recursal/Fanatic-Fandom huggingface dataset:
Facade of Normality

**Facade of Normality**

Skill: *alteration/living forces 15*

Backlash: 16

Difficulty: 13

Effect Value: 18

Bonus Number To: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control

This is an impressed, focused spell. Asa mage releases this spell,
she weaves a web of illusion over the target such that anyone who looks at him
will see nothing out of the ordinary. No one will give the target a second
glance. If the target does something unusual (picking a lock, stealing a
purse), then all observers may roll *Mind* totals to overcome the power of
the spell. Any witness to an incongruous act must beat the spell's effect value
or ignore the object of the spell. *If* the target is noticed by one
person, then the spell is broken. Whenever the target performs an extremely
unusual action or one that affects something very large (larger than he is),
every bystander is allowed to generate a total with an automatic +4 bonus
modifier. If the target of the spell injures another person or affects a really
large object (over twice his size), all observers receive a +10 bonus modifier.
Anyone who is *directly* injured by the target automatically notices and
breaks the spell (unless that person is immediately killed or KO'ed).
Cleanse

**Cleanse**

Skill: *alteration/water 19*

Backlash: 19

Difficulty: 7

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 26 (1.5 days)

Cast Time: 18 (one hour)

Manipulation: control

This is a focused, impressed spell, affecting a liter
of specially prepared water. The water contains a very small amount of herb
tea. When a character drinks the water, the spell works as a countering agent
to any poisons present in the body. If the spell's effect value is greater than
the strength of the poison, then the poison has no effect at all.
Unfortunately, the reverse is also true.

The antidote remains in the target's system for the
entire duration and attempts to counter any new poisons that enter the body.
The spell remains at full potency unless defeated, in which case its protection
is destroyed. The poisons it has already overcome will stay inert, but any
subsequent poisons will take full effect.
Darkness Performance

**Darkness Performance**

Difficulty: 16

Effect Value: 13

Bonus Number to: effect

Duration: Performance plus 3 rounds

Performance: 5 (10 seconds) + Bonus number

*Darkness Performance*convinces the target that they are in darkness. In actuality, the illumination of the area remains unchanged. The effect value of the spell must exceed the target's *Mind*for the spell to be successful. The disbelief difficulty is equal to the effect value.
Kamikaze

**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.
Battle Vigil

**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.
Find Things

**Find Things**

Skill: *divination/inanimate forces* 13

Backlash: 16

Difficulty: 8

Effect Value: 0

Bonus Number to: range

Range: 7 (25 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration

To the casual observer, the magician who uses this
spell appears to have an uncanny ability for locating lost or hidden objects.
Casting this spell merely requires that the magician have an accurate
description of the object he is searching for, or he must have seen it once.
The object may not be larger than the caster.

Once the spell is cast, the mage will locate the
object: if it is within range of the spell and has not been magically hidden.
The caster may move while the spell is operating and he may change target or
even cancel the effect.
Major Eraser

**Major Eraser**

Skill: *alteration/inanimate forces* 22

Backlash: 20

Difficulty. 17

Effect Value: 40

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

Based on the less potent (but more widely used) *minor*
eraser *spell (below), this spell may only be cast on humans who are under*
the effect of spells with the pattern of inanimate forces. To cast, the mage
must "brush himself off" while nodding in the direction of the person
to be affected. If the result value of the spell is higher than the casting
value of the magic that is being "wiped away," then it will erase the
prior effect. If not, then nothing happens.
Disguise Performance

**Disguise Performance**

Difficulty: 14

Effect Value: 14

Bonus Number to: effect

Duration: Performance + Bonus number+ 3 rounds

Performance Time: 5 (10 seconds)

Disguise Performance cause the target to believe the Bard is a different person or creature then he is. The following table outlines the modifiers to the difficulty of *Disguise Performance.*The modifiers are cumulative.

Different Individual of the same type +0

Different Sex +2

Specific Individual that the target knows (The bard must have seen the individual to be copied) +4

Different type of Folk +2

Different type of Creature (I.E. Enchanted, Animal etc.) + 2 + Value of the size difference.

