recursal/Fanatic-Fandom huggingface dataset:
Ward Enemy

**Ward Enemy**

Community Rating: 6

Difficulty: 0

Range: self

Duration: performance

Effect: protects from attacks of evil creatures

Attainment Rating: 5

The *ward enemy* prayer works against all enemies
of the character's
*faith.* This miracle does not require a *focus* total- a *faith*
*total is generated instead. If the character does not have* focus, *he*
must have a holy symbol or text of their *faith.* A warded character may
not be attacked by physical, magical, or spiritual means. *Test, trick,*
taunt, *and* intimidate *may be used; on a* player's call, *the*
warded character has succeeded in getting the warding character to lower his *ward*
enemy. *Other effects apply if the warding character must perform an action,*
including generating another *ward enemy.*

The only possible enemy attack is a *faith* attack;
the attacker generates a *faith* total against the *faith* total of
the miracle. This counts as the enemy's action that round. If the enemy's total
is higher, the ward is breached, and the character suffers the result points in
*spiritual damage.* The warding character must enact the ward again at his
next opportunity if he wishes to be protected. If the miracle's total is
higher, the enemy fails to breach the ward. The enemy takes *spiritual damage*
*equal to the result points. However, the enemy's attack does cause the ward*
to waiver. The warding character must expend his next action to generate a *ward*
enemy *total, or the ward collapses at the end of his action round.*
Satan's Mark

**Satan's Mark**

Community Rating: 6

Difficulty: 17

Range: touch

Duration: until lifted

Effect: causes an ugly welt, scar, or blemish to
appear on the target's face

Attainment Rating: 22

*Satan's mark* causes
a welt, scar, or blemish to appear on the target's face. The mark cannot be
removed, it quickly burns through cosmetics. The character must either have the
curse lifted by a cleric of his own religion or by a Satanist clergyman.

*Satan's mark* lowers
the character's *Charisma* and associated values by -1 for each success
level of the miracle.
Torg Value Chart

**TORG VALUE CHART**

**Value** Measure   Value     Measure    Value      Measure      Value        Measure

0               1          26        150,000       52           25 billion         78         4 quadrillion

1            1.5          27        250,000       53           40 billion         79         6 quadrillion

2            2.5          28        400,000       54           60 billion         80       10 quadrillion

3              4           29        600,000       55         100 billion         81       15 quadrillion

4              6           30        1 million       56         150 billion         82       25 quadrillion

5            10           31     1.5 million       57         250 billion         83       40 quadrillion

6            15           32     2.5 million       58         400 billion         84       60 quadrillion

7            25           33        4 million       59         600 billion         85     100 quadrillion

8            40           34        6 million       60            1 trillion          86     150 quadrillion

9            60           35      10 million       61          1.5 trillion         87     250 quadrillion

10          100           36      15 million       62          2.5 trillion         88     400 quadrillion

11          150           37      25 million       63             4 trillion         89     600 quadrillion

12          250           38      40 million       64             6 trillion         90          1 quintillion

13          400           39      60 million       65           10 trillion         90       1.5 quintillion

14          600           40    100 million       66           15 trillion         92       2.5 quintillion

15       1,000           41    150 million       67           25 trillion         93          4 quintillion

16       1,500           42    250 million       68           40 trillion         94          6 quintillion

17       2,500           43    400 million       69           60 trillion         95        10 quintillion

18       4,000           44    600 million       70         100 trillion         96        15 quintillion

19       6,000           45         1 billion       71         150 trillion         97        25 quintillion

20     10,000           46      1.5 billion       72         250 trillion         98        40 quintillion

21     15,000           47      2.5 billion       73         400 trillion         99        60 quintillion

22     25,000           48         4 billion       74         600 trillion       100      100 quintillion

23     40,000           49         6 billion       75      1 quadrillion

24     60,000           50       10 billion       76   1.5 quadrillion

25   100,000           51       15 billion       77   2.5 quadrillion
Speak to Enchanted

**Speak to Enchanted**

Skill: *divination/enchanted 17*

Backlash: 15

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: cast time

*Speak* to *enchanted*
*allows the caster to speak the language of any enchanted creature within*
range. The creature must speak its language and the caster tries to mimic it
while casting the spell. The mage touches his ears and throat while his voice
begins to sound more and more like the enchanted’s. Compare the spell's effect
value to the language's difficulty (normally in the 12 to 22 difficulty range,
depending upon the creature). Add the result points to the caster's *Perception*
*for purposes of the language skill (if unskilled, the caster gains language*
for the duration of the spell). Only the mage can understand or speak with any
enchanted creature of that type within 40 meters. The mage must concentrate on
the language during the spell and may not confer with his companions.
Camouflage

**Camouflage**

**Use:** Macro
skill

**Sample specializations:**

Using
natural cover, using man-made tools, by terrain type (arctic, desert, jungle, urban,
etc.)

The
*camouflage* skill
allows characters to conceal large structures and objects from distant
observers. Wagons, and even small buildings can be concealed using this skill.
This skill does not apply to a character’s ability to conceal her, which is covered
by the *stealth* skill.
Think of *camouflage* as
*stealth* or
possibly *disguise* for
anything other than the character. *Camouflage*
*can be used to conceal other characters*
from observation.

