recursal/Fanatic-Fandom huggingface dataset:
Ward Being

**Ward Being**

Community Rating: 13

Difficulty: 11

Range: 5 (10 meters)

Duration: concentration

Effect: prevents specific being from approaching
target character

Attainment Rating: 16

To enact this miracle, the cleric must have a specific
being or creature in mind. If he successfully invokes the ward, that particular
being will be unable to mount any sort of attack on the target character for
the duration of the prayer. For instance, a priest could set up a ward against
the dreaded ogre, Olant, and it would prevent him from causing damage. It would
not, however, prevent his brother or any other ogre from attacking. The warded
being may attempt to break the ward by generating a *faith* total higher
than the *faith* total of the invoking priest.
Sunstore

**Sunstore**

Skill: *alteration/light* 22

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The mage places a glass sphere in the sunlight so that
the sunlight catches on some part of the sphere. The mage quickly utters the
spell and the sunlight is trapped in the sphere. The sphere flashes brightly
and illuminates a 15 meter radius sphere with near blinding sunlight. Compare
the effect value to the *Dexterity* or *dodge* of any creature caught
in the 15 meter radius sphere. Read result points through the Power Push Table.
Find the final result points on the General Success Table. With *minimal* success,
the creature is stymied. With *Average* or good success, the target is
setback. With *superior* success, the target is setback for two rounds.
With a *spectacular* success, the target is setback for four rounds. The
spell is often used to flash opponents into temporary blindness, although it
may be used merely for illumination, as with simpler versions of the spell. The
effect may be turned on and off or reduced.
Transfer Damage

**Transfer Damage**

Community Rating: 14

Difficulty. 9

Range: touch

Duration: NA

Effect: removes damage from target, inflicting it on
invoker

Attainment Rating: 14

By touching a wounded character, the invoking priest
is able to transfer the wounds, shock, or KO conditions to his own body. Read
the result points on the Combat Results Table. The amount of damage indicated
may be transferred from the target to the focus character.
Weather Control

**Weather**
Control

Skill: *alteration/air* 23

Backlash: 20

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 19 (six kilometers)

Duration: 38 (one year)

Cast Time: 32 (one month)

Manipulation: duration

This is a focused spell. The magician must spend a
full month casting this spell. Each sunrise, the mage writes symbols for that
morning's weather on the perimeter of a circle with a radius of six meters. She
then alters the symbols to match the changes in the day's weather. After a
month, she has completed constructing a diagram of that month's weather, and
the pattern is formed. This allows the mage to control the weather within a 6
kilometer radius. She may change the air temperature at a rate of six degrees
per hour, and affect the humidity by six percent per hour. The changes are
sufficient to cause/stop rain in about two hours (for a moderate rainfall) and
it takes about four hours to affect (or cause) a raging storm. The magician also
may alter low and high pressure areas to "shunt" unfavorable weather patterns
away from her area.
Power and the Glory

**Power and the Glory**

Community Rating: 10

Difficulty: 16

Range: touch

Duration: length of battle

Effect: awards roll a agains to faithful

Attainment Rating: 21

Before an upcoming battle, a Templar can pray for
God's power and glory to help him, or one of his comrades, fight well against
the Lord's enemies. This miracle takes several minutes of prayer, and thus
cannot be done once combat is joined. (Frequently, a faithful Templar will
invoke this miracle along with a *battle vigil,* as part of a
multi-action.) If the miracle is successful, the Templar will have a number of
roll agains to use during the battle. The recipient may use one, some or all on
any given action, but each roll again may only be used once before it is lost.
The number available depends on the success level achieved: *Minimal/Average,*
*one roll again;* Good/Superior, *two roll agains;* Spectacular, *three*
roll agains.
Sharpen Animal's Senses

**Sharpen Animal's Senses**

Community Rating: 10

Difficulty: 10

Range: sight

Duration: 18 (one hour)

Effect: sharpens the senses of an animal

Attainment Rating: 15

This prayer allows a priest to enhance all five senses
of a summoned animal, almost invariably a predatory one, making it a more
effective hunter in tracking down the summoner's enemies.

Only one animal at a time may be affected by a single
miracle.

