recursal/Fanatic-Fandom huggingface dataset:
Fish Eyes

**Fish Eyes**

Skill: *divination/aquatic* 11

Backlash: 10

Effect Value: 4

Bonus Number to: duration

Range: 13 (400 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control

*Fish eyes* allows
the mage to see through the eyes of a single aquatic creature. It only conveys
information to the mage who doesn't control the creature. The mage must touch a
living aquatic creature, hold it for a second to make the link, and then
release it. The caster must concentrate on the visions the creature sends him.
The spell can be ended at any time. The caster sees through the fish's eyes if
the spell's effect value is greater than the fish's *Perception*. Any *Perception*
based skill totals the caster generates may not exceed the fish's P*erception*
Inspire Skill Proficiency

**Inspire Skill Proficiency**

Difficulty: 12

Duration: Performance

Performance Time: 5 (10 seconds)

Inspire skill proficiency helps the heroes succeed at non-combat skill checks. The following skills are affected by Inspire skill proficiency:  *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 increased depends on the amount of success. How much the skillis increased depends on the amount of success. *Minimal or Average*success grants +1, *Good*or *Superior*+2, and *Spectacular*+3. Additionally, while not giving characters the ability to use skills that cannot be used unskilled, Inspire skill proficiency, grants re-rolls as if the characters had the skill and all unskilled results are automatically canceled for the listed skills.
Fog

**Fog**

Skill: *alteration/water 12*

Backlash: 15

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 11 (2.5 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The *fog* spell requires that the caster hold a
liter of water in an open container. *As* the magician casts the spell, he
pours the water over of his hands, splashing the drops into the air. The water
turns to vapor and billows forth into a dense fog. This fog will completely
fill a 600 meter radius and rise to a height of 25 meters, centering on the
vessel. The fog is dense, but evaporates quickly after the duration expires.
Endurance

**Endurance**

Community Rating: 9

Difficulty, 13

Range: touch

Duration: 18 (one hour)

Effect: increases target's resistance to heat and cold

Attainment Rating: 18

By the laying on of hands and the recitation of
prayer, the cleric can increase the ability of the target character to endure
extremes of heat and cold. Each success level adds +2 to the target's *Toughness*
*for resisting the effects of heat and cold only.*
Grave Assistance

**Grave Assistance**

Skill: *alteration/death 26*

Backlash: 20

Difficulty: 14

Effect Value: 13

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 29 (l week)

Cast Time: 18 (1 hour)

Manipulation: cast time, duration

This impressed spell transforms an aspect of death
into a group of skeletal warriors to act as body guards for the duration of the
spell. The mage must stand within a graveyard during the night to prepare this
spell. The mage then creates the pattern of this spell while holding and
staring at a human bone. During the process, a darkness will be seen fanning
around the bone. The darkness seems to come from nearby graves, a dark wisp coming
from each grave within a six meter radius (this is usually about eight graves).
The number of skeletal warriors created is equal to the number of bodies buried
within the radius of effect. At end of this ritual, the bone has figures etched
onto its surface representing each grave within the spell’s radius. When the
mage wishes to release the spell, she throws the bone onto the ground and says
"come forth my warriors of the night, to serve and protect me. By the
power of bone and night, I command thee arise." The ground rumbles as the
skeletal warriors emerge from the ground. Each warrior is clad in the ruined
remains of armor, and carries a weapon of the caster's choice. They will always
remain within six meters of the caster, protecting the caster from harm to the
best of their abilities. They are intelligent, and use some tactics to protect
their summoner. There are enough to surround the mage to protect her. There
will always be at least one, normally two, left to guard the mage if a
distraction occurs. They know that their existence, and the chance for this
second 'life" depends on the mage's survival.

Skeletal Body Guard

DEXTERITY 13

Dodge 18, melee weapons 18, missile weapons 18,
unarmed combat

18

STRENGTH 13

TOUGHNESS 13 (18)

PERCEPTION 13

Find 18

MIND 13

CHARISMA 13

SPIRIT 13

Intimidate 18

Natural Tools: armor (TOU+5/18), weapon (STR+5/damage
value 18)
Bath of Death

**Bath of Death**

Skill: *alteration/water 16*

Backlash: 14

Difficulty: 9

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 2 (2.5 seconds)

Manipulation: state, range

To use this spell, the caster must have an open
container of water in her hands, such as a bucket or pail. The caster throws
the water at a target, controlling its apportation and form (mainly keeping it
together and moving it in a straight line at a rate of 100 meters a round), and
invokes the power of the spell. The water becomes highly erosive, due to the
nature of the magic, the caster has a +5 bonus to his *apportation* attack
roll if the attack roll is higher than the target's *Dexterity or dodge,* then
he effect total equals the damage inflicted.
Lenfrieu's Spell Staff