When
attempting to *camouflage* an
object, the character generates a skill total. This value becomes the difficulty
number for anyone trying to locate the concealed object with a *Perception* or *find* skill check.
The gamemaster can apply modifiers to this difficulty number based on the
surrounding terrain, the size of the object and the type and availability of
materials used to conceal the object. Some of the modifiers listed under the *stealth* skill may
also be appropriate. If the *find* total
exceeds the *camouflage* total
used to hide the object, the observer sees the object.
Sins of the Flesh

**Sins of the Flesh**

Community Rating: 10

Difficulty: 17

Range: touch

Duration: performance

Effect: cause the target's skin to rot at a *very* quick
rate

Attainment Rating: 22

This miracle causes the target's skin to rot. This is
reflected in an automatically successful attack made every round for the
duration of the miracle. The damage value of the attack is 15 plus the result
points of the miracle. Armor will not protect the character. Damage caused is
physical. Its effects are seen as rips and tears in the character's body. After
the first round of the miracle's effect, even if he takes no damage, the
character's skin is covered with open sores. The damage can be healed through
medical means, but the appearance of the flesh can only be repaired with
spiritual or magical healing.
Spell Bouncer

**Spell Bouncer**

Skill: *apportation/magic 15*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: duration

The mage must have a small mirror to impress this
spell. She conjures a glowing ball of magical energy with which she performs
rigorous exercises, manipulating the ball toward herself while reflecting it
away with the mirror. When the mage finally allows the ball to strike her, the
spell is impressed. The wizard may release her spell by putting up her hand in
a stopping motion when an enemy mage targets her with a spell. She must
announce the use of the spell bouncer before she discovers any effects of the attacker's
spell. The spell is cast normally if it has an effect total greater than the
spell bouncer. If the spell bouncer has a greater effect total, the spell is
reflected a distance equal to the result points of the spell bouncer. Spells
take effect where they are reflected to. This spell may be cast by one or more
wizards to bounce the same spell more than once.
New Hope

**New Hope**

Skill: *alteration/light 15*

Backlash: 16

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cut Time: 4 (six seconds)

Manipulation: cast time, control

*New hope* causes
the targets to feel as if all obstacles have been removed and that nothing can
stop them from their goals. The spell removes fatigue. Compare the effect total
to the target's *Spirit.* Read the value on the Combat Results Table,
subtracting the number of shock points from the target. Any "extra"
shock points are lost. To cast this spell, the mage conjures in her mind the
image of a stone wall. Then she points at her target(s), while shattering the
image of the wall in her mind.
Multiple Images

**Multiple Images**

Skill: *conjuration/light 19*

Backlash: 15

Difficulty: 11

Effect Value: 0

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 18 (one hour)

Dst Time: 18 (one hour)

Manipulation: control, duration, cast time

This impressed spell is useful, particularly if all of
a caster's impressed magic has failed him and he needs time to cast something
directly. *Multiple Images* allows the caster to create unliving
simulacrums of himself within a 250 meter radius of the casting location. The
images can confuse and distract a foe. To impress the spell, the caster recites
the incantation in a room filled with mirrors. Once impressed, the caster
stands at each spot he wishes a double to appear and mentally repeats the
incantation. There are no elaborate hand gestures to warn an opponent of your
plan.
Summon Bird

**Summon Bird**

Skill: *apportation/avian* 16

Backlash: 8

Difficulty. 8

Effect Value: 5

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 16 (25 minutes)

Cast Time: 14 (10 minutes)

Manipulation: cast time, state

This spell allow the caster to summon a bird within a
one kilometer radius. The caster must specify the type of bird to be summoned and
needs to have feathers of that type of bird. The casters stands alone in the
forest and rubs the feathers on his arms and legs. He then makes a full circle
while imitating the sounds of the bird. The bird is summoned if effect total is
greater than the bird's *Strength.*
Resist Pain

**Resist Pain**

**Sample specializations**:
none

This
skill allows a character to temporarily ignore the detrimental effects of
physical damage. The character is not getting rid of the damage; its effects
just don’t bother him for a little while. The more severe the injuries, the
harder it will be for a character to ignore the effects. The skill can only be
used to ignore the penalties caused by wound damage; it cannot be used against
shock damage or knockout conditions. Because the skill represents a physical
increase in the body’s capacity to handle pain, it can only be used against
physical wound damage; it will have no effect on any penalties caused by mental
or spiritual wounds. The character generates a *resist pain* skill
total against a difficulty equal to 10 + his wound level and the results are
read through the power push table in Chapter Four. This result indicates how much
of a wound penalty the character can temporarily ignore. For example, if a
character is suffering from a -3 wound penalty and generates a result of +1 on
a *resist pain* check,
his wound penalty is temporarily reduced to -2.