The effect value must exceed the targets mind for disguise performance to be successful. Disguise performance can be disbelieved on a mind total that equals the effect value
Fiery Visions

**Fiery Visions**

Skill: *divination/fire 19*

Backlash: 15

Difficulty: 9

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

A versatile divination spell, *fiery visions* requires
nothing in the way of material from the subject(s) being scried. The caster
must, however, know who or what he wants to view. He must either have a very
vivid description of the object of the spell, or he himself must have seen the
object. To cast and maintain the spell, the mage must have a fire at least four
meters high and four meters wide nearby. He then chants a description of the
target while concentrating on making the description form out of the flames. If
the spell is cast correctly (and the object of the vision is within

10 kilometers) the flames will take on the appearance
of the object, along with as much of its surroundings as will fit in the 4 by 4
area of the spell. The vision will move with the object if it moves, as long as
it does not move out of range. The visions will be simple and not very
detailed-but they will be complete. After getting the initial vision, the
caster may change his target as long as the spell lasts. The targets can be
completely unrelated, or the caster can use the motion of the vision to
"backtrack" the location of the object-though this is slow going, and
there is no guarantee that the object will not move in the intervening time. If
the caster ceases to concentrate on the spell, or if the fire is extinguished,
the spell ends.
Arm of Air

**Arm of Air**

Skill: *apportation/air* 10

Backlash: 10

Difficulty: 6

Effect Value: 5

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration, range

The caster blows air underneath his hand, moving each
finger as he blows air upon it. He then vocally commands the *arm of air* to
perform a task. The arm has a *Strength* equal to the effect value of the
spell. Only simple physical tasks may be performed by the arm; if the task
would normally require a character to generate a *Dexterity* total to
perform the action, the action is beyond the capacity of the *arm* *of air.* The mage must
concentrate upon this spell for the full duration; the spell effect ends as
soon as the mage performs an action other than directing the spell.
Bless Holy Water

**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.
Wall of Air

**Wall of Air**

Skill: *alteration/air 15*

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell.

The caster mimes the shaping of a wall in the air 10
meters high by 10 meters wide (he probably will need a step ladder), he also
mimes throwing himself and other objects at the imaginary wall, stopping just
short of "impact."

The caster continues this building and striking
process for one hour. To release the spell, the caster need only thrust both
hands outward in a gesture of repelling. The air in that direction will
coagulate into a square shaped wall 10 meters high, 10 meters wide, and one
meter thick. The wall has a *Toughness* equal to the spell's effect.
Anything trying to pass through the area protected by the wall must do it
damage (in one round) equal to or exceeding this value. All other damage is
ignored. The caster may, however, end the duration before the ten minutes have
elapsed.
Dance

**Dance**

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

**Sample specializations:** Ballet,
ballroom dancing, square dancing, tap dancing, choreographed dances

The
*dance* skill
covers a character’s ability to move rhythmically to music or song, in either a
free-form or choreographed manner. Dancing can be an important part of the
rituals practiced by many cultures as well as something done for enjoyment or
to entertain others. Performing a carefully choreographed dance routine, such
as a dance used as part of an important religious ritual, requires making a *dance* skill
check against a difficulty number determined by the gamemaster using the
Difficulty Number Scale. When used to entertain or otherwise evoke a reaction
in an audience, even if that audience is just your dance partner, *dance* uses the
rules given in the *performance arts* skill
to determine the quality of the performance and reaction of the audience. *Dance* only
covers a character’s ability to perform a dance, not design one; choreographing
a new dance routine is covered by the *artist*
*skill instead of* dance*. Dancing*
simply for personal enjoyment does not usually require a skill check.
Snake Staff

**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.
Spell Extention

Spell Extension

Skill: alteration/time 15

Backlash: 14

Difficulty: 10

Effect Value: 29

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 18 (1 hour)

Cast Time: 0 (1 second)