The animal's *Perception* and related skills are
increased in relation to the levels of success achieved by the miracle. *Minimal*
*success increases the animal's* Perception *by +1,* Average +2, *Good*
+5, *Superior* +10, and *Spectacular* by +15.
Strength

**Strength**

Skill: *alteration/folk 16*

Backlash: 16

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 5(10 seconds)

Manipulation: control

The mage places a heavy object in the hands of the recipient, and helps the character lift the object,
applying more force as he finishes the spell. Compare the spell's effect value
to the target's *Strength.* Read the result on the Power Push Table. The
result modifier is +5. Add the final result points to the target's *Strength* for
the duration of the spell.
Plant Protection

**Plant Protection**

Community Rating: 10

Difficulty: 10

Range: voice

Duration: 16 (30 minutes)

Effect: animates plant life to protect target
character

Attainment Rating: 15

When this miracle is in effect, all plant life within
range will act to protect the target character Specified in the ritual. Roots
will erupt from the ground and wrap themselves about the legs of enemies *(Strength*
*of 11), tree branches will strike out at them (damage value 12), flowers*
and grasses will act as shackles for their feet *(Strength* of 8).
Suggestion

**Suggestion**

Skill: *conjuration/living forces* 14

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 11 (two minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, range

This spell acts as a *persuasion* attempt by the
caster, using the mage's result value instead of the *persuasion* skill.
The character must speak a "suggestion" to the target (in a language
the target can understand) while casting the spell. Compare the effect value of
the spell to the target's *willpower or Mind* with the result read on the
Charm/Persuade Column of the Interaction Results Table.

The *suggestion* spell is illusory, and it can be
disbelieved by the target (on a result of 12 or higher). After the duration
lapses, the suggestion will stay with the creature, with disbelief rolls
increased by the value of the time after the spell has expired. The spell uses
darkness as a mechanism, so the creature's welfare or interests do not affect
the casting of the spell.
Stealth

**Stealth**

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

**Sample specializations:** Concealment,
trailing, ambush

Characters
with *stealth* can
sneak about or hide without attracting attention. Characters who use *stealth* are not
necessarily being quiet or invisible; the goal is to be **unnoticed**. A
character can *stealth* through
a large crowd of people and be in plain sight the whole time, but by “blending
in” she is able to pass through the crowd without anyone really noticing her
doing so. To use *stealth*,
the player generates an action total against a difficulty number equal to the *Perception* of the
character whose attention is being avoided. An alert target, such as an on-duty
guard, is usually harder to avoid and the difficulty number is instead equal to
the target’s *find* skill
value. Success means the character remains undetected, failure means she is automatically
detected. If there is more than one target involved, such as trying to sneak
past a patrol of two guards, the *stealth*
*attempt is handled with the* multi-action *rules in*
Chapter Four. If the character is being actively searched for, *stealth* becomes a
round use skill instead of a macro skill and the character will have to make
several *stealth* checks
to avoid detection. The conditions around the character can affect the
difficulty of attempts to use *stealth*.
The chart below lists some common modifiers. Keep in mind that some modifiers
can be negated by certain circumstances. For example, if a sentry can see in
the dark, the modifiers for darkness should not be applied.

**STEALTH CHART**

**Condition Modifier**

Rain,
sleet, snow -1

Dawn
or dusk, fog, trees, crowd, etc. -2

Night
-3

Inattentive
guards -3

Dense
concealment (jungle, large crowd) -5

Attentive
guards +3

Open
terrain +3

Broad
daylight, brightly lit area +4

\*This
includes guards who are actively searching for the character.
Tempest

**Tempest**

Community Rating: 12

Difficulty: 19

Range: 15 (one kilometer)

Duration: 18 (one hour)

Ritual Length: 25 (one day)

Effect: creates a terrible storm 100 meters across
(value 10)

Attainment Rating: 24

This miracle is cast on an object for example a house
or a boat. For the duration of the miracle, the object and the area immediately
surrounding it takes a sound beating from high winds and fierce rain. The
tempest's effects are centered on the object and radiate outward from the object
fora radius of 50 meters. Everything exposed to the direct effects of the storm
suffers a damage value of 25 every round. Most wooden buildings can stand the
storm for about 10 minutes. Some stone buildings can weather the storm without
collapsing. Ships that are the focus of the storm or pass through the tempest
may be tom apart. The storm moves if the object of the storm's focus moves.
Thus, if the storm is focused on a ship at sea, then the ship is assaulted as
the storm follows it through the air.
Rocket

**Rocket**

Skill: *alteration/inanimate forces 20*

Backlash: 17

Difficulty: 12

Effect Value: 18

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, range

This is a focused spell. This spell transforms the
gravitational pull on the target object into heat. The sudden lack of gravity
causes the object to shoot skyward-expelling the heat as it goes. The spell
will launch the object at a speed equal to its effect value minus the target's
mass. The object will continue to travel upwards until the duration ends or the
caster wills it to stop.
Summon Storm

**Summon Storm**

Community Rating: 13

Difficulty: 10

Range: 25 (100 kilometers)

Duration: not applicable

Ritual Length: 23 (eight hours)

Effect: summons huge storm

Attainment Rating: 15

The priest who invokes this miracle summons up a great
thunderstorm overhead. He can then direct the storm at a target up to 96
kilometers. When the storm reaches the target area, it will batter down for
approximately one hour before dissipating.