This
skill **cannot** be
used as a macro skill as the pain can only be ignored for a maximum of ten
combat rounds, or until the character takes any more physical damage. Once the
effects of *resist pain* have
ended, the character cannot attempt to use the skill again until after he has
rested and healed some of his damage. At gamemaster’s discretion, the *willpower* skill can
be used in the same manner as *resist*
pain*.*
Shapeshifting

**Shapeshifting**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None.

*Shapeshifting* is the
ability (or curse) of changing form between human and animal. Most
transformations are involuntary and the skill is used primarily to not change
rather than to deliberately change. During Character creation, any character with
*shapeshifting* must
take it as her tag skill. The Rules for designing the animal form of the
shapeshifter, the special abilities the shapeshifter has while in animal form and
the rules for using *shapeshifting* can
be found in chapter xxx
Run Like the Wind

**Run Like the Wind**

Community Rating: 13

Difficulty: 13

Range: self

Duration: 18 (one hour)

Effect: allows prolonged running

Attainment Rating: 18

This miracle allows the invoking priest to run at an
all-out sprint for long periods of time. For each level of success, the priest
may add +2 to his *running* skill for the duration of the miracle. This
miracle also allows the priest to run at top speed, not experiencing the regular
degeneration of the limit value.
Test Of Wills

**Test of Wills**

**Sample specializations:** None

*Test*
of wills, *often*
shortened to just *test,*
*is*
used to unbalance an opponent by pitting their confidence against the tester’s
confidence and resolve. A successful *test* causes the opponent
to doubt that his own determination or that his control of a situation is equal
to that of the testing character. Two drivers playing a game of “chicken”, for
example, are engaged in a *test,* In westerns, a gunfight always begins with the
two gunslingers staring each other down, trying to take each other’s measure.
This is an example of *test*
*being*
used in a combat situation, each gunslinger showing his resolve to see things
through and confidence in his own ability to draw and shoot first. *Test* is not the same as *intimidation* though sometimes the
line between the two is blurry. *Intimidation* is more often based
on an overt physical threat, such as pointing a weapon at someone, or a display
of violent emotion. *Test*
*is*
subtler, the character implying or creating an impression of being the one who
is calling the shots. *Test*
*is*
the defensive skill used against *test,* though in some situations
the *willpower*
*may*
be used to defend against *test. Willpower* cannot be used to perform a *test* though; characters
without the *test*
*skill*
must use their *Mind*
*attribute.*
The exact results of a *test*
*attempt*
are determined by using the Interaction Results Table found in Chapter Four.
When a character attempts to *test* 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 trick. The gamemaster, in relation
to circumstance and believability as well as the player’s roleplaying ability,
should modify *test*
*skill*
totals. If the character appears calm, cool and unruffled before and during the
*test*
*attempt,*
she should get a bonus to her skill total. If the character is nervous, panicky
and obviously not in control of a situation then a penalty should be applied.
Weakness

**Weakness**

Skill: *alteration/folk* 16

Backlash: 19

Difficulty: 17

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 9 (one minute)

Cast Time: 3 *(four* seconds)

Manipulation: duration

This is a focused spell. The mage points at the target
character and lets his arm fall limp as he finishes the spell. Compare the
spell's effect value to the target's *Strength.* Read the result points on
the Power Push Table. The spell's result modifier +6. Subtract the final result
points from the target's *Strength* for the spell's duration.
Transmute Staff

**Transmute Staff**

Community Rating: 11

Difficulty: 10

Range: touch

Duration: performance

Effect: transforms staff into serpent

Attainment Rating: 15

The cleric places a hand upon his staff and calls for
it to become a serpent in the dust. If successfully cast, the wooden stick will
transform into a cobra. When the cleric ceases to concentrate on the miracle,
the snake will become a staff again.

**Cobra**

DEXTERITY 11

Maneuver 12, stealth 13, unarmed combat 13

STRENGTH *(Faith* of priest)

TOUGHNESS 15

PERCEPTION 4

Trick (8)

MIND 4

Test (10)

CHARISMA 4

Taunt (8)

SPIRIT 5

Intimidation (10)

Hero Point: some (70)

Natural Tools: fangs STR+5/19; venom, damage equal to *faith*
*value of priest. Once introduced into the blood stream, venom causes damage*
each round. Once the venom causes a *wound,* the victim has six rounds to
neutralize the poison before death 0ccurs

If the victim generates a *Toughness* total
against the venom’s damage value, and achieves a *Superior* or better
success, the poison is neutralized.
Sword Master

**Sword Master**

Community Rating: 9

Difficulty: 15

Range: touch

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: betters target's skill with a sword or other
melee weapon

Attainment Rating: 20

To cast this miracle, the cleric first lays hands upon
the target, and then his weapon. When the rite is done, the target will find he
can handle his weapon like a master (+l *to melee weapons* skill per level
of success).
Protective Ring

**Protective Ring**

Community Rating: 9

Difficulty: 12

Range: 5 (to meter radius)

Duration: 18 (one hour)

Effect: creates a wall of mystic ice around cleric,
protecting him from supernatural entities

Attainment Rating: 17

When this miracle is cast, the cleric calls upon his
deity to protect him from the ravages of demons, undead, and supernatural
entities. A ring of ice, visible only to mages, priests or supernatural beings
is created. The ring has a *Strength* equal to the priest's *faith* total.