Manipulation: state

Spell extension is a focused spell. It alters another, previously cast spell, increasing its duration. Compare the Effect Value to the original spell’s duration value. The Result Points are added to the spell’s duration, up to a maximum total duration of one hour (the duration of spell extension). To cast this spell, the mage must pretend she is still casting the first spell, “dragging it out” for another moment.
Plant Shackles

**Plant Shackles**

Skill: *alteration/plant 15*

Backlash: 15

Difficulty: 13

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 13 (6.5 minutes)

Cast Time: 4 (6 seconds)

Manipulation: control

To put this incantation to use, the caster takes five
blades of grass (or whatever plants are nearby) and drapes one across both
wrists, both ankles, and his neck. When he mutters the correct words and specifies the target with a hand gesture, the plants within range will begin to writhe and wrap themselves about the opponent. The casting total must exceed the target's *Dexterity* or *dodge.* They will hold the target in their leafy embrace for up to one hour, with a strength equal to the effect value of the spell. Characters held within the leafy embrace may not move from their square unless they succeed at a strength check. A strength check is the only action the target can make without penalty, any other action requiring any kind of movement, incurs a penalty equal to the success levels of the spell.
Light Armor

**Light Armor**

Skill: *alteration/inanimate forces 16*

Backlash: 12

Difficulty: 11

Effect Value: 16

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 4 (six seconds)

Manipulation: duration

This spell only affects the mage who casts it. He must cross his arms on his chest and summon the power of magic and transform it into light. The result of light gives the mage a glowing suit of armor that covers his entire body with a *Toughness* equal to the effect value of the spell. The mage may not turn it off, but may shape it into any form he wishes. It must, however, cover his entire body. The glow of the armor will also make non-death or darkness aligned creatures react somewhat more favorably toward the caster
(GM's discretion on how favorably).
Folk Repelspell

**Folk Repelspell**

Skill: *alteration/folk 18*

Backlash: 18

Difficulty: 12

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: state, duration

The caster repeatedly mimics the casting of another
folk spell (which he must know) while casting the spell. At the end of the hour
he touches the recipient's head, focusing the spell into that character. The
character's eyes look dull while protected by this spell. Any folk spell with
an effect value less than the *folk repelspell* doesn't affect the
recipient. The recipient controls the spell's duration.
Cure Poison

**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.
Passing Shadows

**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.
Scrying Eyes

**Scrying Eyes**

Skill: *divination/true knowledge 19*

Backlash: 18

Difficulty: 10

Effect Value: 25

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (I hour)

Cast Time: 14 (10 minutes)

Manipulation: cast time, control, duration

The mage must possess a device for scrying, this
device could be a mirror, a crystal ball, or even a calm pool. The device must
produce a clear reflection. When the mage casts the spell the device shimmers
and then displays the scene the mage wishes to see. Anyone else looking into
the device also sees the scene it reveals. *Scrying* eyes produces visual
information only. The mage can only see what is obvious. Others observing the
mirror may use *find* or other skills to analyze visual information. Their
skill totals are capped at 25, which is the effect value of the spell.

If the mage concentrates, she can manipulate the spell
to see the scene from a different view, or a new scene can be located. The
viewpoint may be moved at a rate of a kilometer each round. Sensitive people
may feel that they are being watched (on a *Perception* total of 25 or
more), and *detect magic* reveals this method of scrying.
Poisonberry

**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.
Song of Clarity

**Song of Clarity**

Difficulty: 13

Duration: Performance

Performance Time: 5 (10 seconds)

Song of Clarity creates clarity the Minds of the heroes. When the song of clarity is in effect, all heroes get a bonus to resisting effects via *Mind* or *Willpower*, as well as disbelief checks equal to the success levels if the song. Minimal +1, Average +2, Good +3, Superior +5, Spectacular +5.
Speak with the Dead

**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.
Streetwise

**Streetwise**

**Use:** Unskilled
use penalized. Normally used as a macro skill.

**Sample specializations:** Specific
urban location, street gangs, criminal organizations, survival, black markets

*Streetwise* is used
to get information, goods and/or make contacts in urban areas large enough to
support a “shadowy” side of life. It can also be used like the *survival* skill for
finding food, water and shelter in urban areas. When attempting to gain
information with the *streetwise* skill,
the difficulty is based on the size of the city the character is in and modified
by the legality of the information being sought:

**STREETWISE CHART**

**Condition Difficulty/modifier**

Large
city 8

Small
city 10

Town
12

Small
town 13

Very
small town 15

Legal
information -5

Semi-legal
-2

Illegal,
but generally inoffensive (asking how big of a bribe is appropriate for local
law enforcement) +0

Illegal
(seeking out a pickpocket) +2

Very
illegal (seeking out a safecracker) +4

Highly
illegal (seeking an arms smuggler) +7

Strict
law enforcement +5

Moderate
law enforcement +4

Light
law enforcement +2

Little
enforcement of the law +0

Corrupt
law enforcement -
Steel Shower

**Steel Shower**

Skill: *apportation/metal 15*

Backlash: 13

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (4 seconds)

Manipulation: speed, control

To use this spell, the caster must have a half
kilogram of iron filings. He throws these filings in the direction of a target
during the casting of the spell. The magic gives the mage a +5 to the *accuracy*
of the apportation *attack. If the* apportation *total exceeds the* Dexterity
*or* dodge *of the target, she hits. The shower does damage equal to its*
effect total.
Walk on Air

**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.
Willpower

**Willpower**

**Use:** Normally
a macro skill.

**Sample**
specializations: **Specific**
defense (against *charm,*
*against*
*persuasion,*
*against*
*hypnosis,*
etc.*),*
ignoring pain, self-control, disbelieving illusions *Willpower* represents a
character’s strength of mind and ability to remain true to a decision or course
of action. It is most often used as defense against character interaction
skills such as *charm*
*and*
*persuasion*
*and*
in some cases other interaction skills like *trick, test, taunt* and *intimidation*. For the latter
skills, *willpower*
*can*
only be used as a defense against macro uses of those types of interactions;
during round play the normal defenses must be used. This is because during
round play characters must react based on their instincts and do not have time
to apply their *willpower*
*to*
the situation. Similarly, *willpower* may be used to disbelieve the existence of illusionary
magic, but only outside of round play. During round play disbelieving
illusionary magic defaults to the character’s base *Mind* attribute. See
Chapter Ten for more information on disbelieving illusionary magic. *Willpower* may be used as an
active skill in situations where the character faces a difficult temptation,
needs to control an impulse or has to overcome a natural reaction or instinct.
Visions of the Past

**Visions of the Past**

Skill: *divination/time 24*

Backlash: 19

Difficulty: 12

Effect Value: 38

Bonus Number To: duration

Range: touch

Duration: 18 (1 hour)

Cast Time: 9 (l minute)

Manipulation: duration

In casting this spell, the mage can gain information
about one object that he touches. The mage receives visions of events that
occurred around the object in the past. The mage can see events which occurred
within a sphere of 10 meters radius centered on the object. The object must fit
completely within the sphere. The mage, and only the mage, can view a scene
from any point in past less than or equal to the effect value of the spell. The
wizard observes the scene in real time. After selecting the initial past-point,
the magician may scan through images either futureward or

Pastward of the initial past-point, searching for
interesting scenes. He scans images at a rate of one week of images per minute
of spell.
Hildrmaer Char Info

**Hildrmaer Jorunnsdottir**

**Race: Elf-Blooded**

**Armor:**

**Melee Weapon:** Ax and Shield

**Range Weapon:** Throwing axes

**Movement:** 60 meters, 10 meters plus and action

**Magical Items:** Enchanted Torq, twisted silver with thor's hammers on the ends

+1 to Bardic Performance through magical amplification

+1 to all language checks

allows any one Glamour 1/day at their ability level

**ATTRIBUTES:**

DEX: 13

STR: 7

TOU: 9

PER: 8

MIN: 8

CHA: 16

SPI: 8

**SKILLS: ADDS: ATT: TOTAL:**

Bardic Empathy 3 CHA 19

Bardic Performance 2 CHA 18

Dodge 2 DEX 15

Ranged 1 DEX 14

Melee 2 DEX 15

Charm 1 CHA 17

Taunt 1 CHA 17

Persuasion 2 CHA 18

Trick 1 PER 9

Intimidate 1 SPI 9

Willpower 1 MIN 9

Test 1 MIN 9

Manuever 1 DEX 14

**BARDSONGS:**

(success level is based on how high over difficulty the roll is)