**Lenfrieu's Spell Staff**

Skill: *conjuration/plant* 22

Backlash: 16

Difficulty: 7

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

*Lenfrieu's spell* staff is of great use to almost any mage. The spell
can only be cast on oaken staves that are between the lengths of l.5 and 2.5
meters. After casting this spell properly on a staff, the wood will receive
impressed spells with the pattern of folk. The number of spells that can be
stored is equal to the Power Push of the effect total plus five. This spell
will *only* allow the storing of folk spells that are cast impressed. The
spells will remain stored until cast or until the duration of the *spell*
staff *lapses.*
Bardic Performance

**Bardic Performance**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None.

*Bardic Performance* is
the ability to perform a piece of performance art with the intent to add Bardic
Magic to it. A Bard must choose a performance style to work their magic with.
Possible choices are singing, oration, or dance. Others may be allowed at the discretion
of the GM. The Bardic Performance total is compared to the difficulty of the
piece and if it over comes the difficulty, the piece is successful. How effective
the piece is depends upon Bardic Inspiration. A Bard can substitute their Bardic
Performance skill for Performance art in the chosen performance style. Rules
for Bardic Magic can be found here
Free Spirit

**Free Spirit**

Skill: *alteration/true knowledge* 22

Backlash: 19

Difficulty: 12

Effect Value: 34

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (1 hour)

Cast time: 18 (1 hour)

Manipulation: control, duration, range

A mage casts this spell to detach a part of her
spirit, so that it can roam free and gain information. Only the mage may benefit
from this spell, since she becomes part of the pattern woven into the spell.
While her spirit roams free, the mage must maintain the link between her body
and her spirit form. If the mage's concentration is ever broken, the spirit form
dissipates, and returns to the body. This spell may be cast by a mage with a *Spirit*
*17 or less. Mages with a higher* Spirit *cannot completely detach*
their spirits with this spell. During the hour required to cast this spell, the
mage must be alone, and remain undisturbed. She composes her mind and relaxes
her body so the spirit may roam free. During the spell, the mage may direct her
spirit form at the rate of a kilometer per round, to any point within the range
of the spell. Places protected against entities, living forces, or true
knowledge bar the spirit form from entering. The spirit form can move through
ordinary walls, over water, through fire, any normal physical barrier. Through
the link, the mage can use all information gathering skills based on *Perception,*
Mind, Charisma, *or* Spirit. *The spirit cannot cast spells; doing so*
would break the concentration on the *free spirit* spell, snapping the
spirit back to its host. Only beings that can detect magic can sense the
spirit; it is undetectable to all other senses. The spirit cannot interact with
any being that cannot sense magic.
Create Water

Create Water

Skill: conjuration/water 14

Backlash: 13

Difficulty: 8

Effect Value: 10

Bonus Number to: Effect

Range: 3 (4 meters)

Duration: 25 (1 day)

Cast Time: 4 (6 seconds)

Manipulation: control, duration

The mage must have an empty container to cast this spell. The spell creates normal, clean water, which fills the container. The maximum weight that can be created with this spell is equal to the Effect Value. Any water not used within a day will vanish.
Keen Blade

**Keen Blade**

Skill: *alteration/metal 15*

Backlash: 15

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, state

The magician must have a bladed weapon which he keeps
extremely sharp. He quickly hones this blade with a whetstone while casting the
spell, and the touches the ritual blade to the blade which receives the spell.
Compare the effect value of the spell to the maximum damage value on the Power
Push Table, and the maximum damage value and the damage bonus are each
increased by the result.
Diminished Senses

**Diminished Senses**

Skill: *alteration/living forces 17*

Backlash: 22

Difficulty: 14

Effect Value: 15

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 15(16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This nasty little curse will reduce the *Perception* of
any kindred that fall victim to the spell. If the spell is cast correctly then
the effect value of the spell is compared to the target’s *Perception* and the difference is read as result points on the Power
Push Table. The total result points, plus a modifier of +5, are then applied to
the difficulty of any *perception* based skill performed by the victim. This
modification lasts the entire duration of the spell.
Animate Skeletal Warrior

**Animate Skeletal Warrior**

Skill: *conjuration/entity 20*

Backlash: 20

Difficulty: 15

Effect Value: 18

Bonus Number to: duration

Range: 3 (four meters)

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

*Animate skeletal warrior* is an impressed spell used when the mage expects he
may need some quick fighting power. The caster requires a bone of the folk type
of skeleton to be raised, and must wrap a band of metal about the bone. The
caster touches the bone to each of the skeleton's hands and feet, and its head.
The caster must smash the bone (and metal band) with the edge of a sword,
impressing the spell.