The storm can damage buildings and characters within
the target area. The damage value of the storm is equal to the result points of
the miracle.

Example: A priest gets a *faith* total of 19, for
9 result points. The storm has a damage value of 9. If you wish to resolve the
damage for a character caught in the storm for a full hour, add +9 to the
damage value and roll once.
Windy Ears

**Windy Ears**

Skill: *divination/air 22*

Backlash: 17

Difficulty: 12

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: control, state, range

This spell allows the caster to hear news from afar.
To cast it, the magician cocks his head upwind, cups his ear with his hand, and
asks in a clear voice "What news from the *(direction the wind* is *blowing*
from)?" *The wind, if the caster is addressing the correct the*
direction, answers. The caster may then ask more specific questions, but the
wind only answers those questions concerning the direction it comes from. The
speed of the spell is 10 kilometers a round, so the news will be nearly
"as it happens."
Trick

**Trick**

**Sample specializations:** Misdirection,
distraction, non-verbal, feint, fast-talk

The
*trick* skill
is used to unbalance or fool a target for a brief period of time. *Trick* is most
commonly used in round play to put opponents off guard rather than as a macro
skill due to the short duration of its effects, but it can be used in macro
situations to cover a quick lie or deception. *Trick*
*is also the defensive skill used*
against *trick*,
though the *willpower* skill
could be used instead during macro uses of *trick*.
If the target does not have *trick* then
*Perception* is
used instead. The results of a *trick*
*attempt are determined by using the* Interaction Results Table *found*
in Chapter Four. When a character attempts to trick someone, the player should
specify to the gamemaster the effect he wants it to have on his 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 *trick*
*skill*
totals. If the character uses a simple but believable *trick* he should get a bonus
to his skill total. If it’s something unbelievable or inappropriate to the situation
then a small penalty should be applied.
Raise Skeleton

**Raise Skeleton**

Skill: *conjuration/entity 19*

Backlash: 12

Difficulty: 10

Effect Value: 10

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range,
speed, state

This impressed and focused spell requires the caster
to have a bone. The spell creates skeletons when released. The caster traces
the outline of the skeleton and smashes the bone. Any skeletons within a 25
meter radius will be animated. The caster focuses spell on one skeleton; all
others must stay within the 25 meter radius to remain animated. This illusory
spell may be disbelieved with a *Mind* or *willpower* total of 15.
The caster may dispel the skeletons at any time.

**Skeleton**

DEXTERITY 9

Dodge 10, melee weapons 10, missile weapons 10,
unarmed combat 10

STRENGTH 10

TOUGHNESS 10

PERCEPTION 9

Trick (11)

MIND 7

CHARISMA 7

Taunt (9)

SPIRIT 9
Possess

**Possess**

Community Rating: 12

Difficulty: 21

Range: touch

Duration: 25 (one day) + result points

Ritual Length: 18 (one hour)

Effect: forces an evil spirit to possess a being

Attainment Rating: 26

This ritual allows an evil spirit, demon, or devil to
possess a living being.

The victim must be restrained for the duration of the
ritual, and the appropriate sacrifices made. At the end of the ritual, the
victim's soul is subjugated and the dark being takes control. Compare the *faith*
*total to the victim's* Spirit *or* faith. *On a Good success or*
better, the miracle takes effect. Note: this miracle will not summon a malefic
being. One must already be present. In addition, it can be invoked by a demonic
entity.
Ritual of Mind Preparation

**Ritual of Mind Preparation**

Skill: *alteration/folk 15*

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

This spell requires the mage to memorize a poem or
geometric proof. He must silently recite the proof or poem, associating a hand
gesture with each part of the work. Compare the spell's effect value to the
target's Mind. Read the result on the Power Push Table. The spell's result
modifier is +5. Add the final result points to the target's *Mind* for the
duration of the spell.
Presence of God

**Presence of God**

Community Rating: 10

Difficulty: 13

Range: self

Duration: 18 (one hour)

Effect: envelops the faithful in the cloak of the
divine and gives power to his words

Attainment Rating: 18

This miracle will increase the *persuasion* and *charm*
*skills of the faithful. People will sense the presence of the divine around*
the person, and will tend to believe what he says. The *persuasion* and *charm*
*skills will be increased by +2 for every level of success achieved.*
Rainbow Bracers

**Rainbow Bracers**

Skill: *alteration/light 17*

Backlash: 13

Difficulty: 15

Effect Value: 20

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: cast time

This spell must be cast in some form of light and the
caster must have a prism or piece of glass that he touches to the target's
wrists. Light swirls in front of the prism and then flows through it to the
recipient's wrists. A barely visible band of rainbow colored light adorns each
wrist. The spell resists the effects of light spells with a casting total less
than the effect value of the rainbow bracers. The recipient controls the
spell's duration.
Read Aura