Whenever a supernatural entity crosses the ring, or at
the beginning of any round in which it is within the ring, it suffers an
automatic *intimidation* attack with an effect value equal to the ring's *Strength*
*plus a randomly generated bonus. The ring has no effect on non-supernatural*
beings.
Soothe

**Soothe**

Community Rating: 8

Difficulty: 12

Range: touch

Duration: NA

Effect: heals minor injuries

*Soothe* is
much like a miraculous version of the *first aid* skill in that it can be
used to heal characters of shock damage and KO conditions but not wound damage.
Unlike *first aid* though, the miracle’s difficulty is not determined by
the character’s injuries. The *faith* total of the miracle is compared to
its difficulty. On a *minimal* success the miracle will heal five points
of shock damage. On an *average* success the miracle will heal all of a
character’s shock damage and remove a K or O condition. If the character has a
KO condition it is reduced to a K. With a *good* or better success level
the miracle will heal all of a character’s shock damage as well as completely
remove any KO conditions. *Soothe* will also stop the accumulation of
shock damage that a character with a *mortal wound* experiences if the
effect total receives an *average* or better success level. A character
who is at four wounds (*dead*) that is immediately treated with *soothe* will
improve to *mortally wounded* with a *good* success level or better
but will still accumulate shock damage from being *mortally wounded*. With
a *superior* or better success level the *dead* character is improved
to *mortally wounded* and will not accumulate any shock damage. Characters
who are *dead* from more than five wounds may not be rescued with the
miracle.
Portent

**Portent**

Community Rating: 11

Difficulty: 9

Range: NA

Duration: NA

Ritual Length: 18 (one hour)

Effect: cloudy glimpse into the future

Attainment Rating: 14

This miracle allows a priest to ask the gods about
future events. The priest carefully outlines a person, item, area, or course of
action, and receives an indication as to the immediate fortune surrounding the
construct outlined. In game play, portents are handled in two ways:

First, a portent allows a priest to decide whether the
fortune of a person, item, area, or course of action is "favorable"
or “unfavorable." If a Character invokes the portent, you as gamemaster
must make a judgment. "How fares Karnak?" would be answered with
"The portents are favorable" under normal circumstances, but
"The portents are unfavorable" if you know the city is about to be
rocked by rebellion. Similarly, "How will we fare if we enter Kala's
tomb?" would be answered "favorable" if the tomb holds powerful
treasures and is relatively risk-free, or "unfavorable" if the tomb
is fraught with perils. The answers received by priests casting portents in
this fashion are always limited to a single phrase - 'The portents are
favorable" or "The portents are unfavorable:' "Unfavorable"
does not necessarily mean the objects, persons, or places are heading for death
or destruction; it does mean that fortune has turned its back upon them, and
the odds are against them, at least temporarily. For most adventuring parties,
"unfavorable" will be a common portent, as the odds are normally
stacked against the heroes.

*Portent* is
far better used to ask about the status of something outside the group. The Characters
can then intervene where the portents read "unfavorable" in order to
tum the tide. *Portents* can also be used to discover the difficulty
number of an action. *If* the Characters wanted to climb a mountain, for
example, they could learn the difficulty number of the attempt by invoking a
portent.

*Portent* only
allows the priest to view a week into the future. The Karnak example above
would only indicate "'unfavorable" if the rebellion was to occur
within the next week, while the mountain climbing portent would not take into
account any changes in the difficulty number that might occur (due to
unfavorable weather, etc.) at the end of the next week..
Watery Grave

Watery Grave

Skill: apportation/water 15

Backlash: 14

Difficulty: 8

Effect Value: 18

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 4 (6 seconds)

Manipulation: duration

This spell requires the mage to be near a quantity of water. The mage beckons for the water to rise and flow toward the intended target. The mage makes a separate apportation magic roll against the target’s dodge or Dexterity to hit. If successful, the water completely surrounds the target in a layer of water. The target will take drowning damage equal to the Effect Value every round until the duration lapses (ignore any armor the victim has.) Note that this spell has no effect on creatures who do not need to breathe, such as undead and golems, nor against creatures that can breath water (most aquatics), nor will it affect anyone with an independent supply of air.
Summon Demon

**Summon Demon**

Skill: *conjuration/entity 21*

Backlash: 17

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 0 (one meter)

Duration: 7 (15 seconds)

Cast Time: 18 (one hour)

Manipulation: none

The caster summons a demon from another plane of
existence. The caster must draw a pentagram where he wishes the demon to
appear, beginning the spell's casting. The caster encircles the pentagram,
speaking aloud the name of the demon's plane. The caster may summon a
particular demon by speaking its name aloud. At the end of the cast time, the
caster stands at the apex of the pentagram and commands, "'By the forces
of magic, I summon thee!" The demon is drawn through a dimensional gate
and contained within the pentagram for the spell's duration. The gate closes, trapping
the demon on this plane. The demon is free to act once the spell's duration
expires. To summon the demon, compare the spell's effect value to the demon's highest
physical attribute. Read the result on the Power Push Table. The spell's result
modifier is +11. The demon is summoned if the spell's final result points is
equal to the demon's *Spirit.*

**Gurlth Demon**

DEXTERITY 12

Dodge 13, maneuver 13, unarmed combat 13

STRENGTH 14

TOUGHNESS 15

PERCEPTION 14

Alteration magic 15, divination magic 15, trick 15

M1ND 12

CHARISMA 12

Taunt 13

SPIRlT12

Intimidation 15

Hero Point Potential: Always

Natural Tools: claws, damage value +3/17; venomous
bite, damage value 16 (rolled in three successive rounds)

Special Ability: Disguise. They may make themselves
appear as a human (difficulty 12 to penetrate disguise). The demon may switch
between the chosen specific human form and its natural form. The demon may
choose a new form each time it is summoned from its home plane. The caster of
the spell will be able to penetrate the disguise automatically. Gurlth demons
are commonly summoned because of their magical abilities and their special
method of disguise.