**Skeletal**
Warrior

DEXTERITY 14

Dodge 17, melee weapons17, missile weapons 17, unarmed
combat 17

STRENGTH 13

TOUGHNESS 13

PERCEPTION 11

Trick (14)

MIND 9

CHARISMA 9

Taunt (12)

SPIRIT 11
Communicate with Animals

**Communicate with Animals**

Skill: *divination/earthly* 16

Backlash: 14

Difficulty: 10

Effect Value: 26

Bonus Number 10: effect

Range: touch

Duration: 13 (five minutes)

Cast Time: 4 (five seconds)

Manipulation: control, duration

The caster must have something from the specific species
of animal with which he wants to communicate (a lock from the mane of a horse,
the claw of a manticore). He places the specific contagion on the ground before
him,
and draws a line in the ground leading
from the object to himself. He draws a second line in the opposite direction.
Compare the effect value to the difficulty of 12. Add the result points to the
caster's. *Perception* for use in the language skill only. If unskilled,
the caster gains the language skill for the duration of the spell.
Dagger Draw

**Dagger Draw**

Skill: *conjuration/metal 14*

Backlash: 15

Difficulty: 7

Effect Value: 2

Bonus Number to: duration

Range: touch

Duration: 14 (100 minutes)

Cast Time: 0 (one second)

Manipulation: duration, speed, control

This spell conjures a throwing dagger into the open
hand of the caster. The total weight that may be conjured is equal to the Power
Push of the effect value plus two. However, the dagger may not weigh more or be
larger than a normal throwing dagger. The excess effect total is ignored. The
dagger is not illusory, or unusual in any way, but it does vanish after the
duration elapses.
Blind

**Blind**

Community Rating: 8

Difficulty: 18

Range: sight

Duration: 27 (2 days)

Effect blinds the target

Attainment Rating: 23

This miracle punishes unbelievers by removing their sight. The *faith* total of the invoking priest is compared to the *faith or* Spirit *of the target, and on a* Good *or better success, the* prayer takes effect. The afflicted character must have the blindness lifted by either the casting priest, or clergy of his own faith. Lifting the blindness requires a bless with a *faith* total greater than or equal to the *faith total of the invoking priest. Blind characters follow the rules for* completely impeded vision.

Targeting a character while under the effect of blindness, requires a perception or find roll to determine if the target can be located at a +10 difficulty.

Targeting an un-located character incurs a +10 difficulty. Targeting a located character incurs a +5 difficulty modifier.
Long Jumping

**Long Jumping**

**Sample specializations:** Standing
broad jump, running long jump. This is the ability to leap and jump over its,
chasms, and other obstacles. Every character has a jumping limit value (see
Chapter One) which represents how far they can jump without much effort. The *long jumping* skill
helps characters jump farther than their limit value and to make jumps in less
than optimal conditions. Increasing the distance the character jumps is treated
as a speed push (see Chapter Four) while making difficult jumps that are within
the character’s jumping limit value is done against a difficulty number
determined by the gamemaster based on the circumstances. The following
modifiers are used when a character has to make a push roll with *long jumping*. The
gamemaster can also take them into account when determining the difficulty
number for non-push jumps.

**LONG JUMPING MODIFIERS**

**Condition Modifier**

Flat
surface to flat surface +0

Unlimited
landing area -2

Limited
landing area +2

Very
small landing area +4

Rough/unsteady
terrain +2 or more

Downhill
landing site -2

Uphill
landing site +4

Carrying
a heavy load +2 or more

The
jumping limit values in Chapter One assume that the jumper had the time and
space to take a running start. Standing jumps subtract two from the distance
value jumped. Being able to take off at less than full speed reduces the
distance value by one.
Detect Miracle

**Detect Miracle**

Community Rating: 9

Difficulty; 10

Range: 10 (100 meters)

Duration: 18 (one hour)

Effect: allows the cleric to determine if a miracle
has been invoked within the radius of effect in the past day

Attainment Rating: 15

If a miracle has been called down within the last 24
hours anywhere in a 100 meter radius of the cleric, this prayer will cause him
to see a bright glow at the sight of the invocation.
Floater

**Floater**

Skill: *apportation/air 17*

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (to minutes)

Cast Time: 3 (four seconds)

Manipulation: none

The caster begins the spell by puffing air under a
lightweight disc (with a surface area of no greater than one meter). This
action causes it to rise into the air and float, moving to the caster's mental
command. The disk can support weight equal to its effect value and may move at
speeds up to the spell's effect value minus the weight carried. A person riding
the floater
is buffeted by the hard, rolling air
currents that keep the disk aloft. While not dangerous, these winds do
occasionally blow small, unsecured objects off the disk. The mage controls both
the duration and apportation of the disc (within the range of the spell).
Casius Albas back story

Born in the eastern reaches of on lands
handed down from his great grandparents. Casius’s father was a retired roman legionnaire
that swore allegiance to King Gaiseric the Vandel King and was allowed to keep
his ancestral lands in exchange for a yearly tithe and loyalty.

Casius grew
up to tales of the Roman Legions. Additionally, some of Casius’s family would
tell him tales of the Family ancestry. Casius' father saw the family “history”
as nothing more than a tall tale.  A story
to try to invoke family pride, and perhaps a small amount of jealousy from
friends and neighbors. The story is that the family is descendant from a child spoken
of in the Bible where Jesus visited
Cana in , where he had turned the water
into wine. And there was a certain royal official whose son lay sick
at .When this man
heard that Jesus had arrived in Galilee from , he went to him and begged him to
come and heal his son, who was close to death.