\*\*Inspire Combat Prowess, Difficulty 16, bonus to heroes combat and defense skills, 1-3 based on success

\*\*Inspire Skill Proficiency, Difficulty 12, bonus to non combat skills, 1-3 based on success

Song of Clarity, Difficulty 13, hero bonus to resisting effects via mind or willpower, 1-5 based on success

Raise Spirits, Difficulty 15, hero bonus to resisting effects via spirit, 1-5 based on success

Inspire Frenzy, Difficulty 16, heroes ignore fatigue results and wound penalties, only melee or barehand attacks allowed, no manuever, trick or taunt but may use intimidate, no active defense, heroes may be excluded by adding 2 to difficulty

\*\*Luck of the Bards, Difficulty 18, causes DM to draw 2 initiative cards instead of one

\*\*Combat Ineptitude, Difficulty 16, penalty to villain combat or defense skills, -1 to -3 depends on success

Skill Ineptitude, Difficulty 12, villain penalty to non combat skills, -1 to -3 depending on success

Depressing Dirge, Difficulty 15, spirit skills and resistance to spirit attacks lowered, -1 to -3 based on success

Enhance Pain Receptors, Difficulty 18, +1 to villain shock damage from fatigue, wound level raised by 1

\*\*Misfortune, Difficulty 17, villain setback if villain rolls at or under result number on power push table

**GLAMOURS:**

Charming Performance, sub Bard's Perform for Charm, diff 13

\*\*Cloaking Performance, vs MIND, diff 15, makes target ignore bard

Confusing Performance, vs PERCEPTION, diff 15, PP stymied, unskilled, confused, attack near, KO (trick)

\*\*Darkness Performance, vs MIND, diff 16, convinces target they are in darkness

Despair Performance, vs MIND or WILLPOWER, diff 17, GR stymied, setback, fatigue, -6 to all rolls

Disguise Performance vs MIND, diff 14, causes target to believe bard is different person

Distracting Performance, vs PERCEPTION, diff 15, PP negatives to target's perception skill

Enthralling Performance, vs MIND, diff 16, GR stymied, unskilled, no action, sleepwalk (test of wills)

Frightful Performance, vs SPIRIT, diff 15, PP stymied, unskilled, flee, paralyzed, faints (intimidate)

Invoke Random Images, vs MIND, diff 16, PP negatives to target's mind skill

insulting Performance, vs CHARISMA, diff 16, PP stymied, unskilled, setback, unskilled attack, weep (taunt)
Vigor

**Vigor**

Skill: *alteration/living forces 15*

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 16 (30 minutes)

Cast Time: 3 (4 seconds)

Manipulation: control, state

This focused spell will increase the *Toughness* of
any kindred. The caster need only gesture at the target and flex his arm to
cast the spell. The effect value is compared to the *Toughness* of the
target. If the effect value is greater, then the difference is read as result
points on the Power Push Table. The target's *Toughness* is increased by 3
plus the result points of the Push. If a creature affected by this spell
sustains shock damage exceeding its original *Toughness,* it will remain
conscious until the spell ends. If it has not recovered from the shock before
this time, then it will go down.
Spirit Quest

**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.
Purity of Vision

**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.*
Rainbow Bridge

**Rainbow Bridge**

Skill: *alteration/light 22*

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control, range

*Rainbow Bridge* must
be cast with some sort of light, sun light being best. Focusing the tight
through a lens, prism or similar piece of glass, the caster traces the outline
of a rectangle in the area he wishes cross. When cast a bridge of multi-colored
light, resembling a flattened rainbow, spans the area designated by the caster.
The bridge may be up to one kilometer long, with a maximum height of 60 Meters.
The bridge's *strength* is the effect value. The bridge may be smaller
than the effect value total if the mage so chooses.
The bridge may be disbelieved with a *Mind* or willpower total of *15.*
Refreshing Breeze