**Ulanu**

DEXTERITY 13

Unarmed combat 16

STRENGTH 15

TOUGHNESS 14

PERCEPTION 11

Trick 13

MIND 9

Willpower 11

CHARISMA 6

Intimidate 9, taunt 8

SPIRIT 8

Reality 9

Hero Points: 1

Natural Tools: claws, damage value STR+3/18

Ulanu demons are summoned by mages because they tend
to be more cooperative than other demon species.
True Vision

**True Vision**

Community Rating: 12

Difficulty: 9

Range: touch

Duration: 15 (15 minutes)

Effect: enables cleric to see things as they truly are

Attainment Rating: 14

When successfully cast, this miracle enables the
target to see things revealed for what they are – hidden panels are revealed,
disguises can be pierced, and the target's sight cannot be affected by magical
or normal darkness. This miracle does not allow the target to see through solid
objects or detect dishonesty.
Ravages of Time

**Ravages of Time**

Skill: *alteration/time 21*

Backlash: 20

Difficulty: 13

Effect Value: 29

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5(10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: duration, cast time

With this spell, a mage can subject a volume of 10
meters radius to the rapid passage of time. All inanimate substances (as
defined by the arcane knowledge) within the sphere of effect age at a greatly
accelerated rate. Items within the area of effect begin to show signs of age. Metal
items start to rust or become brittle, stone cracks, liquids evaporate, plants
rot, fires die down, and air will seem stale and stagnant. Compare the effect
value of the spell to the *Toughness* of the target. Reduce the target's *Toughness*
*by the result points of the spell. This reduction is permanent (at least*
until reversed. By another spell). If the spell reduces the target's *Toughness*
*to zero or less, the item fractures and turns to dust.*

As a general rule, armor has *Toughness* equal
the Power Push of its Maximum value, plus the weight value of the armor:
leather armor has a *Toughness* of 12, while full plate has a *Toughness*
*of 17. Melee weapons have* Toughness *equal to the Power Push of their*
maximum damage value, plus their weight value: a dagger has a *Toughness* of
six, while a two handed sword has a *Toughness* of 12.
Telekinesis

**Telekinesis**

*Skill: apportation/inanimate forces 11*

Backlash: 16

Difficulty: 10

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 12 (4 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, state

A simple apportation spell, it is usually used as an
alternative to the *arm of air.* The caster need only point at the object,
make a "lifting" motion with her hand, and direct the apportation of
the inanimate object. The maximum mass that may be moved at one time is equal
to the effect value of the spell. While the duration lasts, the caster may lift
more than one object by simply gesturing with her free hand (this is, however,
a One-on-Many action).
Once in the air, the object(s) will hover if not directed by a hand motion-for
as long as the duration lasts, or until the caster puts it (them) down.
Multiply Food

**Multiply Food**

Community Rating: 3

Difficulty: 15

Range: 10 (10 meters)

Duration: permanent

Ritual Length: 18 (one hour)

Effect: multiplies existing food

Attainment Rating: 20

This miracle is performed on an amount of existing
food equal to a good sized meal for one normal person. It must be performed as
a ritual, during which members of the faithful must bring food to the focus
character. When successful, the miracle increases the amount of food. The
amount of food produced is equal to the value of the difference between the
difficulty and the faith total of the miracle, read as a measure on the Torg
Value Chart.

Example: Father Bryce invokes the *multiply food* miracle
with a faith total of 17. The difference is 17 -13 = 4, on the *Tors* Value
Chart, the measure of 4 is 6. The food Bryce blessed is now the equivuiva1ent
of six meals.
Talking Dead

**Talking Dead**

Skill: *divination/death 14*

Backlash: 21

Difficulty. 12

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (1 hour)

Casting Time: 18 (1 hour)

Manipulation: duration

With this spell, the mage uses the strength of her
spirit to contact a spirit of the dead in hopes of gaining information from
them. The mage must have something that belonged to the person that she wishes
to question. This object must have had some significance to the person in life.
Likely items would include a wedding ring, a pendant, a favored sword or other
weapon, or even a book. Throughout the casting, and then the questioning, the
mage must maintain physical contact with the item while maintaining strict
control over her mind. If her concentration ever fails, then the spirit will
find a way to break free from the mage and return to its eternal rest. After
the casting which includes meditation and chanting, the mage generates her
spell total. Compare the effect total to the *Spirit* of the spirit
summoned (usually in a range from10 to 15), and read the comparison on the
Power Push chart. The spell has a result point modifier of six. Read the result
points on the Interrogate column to find the spirit's reaction to the summoning
mage. The mage must still coax the information out of the spirit that she
summoned.
Sword Shatter Spell

**Sword Shatter Spell**

Skill: *alteration/metal 20*

Backlash: 18

Difficulty: 14

Effect Value: 27

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. To prepare this spell for
use, the caster must imitate the sound of metal shattering and breaking with
his voice. Asthis is
not easy, the caster usually spends the entire cast time mimicking this sound,
hoping that one noise will be acceptable. While doing this vocal impersonation,
the caster concentrates on an array of broken, bladed weapons swords, axes,
daggers and the like and makes the cracking sound over each of them several
times. When released, the caster consults the Power Push Table and applies a
result modifier of +10 to the Power Push of the effect total. If the final
number is equal to or greater than the weapon's calculated *Toughness,* the
weapon's metal blade shatters.