*“Unless you people see signs and wonders,” Jesus told him, “You will never believe.”*

*The royal official said, “Sir, come down before my child dies.”“Go,” Jesus replied, “your son will live.”*

*The man took Jesus at his word and departed. While he was still on the way, his servants met him with the news that his boy was living.When he inquired as to the time when his son got better, they said to him, “Yesterday, at one in the afternoon, the fever left him.”*

*Then the father realized that this was the exact time at which Jesus had said to him, “Your son will live.” So he and his whole household believed.*

According to some of Casius’s family members the family is descended of
that child and his family have been Christians ever since, however, his father
laughs it off and discourages such talk.

Now in his mid 20's, Casius holds his family history in
much higher regard. There is no doubt as to the validity of the stories for
him.  His belief being so strong, that he
has converted to Christianity.

Having trained with his father and several of the guards,
Casius views the sword as nothing more than a tool.  Like any tool, if you wish to wield it, you
must know how.  Casius has no qualms
about using combat in self defense or the defense of others in need.  As for turning the other cheek: “I only have
two cheeks, and you're not swatting my arse.”

Casius now wanders the countryside, looking for small jobs,
aiding whenever he can.  He wears a
simple brown cloak, which aids in concealing the armor and sword he wears
underneath.  Gifts from his father upon
his departure.
Act 1 Scene 1 Pict Attack

Ceritic is interrupted by an Armsman rushing into the hall yelling

"There is a Pict attack on the northern farmlands" Upon this announcement,
Ceretic proclaims “By the Dagda’s hairy balls that makes ill hearing! My
Boddica! Fergus assemble the armsman quickly, take these new recruits, let us
discover their worth. Cinuit, go with them” a boy stands from one of the tables
“I wish to go as well Father!, I want to fight!” Cerdic looks at him “No Dumnagual,
I will nay risk both heirs in one battle, you stay behind with me” The boy
pouts and sits back down”

The party and the armsmen rush out to battle

A large battle ensued with a number of Pictish warriors and a couple of shamanesses. Hidrmaer Chanted saga's inspiring her companions and demoralizing the enemies. Many of the warriors and one Shamaness were dropped by colorful fireballs cast by Rashied. The remaining shamaness used a miracle to create an inky black fog over a Warrior named Bress. Realizing on caster remained, Liadan prayed to her gods and the tree next to the the remaining Shamaness reached out to entangle her. One of the Picts nearly felled Aonghas with a mighty blow. Roderik struck the shamaness hard and she reeled back barely staying conscious. Rashied created another fireball dropping her and Casius rushed to heal Aonghas the remaining Picts were finished off by the weapon's men either dead or unconscious. A quick search revealed the queen was no where to be found and many foot prints leading towards the coast.
Command Obedience

**Command Obedience**

Skill: *alteration/living forces 18*

Backlash: 18

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 16 (30 minutes)

Cast Time: 12 (four minutes)

Manipulation: duration

This is an impressed, focused spell. To work the
spell, the caster must have a metal item, such as a ring or collar that can be
worn by the target. After the spell is impressed in the caster's mind, the mage
presents the contagion to his target, speaking the words “I am your master;
wear this and serve me well," when the target puts on the item. 'The spell
is then released (focused on the item) and the target must make a *Mind*
or *Willpower* roll greater than the
effect value of the spell. If this resistance fails, the target will obey the
caster for the duration, or until the enchanted object is removed from target a
distance greater than the spell's range. If the caster commands the target to commit
a self-destructive act or an act totally against its nature, the target receives
additional resistance rolls.
Heightened Hearing

**Heightened**
Hearing

Community Rating: 8

Difficulty: 12

Range: result points +5

Duration: 17 (30 minutes)

Effect: enhances the target’s hearing

The target of this miracle can clearly hear all sounds
made within the range of the miracle. The range is equal to the result points
of the effect value plus five read on the Value Chart as distance. For example,
if a *faith* total of 17 is generated, that’s five result points. Adding
five to that provides a range value of 10, which is . The
character does not automatically hear everything that occurs within range; she
is able to choose the location, object, person or creature that she wishes to
hear. If it is within range, she can hear it as if she was right next to it and
whispers are as audible as a shout.
Banish Demon

**Banish Demon**

Skill: *conjuration/entity 21*

Backlash: 19

Difficulty: 12

Effect Value: 36

Bonus Number to: range

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster must make eye contact with the demon, and
state "I Command Thee, Be gone". He must smash a small crystal orb
etched with the figure of a pentagram. Compare the spell's effect value to the
demon's highest physical attribute. Read the result points on the Extended
Power Push Table. The spell's result modifier is +8. If the final result points
exceed the demon's *Spirit,* the demon is returned to the plane from which
it came.
Jump

**Jump**

Skill: *apportation/folk 18*

Backlash: 13

Difficulty: 10

Effect Value: 20

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 12 (four minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This focused spell requires the hind legs from an
animal known for jumping, such as a cricket or frog. The magician makes the
sound of the animal while making hopping motions with the hand holding the
legs. The caster then points at the recipient. The spell affects up to six
characters within a 10 meter radius of the recipient. Compare the spell's
effect value to the target's *Dexterity.* Add the result points to the
target's *Dexterity* for purposes of *long jumping* only. Read the
result points on the Power Push Table. Add the final result points to the
target's long jumping skill.
Create Phoenix