Refreshing Breeze

Axiom Level: 7

Skill: alteration/air 12

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: Effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 4 (6 seconds)

Manipulation: none

To cast the refreshing breeze spell, the mage must wave a fan in his face while sighing contentedly. The spell causes a light breeze to spring up in a 10 meter square area, refreshing those within. Compare the Effect Value to the Toughness of the beings within the area of effect. Read the result through the Power Push table. The final Result Points are the number of shock points of damage that may be removed. This spell effects friend and foe alike.
Main Page

<hero description="Theo's Campaign" imagename="" cropposition="" />

## Theo's Campaign Wiki

Welcome to the wiki for Theo's Campaign.

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Acrobatics+ Beast Riding Dance Dodge Escape Artist Flight Lock Picking+ Long Jumping Maneuver Melee Weapons+ Missile Weapons Prestidigitation Running Stealth Swimming+ Unarmed Combat+

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**Strength Based Skills**

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Climbing Lifting

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**Toughness Based Skills**

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Resist Pain

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**Perception Based Skills**

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Alteration Magic Camouflage Craftsman\* Direction Sense Disguise Divination Magic Evidence Analysis Find First Aid Gambling Language\* Land Vehicles Scholar\* Trap Use Tracking Trick Sailor

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**Mind Based Skills**

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Apportation Magic Artist\* Conjuration Magic Medicine Streetwise Survival Test Of Wills Willpower

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**Charisma Based Skills**

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Bardic Inspiration Bardic Performance Charm Performance Art\* Persuasion Taunt Training

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**Spirit Based Skills**

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Faith\* Focus Frenzy Intimidation Shapeshifting

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**Attributeless Skills**

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Arcane Knowledges

**The Rules**

**The Drama Deck**

**Magic**

**Miracles of Faith**

**Other Special Abilities**

**Equipment**
Taunt

**Taunt**

**Sample specializations:** Non-verbal,
insults, sarcasm

*Taunt* is used
to make opponents upset and thus unable to think or act as clearly as they
normally would. *Taunt* is
normally used in round play to unsettle opponents, annoying or angering them to
the point that they act without thinking. *Taunt*
*is also the defensive skill used*
against *taunt,* though
in some situations the *willpower* skill
could be used instead. If the target does not have *taunt* then *Charisma* is used
instead. The results of a *taunt* are
determined by using the Interaction Results Table found in Chapter Four. When a
character attempts to *taunt* someone,
the player should specify to the gamemaster the effect she wants it to have on
her character’s opponent before rolling the die. This is known as the *player’s call* and lets
the gamemaster better judge the results of the *taunt*. *Taunt* skill
totals should be modified by the gamemaster in relation to circumstance and
appropriate nature of the *taunt,* as
well as the player’s roleplaying ability. *Taunts*
*should be kept simple in most cases so*
that that the meaning will be clear to the target. If the target doesn’t
understand the *taunt,* they
may not even realize they’ve been insulted.
Stone Tunnel

**Stone Tunnel**

Skill: *apportation/earth* 12

Backlash: 16

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

The mage begins by taking a chip of the rock to be
apported and smashing it into fine pieces. Once he has done this, he may cast
the spell by kneading the stone dust into a piece of clay, then smearing the
clay onto the wall. The caster then pounds his hands on the stone, with
increasing firmness, and at the end of the cast time the stone has cracks and
breaks; he has moved parts of the stone outwards from the center. The effect
total of the spell represents the weight of the stone that can be moved each
round (1 cubic meter of stone equals approximately 2500 kilo-grams). The stone,
of course, has to be cleared away from in front of the caster before he can
proceed, but this is simple compared to digging through solid rock.
Winged Horse

**Winged Horse**

Skill: *alteration/earthly 19*

Backlash: 10

Difficulty: 10

Effect Value: 9

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 15 (15 minutes)

