a *Power Push The spell's result modifier is +3.* Add the final result points to the Target's Dexterity for the duration of the spell.
Act 2 Scene 1 Ambush

The Party decided to travel overland to Iubhar to find Ponder Deltaine the sage in the hope of leaning more about Cultha Aldaine and the shards of the seal. The route took them on an old roman road through the Pennine Mountains and the Pennine pass. In the pass the party was ambushed by a group consisting of 3 berserkers 2 archers and a Priest. All of the enemies where found to be wearing the same control torqs that the Picts had on indicating they were magically loyal to Cultha Aldaine. The party overcame the Ambush and continued on to Iubhar.
Mental Link

**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.
Blink Walk

**Blink Walk**

Skill: *alteration/true knowledge 19*

Backlash: 18

Difficulty: 14

Effect Value: 25

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast time: 5 (10 seconds)

Manipulation: control, duration, range

A mage calls forth the pattern of this spell to move
himself from one location to another, travelling the distance through an
extra-dimensional "tunnel". The caster disappears upon casting the
spell, reappearing at the destination a short time later. Only the caster can
benefit from *blink walk.* If the
caster has any attribute greater than 25, this spell fails. The caster must
see, or otherwise sense, the location to which he will move. He must know the
location of both the starting point and the destination. A mage could *blink*
walk *beyond his field of vision if he knew the location, perhaps through a*
divination, and the location was in range. The mage travels from the start
point to the destination at a rate of 250 meters per round. No matter how large
the bonus number generated, the maximum effective range is 1500 meters. More
than that and the duration expires before the mage arrives at his destination,
randomly depositing the mage at (or into) a point near his line of travel.
Blood of the Cobra

**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.*
Little Fireball

Little Fireball

Skill: conjuration/fire 15

Backlash: 14

Difficulty: 8

Effect Value: 18

Bonus Number to: Effect

Range: 12 (250 meters)

Duration: 5 (10 seconds)

Cast Time: 0 (1 second)

Manipulation: control

This spell is similar to the other fireball spells, except that the ball created by this spell is only one meter across. The mage must roll a conjuration magic total versus the target’s Dexterity or dodge to hit, with a +4 accuracy modifier. The damage is equal to the Effect Value.
Eradicate Fear

**Eradicate Fear**

Skill: *conjuration/light 17*

Backlash: 16

Difficulty: 16

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range

This is a focused spell. The mage casting *eradicate*
fear *helps a folk. Under the effects of a create fear or similar spell*
conquer the emotion that grips him. After shaking and screaming at the target
to stand up to his fears, the mage slaps him in the face. Compare the spell's
effect value to the target's *Mind.* Read the result points through the
Power Push Table. The result modifier is +7. Add the final result points to the
target's *Mind* for purposes of defeating the fear. The target may make
another roll against the fear.
Animate Dead

**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.
Heightened Sight

**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.
Corporealize

Corporealize

Skill: alteration/entity 18

Backlash: 15

Difficulty: 13

Effect Value: 28

Bonus Number to: Effect

Range: 9 (60 meters)

Duration: 17 (40 minutes)

Cast Time: 17 (40 minutes)

Manipulation: none

This impressed spell will only work on non-corporeal entities such as ghosts. It causes the affected entity to assume a solid form, which allows physical attacks to cause damage. Compare the Effect Value to the entity’s Spirit. Read the results on the Power Push table, and apply a Result Modifier of +10. The spell succeeds if the final Result Points exceed the spirit’s Spirit.
Language

**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.
Lock Picking+

**Lock Picking+**

**Use:** Cannot be
used unskilled without the appropriate tools. Unskilled use with tools
penalized. Macro skill.

**Sample specializations:** Door
locks, padlocks, chests

This skill gives its user the ability to
surreptitiously open locks with physical tumblers and mechanisms. The use of
the *lock picking* skill
requires a set of picks or tools, though a skilled character can improvise
tools out of hairpins, fishbone, etc. Unskilled characters cannot improvise and
so are unable to use *lock picking* if
they do not have a proper set of tools. Some types of locks, Locks that do not have
physical mechanisms for the character to manipulate, such as a magical ward,
cannot be defeated with this skill. Magical wards fall under the *divination magic* skill.
*Lock picking* cannot
be used to disarm traps and alarms that may be around or attached to locks, but
a character can detect the presence of an alarm or trap on a lock by making a
successful skill check against the difficulty of the lock itself. Disarming the
trap or alarm will require the use of another skill