Create Phoenix

Skill: alteration/avian 16

Backlash: 13

Difficulty: 11

Effect Value: 18

Bonus Number to: Effect

Range: 10 (100 meters)

Duration: 11 (2.5 minutes)

Cast Time: 5 (10 seconds)

Manipulation: cast time, control, duration

This spell causes a normal avian to be transformed into a fiery bird, much like a phoenix. The caster must have feathers from the bird he intends to transform, which he burns. The target avian is then surrounded in a nimbus of flame. The flames do not harm the bird, but the Effect Value of the spell is added to any damage done by the bird when it attacks. The avian will remain aflame as long as it stays within the range of the spell.
Frigid Air

**Frigid Air**

Skill: *alteration/air* 16

Backlash: 20

Difficulty. II

Effect Value: 16

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 7 (25 seconds)

Cast Time: 3 (four seconds)

Manipulation: state

When casting the *frigid air* spell, the mage
wraps his arms around his body and rubs his hands up and down, as if attempting
to warm himself. After inhaling deeply. The caster then blows forth (in an
exaggerated manner) a gust of frigid, frosty air. The gust expands to a 10 by
10 meter cone, and anything caught within the area of effect takes damage equal
to the final effect value. The mage may change the target of the cone by
turning his body or his face in the desired direction. The round after the mage
stops blowing, the spell ends.
Lava Storm

**Lava Storm**

Community Rating: 10

Difficulty: 19

Range: sight

Duration: one round

Effect: causes lava to erupt from the ground beneath a
target, consuming him

Attainment Rating: 24

*Lava storm* causes
a wave of molten rock to erupt from the ground beneath a target, consuming him
in the fiery liquid rock. When successfully invoked, the miracle produces a
geyser of burning lava of damage value 24 plus result points. When the lava
storm ends, the ground returns to solid form and the burning rock vanishes. The
only evidence that remains are the targets own wounds.
Houndscent

**Houndscent**

Skill: *alteration/folk 15*

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 9 (one minute)

Manipulation: state

For this focused spell, the mage must sniff the ground
in an imitation of a hound, ending the casting by touching the recipient's nose
with his own. The recipient controls the spell's effect and duration. Compare
the spell's effect value to the recipient's *Perception.* Read the result
points on the Power Push Table. The result modifier is +6. Add the final result
points to the recipient's *Perception* when using his sense of smell.
Earth Shield

**Earth Shield**

Skill: *apportation/earth* 12

Backlash: 14

Difficulty: 8

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 7 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The mage scoops a small piece of earth from the ground and quickly molds
it into a crude Image of a shield. He then touches the ground where he had
scooped out the dirt. A shield of earth two meters high and one meter wide then
rises out of the ground in front of him. The shield provides cover and concealment as per the cover and concealment rules and has a toughness equal to its effect.
Damn

**Damn**

Community Rating: 8

Difficulty: 17

Range: voice

Duration: until removed

Ritual Length: 25 (one day)

Effect: reduces bonus of recipient by level of success

Attainment Rating: 22

A *Damn* miracle is used on heretics.

It causes an upside down cross to appear on the
recipient's forehead which brands the person as a damned heretic.

*Damn* reduces
anyone of the recipient's attributes, selected by the bestower, by an amount
equal to the success level of the *damn.* A *Minimal* success reduces
an attribute by one point. A character can only have one *damn* laid upon him at one time. It can only be removed by a *blessing*
vow *with a success level equal to or greater than the* damn. *When*
used this way, the blessing *vow* confers no other advantages, as the *blessing vow* and
*damn* cancel each other.
Gambling

**Gambling**

**Use:** Unskilled
use penalized. Macro skill. May be used in round play to simulate highly
competitive gambling.

**Sample specializations:** Specific
games of skill, specific games of chance

*Gambling* is the
ability to successfully play the odds in games of skill and chance against
other people. The two types of games are handled in separate ways since one is
based on the character’s active participation in events while the other
involves wagering on random chance or on the abilities of someone other than
the gambler. In games of skill, such as most card games, each participant in the
game makes a *gambling* skill
check and the character with the highest total wins. For a more dramatic,
back-and-forth game of

*gambling*, the
skill can be used in round play and combined with the use of other skills such
as *trick, test of will* and
*prestidigitation* where
the gamblers attempt to influence the odds more in their own favor. In games of
chance, the gambler tries to predict the outcome of an event that she is not
directly involved in, such as picking who will win a fight or the determination
of random numbers in games. In these games, the gambler makes a *gambling* skill
check against a difficulty determined by the gamemaster based on the odds of
winning using the Difficulty Number Scale.