Manipulation: control

*Winged horse* transforms
a horse physically and mentally, but not spiritually, into a Pegasus. The horse
gains the ability to fly, but has the same attitudes and loyalties. The caster
cuts five hails from the mane of the target horse. He braids these hairs into a
circle and inserts two white feathers into the braid. He places the braid on
the horse's back. The braid transforms into the wings of a Pegasus. See *enhance*
horse *(earthly) and* train Pegasus *(enchanted) for statistics.*
Power of the Beast

**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.
Mystic Star

**Mystic Star**

Skill: *conjuration/magic* 21

Backlash: 20

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, state, duration *Mystic*
star *allows the mage to create a swirl of mystic energy with very sharp*
edges. The mage voices one word of power while reaching back to throw. The star
appears in her hand as she hurls it toward her victim. She must generate a
conjuration skill total, with a+ 10 accuracy modifier Compare the casting total
to the target's *Dexterity* or *dodge.*

Compare the effect total to the target's *Toughness* or
*armor value* (the spell will affect enchanted armor). Find the final
result points on the Combat Results Table. The star can be disbelieved with a *Mind*
*or* willpower *total of 15.*
Purify Body

**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.
Miracle Shield

**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.
Sense Undead

**Sense Undead**

Skill: *divination/entity 16*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

This spell requires an item worn or used by an undead
or part of an undead entity. The mage wraps the item in a dark doth. When casting,
the magician stares intently at the cloth, unwrapping the item and revealing it
to his sight. The caster points in the direction of the detection (she may
sweep the whole area by turning in a circle). The magician must concentrate for
the spell's duration.

Compare the spell's effect value to the lowest *Spirit*
*of any entity in range. Read the results on the Power Push table. The*
spell's result modifier is +7. Read the final result points on the

General Results table. With *minimal* or *average*
*success, the caster knows if undead are in the area. On a* good *success,*
the caster knows direction and distance. With *superior* success, the
caster can knows activity level of the undead (moving or at rest). With *spectacular*
*success, the caster knows the creatures'* Spirit *value.*
Will of Iron

Will of Iron

Skill: alteration/folk 14

Backlash: 13

Difficulty: 14

Effect Value: 16

Bonus Number to: Duration

Range: Touch

Duration: 13 (6 minutes)

Cast Time: 3 (four seconds)

Manipulation: state

This simple focused spell increases the target’s willpower. Compare the Effect Value to the target’s Mind, and read this through the Power Push table. Add the Result Points plus a Modifier of 6 to the target’s willpower skill for the duration.
Obscuring Mists

**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, reducing or completely cutting off vision in or out of the fog. This fog cannot be dissipated by rain or wind for the duration of the miracle. The fog extends for three meters in every direction from the target character, and will move with him as he moves. For anything short of a Spectacular result, the difficulty of spotting a stealthed character through the fog, either in or out is increased by 2 per success level. A character not stealthed can be seen but the difficulty of targeting a character in the fog, or from within the fog is increased by 1 per success level. If a spectacular result is obtained, the fog is so think as to completely obscure vision. In this case a character must be spotted at a +10 difficulty to be targeted either in or out of the cloud. Characters not spotted add a +10 difficulty to target, characters that are spotted add a +5.
Spell Lock

**Spell Lock**

Skill: *alteration/time 21*

Backlash: 20

Difficulty: 16

Effect Value: 31

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (10 minute)

Cast Time: 0 (one second)

Manipulation: control

*Spell Lock* is
a focused spell. This spell alters the flow of time around a spell just cast,
slowing the spell process to a halt. The mage shouts the words "spell
lock" while casting the spell, making certain to stop speaking just before
finishing the phrase. The effect value must be greater than the skill total
generated by the target spell. A bubble of temporal stasis appears, freezing
the spell in one place, holding the process in check. The spell lock holds the
target spell for one minute, or until the caster of the releases the spell to
continue on its path.
Earthly Arms