This spell will *only* work on metal bladed
weapons. As a rule of thumb, the weapon must have a blade at least 12
centimeters in length and must be composed of metal. To figure the *Toughness*
*of the target weapon, apply its maximum damage value (as a Result) to the*
Power Push Table, plus its estimated weight value (assign most melee weapons a
minimum weight value of 3). The final value equals the weapon's *Toughness.* Example:
A typical sword has a damage value of 21. This reads on the Power Push Table as
a result of 8. Adding the default weight value of 3 (4 kilograms), this gives
the sword a Toughness of 11.
Sailor

**Sailor**

**Use:** May be
used as a macro skill.

**Sample specializations:** Raft,
sailboat, ship

This
skill reflects a character’s ability to operate, pilot and make minor repairs
to all types of waterborne craft. The difficulty of any particular piloting
task is determined by the gamemaster using the Difficulty Number Scale. Sailorskill is also used to
increase a vehicle’s speed beyond its normal capabilities. This is accomplished
with a speed push similar to the type characters can do with their own movement
rates. All vehicles have a *speed*
value *that is essentially the same as a*
character’s limit value. It is not the maximum possible speed of the vehicle,
just the maximum speed possible without putting stress on the vehicle’s
structure. The rules for speed pushes can be found in Chapter Four. The macro
use of this skill is handled with the same rules that apply to the macro
movements of characters in the “Timed Movement” sidebar.

In
vehicle combat, a pilot’s *Sailor* skill
is used in place of combat skills such as *dodge*
*and* maneuver*.*
In the case of a vehicle being attacked by someone using *melee weapons* or *unarmed combat* while
the vehicle is in motion, the pilot’s *water*
vehicles *skill substitutes for the normal*
defensive skill values.
Steel Wool

Steel Wool

Skill: alteration/inanimate forces 16

Backlash: 17

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: Touch

Duration: 29 (1 week)

Cast Time: 18 (1 hour)

Manipulation: duration

This focused spell will alter an item of normal clothing, allowing it to protect the wearer like armor. The mage must spend the cast time thrusting weapons at the garment to be enchanted, turning them away at the last moment. Compare the Effect Value to the Toughness of the material. Apply the Result Points to the Power Push table, with a modifier of +3. The clothing then gains armor adds equal to the final Result Points. Note that despite the spell’s name, the magic will work on any type of fabric. A mage using this spell would be best advised to select an item of clothing that provides as much coverage as possible.
Tree Ward

**Tree Ward**

Skill: *alteration/plant 17*

Backlash: 18

Difficulty: 11

Effect Value: 0

Bonus Number to: range

Range: 12 (250 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: state, range

This is a focused, warding spell cast on a tree. If,
after the spell is cast, any living creature enters within the spell's range
the tree's leaves, branches, and trunk will light up with a magical
luminescence that can be seen for kilometers. The light will last for the
duration of the spell, unless the invading creature(s) make a disbelieve roll
of 18. In order to determine how sensitive the *tree ward* is, the caster
must also generate a *divination* or Perception total after casting the spell. This IS the difficulty a
creature must achieve in order to sneak past the ward.
Storm

**Storm**

Community Rating: 9

Difficulty: 18

Range: 15 (one kilometer)

Duration: concentration

Effect: cleric can call down a storm on an enemy

Attainment Rating: 23

The cleric raises his hands into the air and implores
his god or goddess to hurl the fury of the storm down upon his enemy. This
miracle is commonly invoked during battles at sea. On a *Minimal* success,
the wind grows more gusty, increasing the difficulty of all *Dexterity* and
*Strength* based actions by+1, and possibly blowing the enemy vessel off
course; on an *Average* or Good success, it begins to rain heavily,
increasing the Dexterity and Strength penalty to +2, increasing all *Perception*
*difficulties by +2, and reducing a vessel's speed value by 2; on a* Superior
*success, the rain becomes a raging thunderstorm, with jagged bolts of*
lightning, attacking with a skill equal to the cleric's faith total, and doing
damage 15 plus a random bonus to any target within range; on a *Spectacular* success,
it begins to sleet, doing damage 20 plus a random bonus to all targets within
range.
Smash Hope

**Smash Hope**

Community Rating: 10

Difficulty: 18

Range: voice

Duration: 18 (one hour)