**Cheating:** The *gambling* skill can be used to
detect cheating in both games of skill and games of chance. It does not allow a
character to cheat though, which has to be done with other skills. *Prestidigitation*, for example, can be
used to roll loaded dice or “stack the deck” in a card game without anyone
noticing. The *trick*
*skill*
could also be used for the same effects. In games of skill, the difficulty to
detect cheating is the skill value generated by the cheater. In games of
chance, the gamemaster should set the difficulty using the Difficulty Number
Scale based on the difference between the normal odds and the illegitimate odds.
Ecstasy

**Ecstasy**

Community Rating: 7

Difficulty: 20

Range: voice

Duration: 9 (one minute)

Effect: immobilizes a target with overwhelming
pleasure *Ecstasy* stimulates the target’s pleasure centers, overwhelming them
with the perception of enjoyable sensations. Targets affected by *ecstasy* cannot
perform any actions, not even simple actions, unless they make a *willpower* check
against a difficulty equal to the *faith* total of the miracle (this
counts as an action so multiaction penalties may apply if the character wishes
to perform a dice action.) A successful *willpower* check only lasts for
the round that it was made in; the character will have to make another check if
he wishes to attempt something in the next round. If the *focus* character
achieves a *spectacular* success with the miracle, the target character
becomes addicted to the *ecstasy* and will obey the commands of the *focus*
*character even when not under the miracle’s influence. To disobey an Order given*
by the *focus* character requires a *willpower* check against the *faith*
***skill** of the* focus *character, not against the faith total of*
the original *ecstasy* miracle that addicted the character. Addiction to
the *ecstasy* miracle is permanent. It may be overcome by the traditional
means of fighting addictions, such as counseling, or by the *cure disease* miracle.
The difficulty for *cure disease* is the *faith* skill of the *focus*
*character that performed the* ecstasy *miracle that addicted the*
character.
Aeluin's Water Valley

**Aeluin's Water Valley**

Skill: *apportation/water 20*

Backlash: 15

Difficulty: 12

Effect Value: 30

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 21 (four hours)

Cast Time: 18 (one hour)

Manipulation: speed, control

An impressed spell, *Aeluin's water valley* must
be cast in advance. To do so, the mage must have water taken from the body she
wishes to affect with the spell, and placed in a large tub. Then, the mage must
use her hands
to part the water in a gentle, sweepmg
motion, while summoning the power for the spell. The caster must concentrate on
making a "valley" in the water, centering the motion with her hands.
To invoke the spell, the caster leans over the prow of a ship and again makes the same parting motion with her hands. A
"valley" will open up in the water two and a half meters deep, ten
meters wide, and extending the range of the spell. The water on the sides of
the valley and at the end of the range will remain stationary, while the water
under the ship will rush forward, carrying the vessel along at great speed.
When the ship reaches the end of the spell's initial range, the water will
again separate,
fanning yet another water valley. This process will repeat itself
until the duration ends, or the caster wills it to end. The mage may change the
direction of the vessel by leaning over the prow and sweeping her hands to
either the right or the left of the vessel. At the beginning of the next water
valley, the ship will continue in the new direction.

Note: The caster may not change the direction by more
than ten degrees each valley without flipping the boat. Use the Speed Column on
the General Results Table to determine the resultant speed of the vessel. The
result points equal the Power Push if the difference between the boat’s
original speed and the spell's effect total. The shock points of the Push are
applied as damage to the vessel (as in normal speed pushes, however, the caster
may limit the effect of the Push).
Eagle Eye

**Eagle Eye**

Skill: *divination/avian 16*

Backlash: 15

Difficulty: 19

Effect Value: 20

Bonus Number to: duration

Range: 20 (to kilometers)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

*Eagle eye* allows
the caster to see through the eyes of any avian type the caster specifies. The
caster must hold the avian and trace its body with feathers of the same type of
avian. He then traces the feathers across his face and eyes, as he releases the
avian. The caster can see through the avian's eyes if the spell's effect value
is greater than the avian's *Perception.* Any *Perception* based
skill totals the caster generates may not exceed the bird's *Perception.*

The caster must concentrate to perceive the images
from the eyes of the avian. The avian's vision travels back to the caster at
4,00J meters per round (speed value of 18). Aslong as the avian remains within the range of the
spell, the caster will see through its eyes. The spell's effect stops if the
avian exceeds the spell's range. If the avian returns within range, the
connection resumes.
Alteration Magic

**Alteration Magic**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None

*Alteration*
magic *is*
magic that uses existing matter and energy and changes it into a form or
condition more desirable to the caster. A spell that changes a character’s *Strength* attribute is an example
of alteration magic, it “alters” the pre-existing *Strength* of the spell’s
recipient. A spell that changes a character into stone is another example of *alteration magic*; the matter that
makes up the character’s body is altered into a different substance.
Teleportation spells are another type of alteration magic, which work by
altering the target’s physical location rather than altering an attribute or quality
possessed by the target. The *alteration magic* skill is used to cast alteration spells. Specializations
are not allowed because this is already covered by the magic system through the
use of *arcane*
knowledges*.*
Detailed rules for using *alteration magic* and the other magic skills can be found in Chapter
Ten.
Cleanse Area

**Cleanse Area**

Skill: *apportation/magic* 14

Backlash: 13

Difficulty: 6

Effect Value: 2

Bonus Number to: range

Range: 4 (six meters)