**LOCK PICKING CHART**

**Sample locks Difficulty**

Typical
interior residential door 5

Padlock,
exterior door 10

Chest
13

Modifiers

Poorly
constructed lock -3

Well
constructed lock +2

No
short time limit -3

Specialized
tools -1 to -5
Create Fear

**Create Fear**

Skill: *conjuration/darkness 17*

Backlash: 16

Difficulty: 14

Effect Value: 26

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration state

*Create fear* is
a powerful focused spell that should not be cast indiscriminately. The caster
must possess an item belonging to the target. The caster mutters words of power
and points at the target. The spell creates fear through the intimidation
skill. Compare the spell's effect to the target's *Spirit* or *intimidation.*
*Read the result points on the Power Push Table. The spell has a result*
modifier of +6. Find the final result points on the intimidation chart of the
interaction Results Table. *Create Fear* is, of course, an illusory spell.
Once the duration of the spell expires, the effect will wear off swiftly, and
the target is apt to be extremely angry. To disbelieve the spell, the target
must generate a successful *Mind* or *willpower* total of 19.
Enchanting Growth

**Enchanting Growth**

Skill: *alteration/life 18*

Backlash: 19

Difficulty: 13

Effect Value: 10

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (1 hour)

Cast Time: 5 (10 seconds)

Manipulation: control

The mage casts this focused spell to imbue the
vegetation in a 40 meter radius (up to a height of 10 meters) with an infusion
of life energy. He must touch the ground upon which he stands. This burst of
life energy causes all plants in the area to grow at accelerated rates. Within
a few seconds fast growing plants, such as vines and grasses, grow to fill the
area of effect. This growth though can be controlled by the mage if he
concentrates on the Pattern of growth. The mage can cause the plants to
overgrow a road, or even build a beautiful garden with this spell. The mage can
retard movement through the area. Within seconds, no movement is possible
without cutting and hacking through the undergrowth. The plants under the
effect of the spell will have a *Toughness* equal to the spell effect
total. It is not easy to exit an area of enchanted growth. The *Dexterity/dodge*
*value of the plants is zero, each wound scored allows a person to move one*
meter. Use the mooks damage chart to find the damage done to the plants. The
area of growth refills any area cut within five rounds. A person who does not
move quickly will find himself trapped again. Since this spell only alters the
rate of growth, the change in the plant life will be permanent when the spell
ends. The change in the *Toughness of* the plants ends when the spell
ends. Anyone still trapped in the area of effect will still be trapped when the
duration ends but getting out is much less of a problem.
Ethereal Form

**Ethereal Form**

Skill: *alteration/folk 17*

Backlash: 19

Difficulty: 17

Effect Value: 27

Bonus Number to: duration

Range: self

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

This spell turns the caster's body into a smoky
apparition. The caster must light a candle scented with holly, and inhale the
smoke as it billows from the flame. The caster's body then quickly becomes
incorporeal. The caster's possessions are also affected.

Compare the spell's effect value to the caster's *Toughness.*
*Read the result points through the Power Push Table. The spell's result*
modifier is +10. The final result points must equal the caster's *Toughness.* The
spell works on characters with a *Toughness* of 15 or less. While in
ethereal form, the caster may move at his apportation skill value. The caster
must contain his ethereal form within a 25 meter sphere. A magician in ethereal
form can only be attacked by spells, energy attacks, magical weapons affecting
incorporeal beings and other ethereal forms (such as ghosts). Spells may be
cast while in ethereal form, but none that require physical manipulation of any
sort. The caster controls the spell's duration.
Detect Folk Evil

**Detect Folk Evil**

Skill: *divination/Darkness 15*

Backlash: 13

Difficulty: 7

Effect Value: 19

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The magician thinks dark thoughts about himself or
others about whom he cares, and then casts the spell with a quick scowl in the
direction of the target character. The mage must concentrate for the duration
of the spell. The spell effect ends as soon as the mage performs an action
other than directing the spell. He may change the target of the spell. Compare the
effect value of the spell to the target's *Spirit* or *faith* value. *Minimal*
*or* average *success lets the Caster know if the target character*
harbors evil intentions which he plans to put into effect within the duration
of the spell. Good success allows the caster to know if the target harbors any
evil intentions toward the caster (or the character the magician thought about
when casting the spell). *Superior* success lets the caster know if the
target character harbors evil intentions toward anyone and the degree of harm planned.
*Spectacular* success lets the caster know who the target is planning to
harm, if not the caster or the character about whom the magician thought dark
thoughts.
Bow Master

**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.