Effect: destroys hope and replaces it with
hopelessness

Attainment Rating: 23

The *smash hope* miracle is usually invoked by
explaining how hopeless the target's situation is. If successful, the target is
left bereft of all hope, and feels resigned to his fate. Compare the *faith* total
of the miracle to the *Spirit* or *faith* of the victim. On a Minimal
or *Average* success, the victim will be *stymied* for the duration
of the miracle. On a Good success, the above occurs, and one *setback* is
inflicted on the victim in the next hour. On a *Supe*rior success, the
victim suffers a *fatigue* result in addition to the above. A Spectacular
success is the equivalent of a *player’s* call in which the caster gets to
specify what happens to the target (he breaks, etc.)
Trap

**Trap**

Community Rating: 13

Difficulty: 16

Range: touch

Duration: permanent until triggered

Ritual Length: 16 (30 minutes)

Effect: form an undetectable trap

Attainment Rating: 21

To use this miracle, the cleric must first prepare
some kind of concealed snare (a covered pit, a looped rope attached to a tree,
etc.). After he has completed the construction of the trap, he invokes the
miracle, making the trap completely undetectable to anyone without magical
ability, knowledge of the *detect miracle* rite, or a *find* total
that produces a *60* or better'**result.**
Tame Horse

**Tame Horse**

Skill: *alteration/earthly 14*

Backlash: 18

Difficulty, 16

Effect Value: 15

Bonus Number to: duration

Range: 3 (four meters)

Duration: 29 (one week)

Cast Time: 18 (one hour)

Manipulation: control

This spell is impressed and focused. To use *tame*
horse, *a new rope must be braided using hairs from the mane of a previously*
tamed horse. While braiding the rope, the mage must softly chant the spell in a
singsong voice. The caster must lasso the wild horse and then release the
spell. *Un*successful, the rope will flare white, and a white corona
envelops briefly around the horse. Compare the spell's effect value to the
horse's *Mind* or *Willpower.* Read the result points on the Power
Push Table. The spell's result modifier is +6. Find the final result points on
the charm column of the Interaction Results Table. A successful charm versus a
neutral or hostile attitude is necessary to charm the horse. The rope must
remain on the horse for one week. At the end of the week, horses generally
become accustomed to their new role in life and remain tame.
Speak with Tree

**Speak with Tree**

Community Rating: 11

Difficulty: 11

Range: touch

Duration: concentration

Effect: allows communication with trees

Attainment Rating: 16

This prayer will allow a priest to gain information
from a tree. *Minimal* success grants the user a murky vision concerning
the question and also gives a detailed vision of anything that occurred within
the past 24 hours. *Average* grants a murky vision about the question and
detailed knowledge of the past week. Good success gives a clear vision of the
past week and gives a brief glimpse of the exact location and the individuals
involved in the omen.

*Superior* success
gives the user a minute's worth of sight, sound and touch concerning the omen
(the character may not manipulate anything, though). *Spectacular* success
gives the user a minute's worth of sight, sound and touch, and the character
may manipulate items as if he were present, although nothing may be
"brought through" after the miracle ends. To the individuals that are
the subject of the miracle, it is as if an invisible creature is able to move
things around. In the case of a *Spectacular* success, although the priest
may manipulate items, those in that area may only harm him by other miracles.
Ryggin's Steel Bands

**Ryggin's Steel Bands**

Skill: *alteration/magic* 12

Backlash: 11

Difficult: 10

Effect Value: 20

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The caster of this spell must have a metal bar or rod.
She holds the bar in one hand while creating three identical images of the bar
in her mind. When the mage points at her target, three metal bands appear and
stream toward the target of the spell Generate a conjuration skill total
greater than the target's *dodge* or Dexterity to hit. If successful, the
bands wrap around the victim's body, restraining his arms and legs. The bound
individual must generate a *Strength* total of 20 or more to break the
bonds. Ryggin's steel bands is an illusion and a *Mind* or *willpower* total
of 15 or more will cause the bands to fade. This spell can only be used on
human sized or smaller beings.
Shadow Hunter

**Shadow Hunter**

Community Rating: 10

Difficulty: 10

Range: NA

Duration: 25 (one day)

Ritual Length: 20 (three hours)

Effect: forms a shadowy hunter to track prey

Attainment Rating: 15

By invoking the *shadow hunter* miracle, a priest
can call upon his god to create a shadow hunter to stalk prey for him until he
is free to move in for the kill. A shadow hunter can only track and observe, it
cannot attack, as it has no substance. While the miracle lasts, the shadow
hunter has *tracking* and *find* skills equal to the skills of the
priest who invoked it, minus three. To locate it, the priest only has to
concentrate. His connection to the shadow hunter will lead him directly to it,
provided he goes in search of it before the duration of the miracle expires.
Stay Disease

**Stay Disease**

Community Rating: 10

Difficulty: 9

Range: touch

Duration: 36 (six months)

Ritual Length: 22 (six hours)

Effect: stops the symptoms of a disease

Attainment Rating: 14

*Stay disease* stops
the symptoms of a disease, and prevents the disease from ravaging a character.
If the target can rid himself of the disease before the miracle expires, he has
spared himself all its agonies.
Sanctum

**Sanctum**

Community Rating: 9

Difficulty: 10

Range: touch

Duration: 25 (one day)

Ritual Length: 21 (four hours)