Duration: 16 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, control

This spell cleans an item or area. The mage makes a
sweeping motion. The spell moves all dirt and refuse into a pile wherever the
caster dictates. The spell cleans a 2.5 meter radius area, up to one meter
high. The caster can change targets to clean any area
Bless

**Bless**

Community Rating: 10

Difficulty: 10

Range: touch

Duration: 18 (one hour)

Effect: adds success levels to all bonuses of one
attribute for one character A *bless* surrounds and infuses the target
character with spiritual energy. The *bless* enhances the character,
adding to all **bonus numbers** generated while under the *bless* for
all actions controlled by any **one** attribute. This is **not** a bonus
to the attribute, only bonus numbers, so values derived from the attribute such
as movement limit values are not affected by the *bless*. The blessed
character receives a +1 bonus for each success level attained by the *faith* total
of the miracle, i.e. a *good* success is worth +3 to the bonus number. The
attribute to be affected must be chosen by the recipient, at the time the
blessing is performed. Only one *bless* may affect a character at a time.
Frost Hair

**Frost Hair**

Skill: *alteration/water 18*

Backlash: 16

Difficulty: 11

Effect Value: 28

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

To use this spell, the mage simply sprinkles a few drops
of water into the target's hair while casting the spell. The water will then
become frost, turning the hair white and making it slightly brittle for the
duration of the spell. The effect then serves to resist any water spells with a
casting result less than *the frost hairs* effect value. The recipient of
the spell controls the duration, and the frost will not melt naturally until
the duration expires.
Haste

**Haste**

Skill: *alteration/folk 18*

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell increases the target's speed.
Compare the spell's effect value to the target's *Dexterity.* Read the
result points on the Power Push Table. The spell's result modifier is +8. Add
the final result points to the target's *Dexterity* for purposes of speed
only. To cast the spell, the target character and the caster move their hands
up and down with increasing frenzy. The magician touches the character,
stating, "Run like the wind." The spell's effect may be turned on and
off.
Ceretic

King Ceretic king of  Alt Clut has recently received a letter from St Patrick accusing him of making off with several of his Irish converts and selling them into slavery. Ceretic is a devout follower of the Celtic gods and no friend to the Christians who he calls “Worshipers of the dead god” He does however have many Christian followers in Alt Clut and recognizes the need to treat with them less he loose his powerbase. Still he surrounds himself with Druids, bards and men of learning as advisors. Most of these are Celts that relocated here to flee the Romans, or currently are fleeing the saxonish invasion and can usually find welcome at his court. Ceretic has had much trouble with the Picts being situated just west of the Pictish kingdoms and as such has issued an open invitation for any weapons man or woman who wishes to fight for pay. Ceretic is known to be honest fair and generous. Ceretic has two sons named Cinuit, and Dumnagual Hen, and a wife named Bodicca. The campaign will start with the party here either hiring on as weapons men/woman or as advisers to the King.
Find

**Find**

**Use:** Macro
skill. May sometimes be used as a round skill

**Sample specializations:** Gather
evidence, spot ambush, search, and reconnoiter

This
is the ability to find hidden or concealed objects or persons. It is also used
to recognize something as unusual if it is in plain sight, such as a footprint
at a crime scene or the fact that someone is wearing a disguise. Many times the
difficulty of a *find* skill
check will be based on an attribute or skill used by another character, such as
*stealth, camouflage* and
*disguise*.
For objects that have not been deliberately concealed, the gamemaster should
use the Difficulty Number Scale to determine an appropriate difficulty for
locating the item. If the character successfully beats the difficulty with
their *find* skill,
they spot the object.

***Find***
*versus* Stealth

The
*stealth* skill
says that the difficulty of sneaking past a character is that characters *find* skill
value. The *find* skill
says that the difficulty of detecting a stealthing character is that
character’s *stealth* skill.
Which character makes the skill check, the one trying to be sneaky or the one
trying to be observant? In situations where the skills are being used as macro skills,
it’s easiest to let the player character be the one who makes the skill check
with a difficulty number equal to the opposing skill value of the non-player
character. So if a player character is trying to sneak by a guard, she makes a *stealth* skill
check against the guard’s perception''*or* find
*value. If a non-player character is*
trying to sneak past a player character, the player character makes a *Perception* or *find* skill
check against the non-player character’s *stealth*
*skill. When events are in round play,*
such as when a character tries to hide from someone actively searching for him,
it should be treated in the same manner as a combat situation. A character can
choose to actively or passively “defend” with their appropriate skill against
the “attack” being made by the other character.
Hibernation

**Hibernation**

Skill: *alteration/life 20*

Backlash: 19

Difficulty: 13

Effect Value: 24

Bonus Number to: duration

Range: touch

Dwation: 29 (1 week)

Cast Time: 9 (1 minute)

Manipulation: duration, state

*Hibernation* is
a focused spell. A touch from the mage's hand sends the target into a deep
sleep in which all his metabolic processes slow. The target's *Dexterity,*
Strength *and* Toughness *must all be 13 or less for the spell to take*
effect. The spell completely suspends the target's bodily functions for the
duration of the spell. The target does not have to drink, eat, or even breathe.