**Earthly Arms**

Skill: *alteration/earth 20*

Backlash: 20

Difficulty: 14

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 18 (one hour)

Cast Time: 0 (one second)

Manipulation: control, range

This spell must be cast on a patch of ground that is
primarily earth. It causes a pair of large arms to rise up from the ground,
grasping at anything within range of the spell. The area of earth affected is
15 meters long and four meters across. The arms themselves may come from any
point within that area, but they may not reach more than 2.5 meters out or up.
Use the Power Push Table (with a result modifier of +8) to determine the *Strength*
*and* Toughness *of the arms. To*
grasp a foe or object, the mage's *apportation* roll must exceed the
target's *Dexterity* or *dodge.*
Shadow Bats

**Shadow Bats**

Skill: *alteration/darkness 16*

Backlash: 11

Difficulty: 8

Effect Value: 18

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 12 (four minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, duration

*Shadow bats* is
focused on a target. The caster throws a black silk at the target. The silk
transforms into a group of dark bats that fly around and whip into their target
causing the effect of a maneuver action. Compare the effect value of the spell
to the target's *Dexterity* or *dodge.* Read the result points
through the Power

Push Table. The result modifier is +7. Read the final
result points on the maneuver chart of the Interaction Results Table. The
shadow bats bother the victim until the spell's duration ends, the victim makes
a successful active dodge, or the caster moves the bats to another target. The
bats form a cone around the target, five meters in diameter, and 2-1/2 meters
high. The victim will take the maneuver result each round that the bats are
annoying him. If moved to another target, compare the effect total to the new target's *Dexterity* or *dodge.*
*The victim may disbelieve the spell by generating a* Mind *or* willpower
*total of 18.*
Zero Light

**Zero Light**

Skill: *apportation/light 20*

Backlash: 13

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

*Zero light* causes
all light within an 80 meter diameter sphere to be driven away for the duration
of the spell. While this does not automatically cause darkness, any available darkness
in the area of effect will spread to fill the whole area. Any light spells cast
in the area will be driven away unless they have an effect total greater than
that of the zero light spell. To cast zero light, the mage covers his eyes with
one hand while thinking of the area to be effected. He waves a fan with his
other hand in the direction of that area.
Vorgal's Metal Tale

**Vorgal's Metal Tale**

Skill: *divination/metal* 21

Backlash: 18

Difficulty: 12

Effect Value: 38

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 14 (10 minutes)

Manipulation: control

While casting this spell, the mage must touch the
piece of metal to be examined with both hands. He then asks the metal questions
about its previous owners or those that have handled it within a time period
equal to the effect value of the spell The metal will then answer-if those
asked about are (or were) living beings.

When the caster has finished with one target, he may
decide to question another during the spell's duration. He may ask as many
questions as time permits.
Spell Snatcher

**Spell Snatcher**

Skill: *apportation/magic 19*

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: control, range, speed

The magician makes a sweeping gesture from the target
character to his head, while reciting the opening words to the theory of state.
The spell steals an impressed spell from the target's mind. The stolen spell
immediately impresses itself in the mind of the caster, but it must be cast
before the end of the duration of *spell snatcher* or it fades away.
Compare the effect value with the target's conjuration magic value (his Mind if
he does not have *conjuration magic).* Read the result points on the
General Results table. On a *minimal, average,* or *good* success the
victim chooses the impressed spell he loses (assuming he has more than one
impressed). On *a superior* success the gamemaster randomly determines the
spell to be gained. A *spectacular* success allows the caster to choose
the spell he gains.
Water Spray

**Water Spray**

Skill: *alteration/water 12*

Backlash: 10

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 6 (15 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The magician requires a liter of water in a container
that he can squeeze to produce a spray. As she incants the spell, the mage
squirts the water onto one hand, reflecting it in the general direction
desired. The volume and force behind the water spray increases dramatically.
The magician is able to control its apportation with gestures by the wet hand.
The spray lasts for two rounds of combat. The *alteration* skill roll must
exceed the *dodge* or *Dexterity* of the target in order to hit, and
the effect value of the spell is used to determine damage.