Effect: sanctifies area around the target

When this miracle is performed, an area with a radius
of
around the target becomes sacred ground to the religion of the *faith* provider
of the miracle. The target may be a person or it may be an object, but if it is
an object it must be something associated with the mythos of the *faith* character.
The area of effect does **not** move with the target, if the target is a
person he is only protected by the miracle while he remains within the area of
effect. Anyone of the **same** *faith* that powered the miracle is
affected by it when they are within its area of effect. Attacks directed against
the target or against others who possess the same *faith* have their difficulty
increased by the number of *faith* adds the **attacker** possesses.
Attacks launched from outside the area of effect are not affected by the
miracle. Enemies of the *faith* that powered the miracle have the
difficulties of **all** their actions increased by the number of success
levels the miracle’s *faith* total achieved while they are within the area
of effect. Characters who possess a different *faith* skill, no *faith* skill
and are not considered enemies of the mythos powering the miracle are not
affected by the miracle.
Rood Awakening

**Rood**
Awakening

Community Rating: 14

Difficulty: *faith* or *Spirit* of target

Range: touch

Duration: rounds equal to miracle’s result points Effect:
causes target to experience the agony of crucifixion

This combat miracle causes the target’s body to become
rigid in a cruciform position, suffering great pain and the effects of
crucifixion as if they were actually being crucified. The victim suffers a *fatigue*
*result every round of the miracle’s duration and may not attempt any*
actions except trying to break free of the miracle’s effects. Breaking free
requires generating a *faith* or *Spirit* total against the *faith* total
of the miracle. The *focus* character may also choose to release the
victim at any time. Note that the *focus* character must touch the target
of the miracle in Order to affect them. During a combat situation this would
require performing a multi-action, one action being the performance of the
miracle and the second being an *unarmed combat* skill check to touch the
target.
Skill Ineptitude

**Skill Ineptitude**

Difficulty: 12

Duration: Performance

Performance Time: 5 (10 seconds)

Skill Ineptitude makes it harder for enemies to succeed at skill checks including *Acrobatics, Climbing, Beast Riding,  Lifting, Camouflage, Artist, Performance Art, Dance, Craftsman, Persuasion, Direction Sense, Medicine, Taunt, Intimidation, Escape Artist, Disguise, Streetwise, Training, Flight, Survival, Lock Picking, Evidence Analysis, Test of Wills , Long Jumping, Find, First Aid, Gambling, Language, Scholar, Prestidigitation, Tracking, Running, Trick, Stealth, Sailor,* and *Swimming*.

How much the skillis penalized depends on the amount of success. *Minimal or Average*success grants +1, *Good*or *Superior*+2, and *Spectacular*+3.
Warrior Madness

**Warrior Madness**

Community Rating: 9

Difficulty: 14

Range: touch

Duration: until dispelled

Effect: turns warriors into frenzied killers

Attainment Rating: 19

The cleric may cast this miracle upon a willing or
unwilling subject. If the priest's *faith* total is greater than the target's *willpower* or *Mind,* the target
is overwhelmed by *warrior madness* his *Strength* and *Toughness* attributes
receive a +3 boost, as do his *melee weapons* and *unarmed combat* skills.
This miracle does not actually cause the muscles to grow larger, but simply
allows the target character to operate at peak ability. It is possible for a
character's attributes to exceed the limit while under the influence of this
miracle. The target character will keep fighting until he is unconscious, dead,
or runs out of opponents. A being afflicted with *warrior madness* cannot *maneuver,*
trick, taunt, intimidate, *or* test *his actions are limited to melee* weapons
*and* unarmed combat *attacks. To snap out of his madness, the target*
character must generate a successful *willpower or Mind* total against a
difficulty number of 12. Once someone has been so "blessed”,there
is a risk of him succumbing to the madness anytime he goes into battle. In
combat, he must generate a successful *willpower* or *Mind* total
against a difficulty number of 8 to avoid going mad (+1 modifier for each previous
incident of *warrior madness* experienced by the target). The target
character can, if he wishes, voluntarily call upon the miracle in battle.
Rot of the Grave

**Rot of the Grave**

Skill: *conjuration/death* 26

Backlash: 22

Difficulty. 18

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 29 (1 week)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

*Rot of the Grave* is a focused spell. When a mage invokes this pattern, she causes a
living body to corrupt and rot as if it were in the grave. To cast this spell,
the mage must have soil from a grave and the ash of a burned body. Darkness
forms around the hands of the mage as she casts; darkness that then shoots
toward the intended target. The path of this bolt can be controlled by the mage
by pantomiming the path with a bone wand. The spell will hit the target if the
caster's conjuration magic total equal or exceeds the *Dexterity or dodge* value
of the target. If the spell hits, the effect value becomes the damage value of
the spell. Compare the effect value of the spell to the target's *Toughness,* and
then to his *Charisma,* on the Power Push table. The spell's result
modifier increases any result points by six. The result points determine two
things; the first is the damage the spell does to the target. The second is the
number of points subtracted from the target's *Charisma.* No one likes
dealing with a corpse. This spell has an extended duration. The rotting caused
by the pattern of death will remain with the target until the spell is broken
or ends. Therefore, the target of this spell cannot heal normally until the
spell ends. Not even miraculous healing can cure this damage caused by *Rot*
of the Grave until *the spell ends.*