This spell stops the progression of poisons, disease
or damage in a person. The mage can touch the target again and end the spell.
Fast Food

Fast Food

Skill: conjuration/plant 13

Backlash: 11

Difficulty: 11

Effect Value: 1

Bonus Number to: Effect

Range: 0 (1 meter)

Duration: 25 (1 day)

Cast Time: 2 (2.5 seconds)

Manipulation: cast time, control, speed, range

This simple spell allows the caster to create fruits, vegetables, and grains out of thin air. The mage must have a bag that is large enough to hold the desired food item. He says, “Boy, I sure would love a <name of food> right now!” and reaches into the bag. He then pulls the desired item out of the bag. The food created by this spell has a maximum weight value of the Power Push of the Effect Value, plus a Modifier of 1. The spell uses a mechanism of Life, so the food created is real, but the food created will be normal for its type (the spell will not create a ten-pound apple), and only one of the desired food can be created in one casting (the spell will not conjure ten pounds of apples, either).
Earthquake

**Earthquake**

Community Rating: 8

Difficulty: 16

Range: sight

Duration: performance

Effect: causes an earthquake to rumble through enemy
targets

Attainment Rating: 21

Earthquake causes all characters in the target area to suffer a *knockdown*
*result, in addition to any damage that may be inflicted.*

The damage value of an *earthquake* is 13 plus
the miracle's result points. To invoke this miracle, the cleric singles out a
specific target. The target and any characters within three meters of him are knocked
down if the miracle is successful, and damage is applied normally.
Hawk of Horus

**Hawk of Horus**

Community Rating: 12

Difficulty: 19

Range: 25 (100 kilometers)

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: creates a giant hawk, obedient to the cleric
who invoked the miracle

Attainment Rating: 24

This miracle creates a giant hawk which will obey the
orders of the invoking cleric. The hawk can be sent to any point within the
range of the miracle, and can only be controlled by the cleric. This miracle is
often used by priests seeking vengeance on those who defile the Egyptian gods
and land. The hawk may be instructed to kill the offender, or lead the cleric
to him. If the hawk should be killed while following the cleric's instructions,
a second hawk will appear which will attempt to kill the invoking cleric (as
punishment for sending a gift of Horus' to its death).

**The Hawk of Horus**

DEXTERITY 11

Flight 15, maneuver 13, unarmed combat 14

STRENGTH 13

Lifting 14

TOUGHNESS IS

PERCEPTION 10

Find 12, tracking 11, trick (15)

MIND 9

Test (16), willpower 14

CHARISMA 8

Charm (20), taunt (15)

SPIRIT 7

Faith (Egyptian) 14, intimidation 13

Additional Skills: two at +1 adds

Hero Point Potential: some (30)

Natural Tools: claws, damage value

STR +3/16; beak, damage value STR+4/17;

Wings, speed value 13
Fool's Gold

**Fool's Gold**

Alteration/metal
13

Backlash: 14

Difficulty: 12

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 23 (10 hours)

Cast Time: 17 (40 minutes)

Manipulation: duration

This is a focused, impressed spell. The caster must
have a sample of the precious metal he wishes to fake. He rubs a little of the
metal onto the metal he intends to "transform", then casts the spell.
The spell converts one kilogram of metal or coins into an illusion of the
precious metal used during the spell casting. The effect value, including the
bonus number, must be at least five to convert the metal. The spell is released
by tapping the metal with the sample, and generating an *alteration* magic
total of zero or greater. The "gold" may be disbelieved on a *Mind* or
*willpower* total of 13 or better.
Limit Value Table

**Limit Values for Characters**

LIMIT VALUES

 Swimming
 Long Jumping
 Climbing
 Lifting
 Hold Breath

Note: The table above lists the limit values for humans involved in the Dark Ages Campaign. Limit values can be determined for Non-Pure Human races by adding one to the category's that the character put their enhancement package in.
Mark Prey

**Mark Prey**

Community Rating: 9

Difficulty: 14

Range: see below

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: provides the cleric with bonuses against a
specific individual

Attainment Rating: 19

This ritual may be performed in the target's absence,
if the priest has a simple of her tissues: a drop of blood, a strand of hair,
whatever. The sample must be fresh, taken from the target within the last 24
hours, and whether the miracle succeeds or not, the sample is consumed during
the ritual and cannot be re-used. If nothing like this is available, the cleric
must touch the target at the climax at the ritual. The focus character spiritually
marks a victim. As long as the miracle is in effect, the hunter receives a
bonus modifier equal to its success levels in the following areas:

*Perception* skills
used to observe, find, or track the prey;

Passive and active defenses against attacks by the
prey;

Resistance to interaction skills used by the prey.

If the miracle achieves *Superior* or *Spectacular*
*success, the prey is automatically* stymied *when in the hunter's*
presence, unless he can generate a *faith,* or *Spirit* total greater
than the hunter's faith. He may make this check once in any scene in which he
encounters the hunter. The check itself is subject to the stymie. If he
overcomes the hunter's *faith* the *stymie* effect is canceled for
the rest of the miracle's duration.