**Read Aura**

Community Rating: 8

Difficulty: 15

Range: 7 (25 meters)

Duration: 18 (one hour)

Effect: cleric is able to determine the attitude of
those he meets

Attainment Rating: 20

While a *Read Aura* is in effect, a cleric can
see a visible glow about the head and shoulders of those he meets. Compare the *faith*
*total to the* Spirit *or* faith *of the target. On a Good or*
better success, the miracle takes effect. The illumination seen by the cleric can
be black, gray, blue, yellow, or white in color, representing the attitudes of *enemy*, *hostile, neutral. Friendly* and
*loyal,* respectively.
Sun Flower

**Sun Flower**

Skill: *alteration/plant 15*

Backlash: 14

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. It is also cast focused on
a specific plant: a sunflower. If the plant is still living or recently (within
1 day) plucked, there is a +3 to the mage's casting roll. The mage must hold
the plant in the sunlight with its face directed away from his body and towards
the sun. When released, the spell causes a narrow beam of sunlight to shine
directly from the sunflower's face to the target. If the target creature is not
aligned with Death or Darkness, and has some sort of common ground with the
caster, it can be affected. The effect value of the spell, minus the creature's

*Mind,* is
used as a bonus modifier to any *charm* or *persuasion* attempts made
by the caster for the duration of the spell. The light effect of the spell also
lasts for the duration.
Altered Fireball (improved)

**Altered Fireball (improved)**

Skill: *alteration/fire 18*

Backlash: 19

Difficulty: 15

Effect Value: 18

Bonus Number to: effect

Range: 13 (400 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, control

Cast as the altered fireball above, with enhancements.
The burning sphere has a radius of ten meters. The magician controls the
movement and the duration of the spell. For the duration, he may move the ball,
either before or after it explodes to its full volume.

The sphere travels at 400 meters per round (100 miles
per hour). Once exploded, the fireball does damage each round.
Spatial Feelings

**Spatial Feelings**

Skill:
*divination/true knowledge 19*

Backlash:
20

Difficulty:
12

Effect
Value: 15

Bonus
Number To: effect

Range:
15 (one kilometer)

Duration:
18 (one hour)

Cast
Time: 18 (one hour)

Manipulation:
control, duration, range

When the mage speaks the words of this impressed
spell, she gains the ability to feel her environment. Everything within a 100
meter radius sphere of the magician's chosen center of effect can be sensed by
the caster. The circle of effect may be moved anywhere in range within one
round. If the effect value of the spell is greater than the *Spirit* of
the target, the mage knows the target's exact location. This spell may find
some targets, while failing to find others with higher Spirits. Compare each
target's *Spirit* individually. While this spell pinpoints location with
ease, it limits other information. Read the result points on the General
Success chart. On a *minimal* or *average* success the spell can only
differentiate between the living and unliving. On a *good* success, the
spell reveals the arcane knowledge that best represents the target. On a *superior*
*success, the spell identifies the type of being or object (assuming the*
caster is familiar with such beings or objects). On a *spectacular* success,
the caster also identifies any objects a being is carrying, again assuming the
caster is familiar with such objects.
Plague

**Plague**

Community Rating: 15

Difficulty: 20

Range: touch

Duration: permanent

Effect causes target character to be afflicted with
deadly disease

Attainment Rating: 25

This miracle causes the target character to suffer
from a severe case of the bubonic plague. This illness will do damage value 12
plus a random bonus each hour until the character dies or the miracle is
dispelled. The damage is increased by +1 for each continuous hour during which
the target is infected. For example, the first how the damage value is 12, the
second 13, the third 14, etc. The caster of the miracle will be immune to the
contagion, but other characters who are in close proximity to the target must
generate *Toughness* totals *every* five minutes against a difficulty
number of 8 or come down with the disease. This curse can be counteracted in
one of three ways: the use of a *dispel* curse miracle; the use of the
cure disease miracle, with a difficulty
of 12; or the generation of a *faith* total on the part of the target
which is higher than that used to cast the miracle. In addition, the *healing*
*miracle can be used, but only to delay death, not to dispel the effects of*
the plague.
Rinaldo's Resounding Racket

**Rinaldo's Resounding Racket**

Skill: *conjuration/magic 19*

Backlash: 15

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 9 (one minute)

Cast Time: 12 (four minutes)

Manipulation: control, cast time

This spell allows the magician to create illusory sounds for the duration of the spell
Explosions or loud banging noises are common, but other sounds, even musical
notes, may be conjured.

This spell cannot imitate noises generated by living
beings, such as groans, screams, speech, or barking. Sounds are limited to
those that come from inanimate objects. The magician covers his mouth with a
scarf or silk and points in the direction the sound is to come from. The sound
is created within a 100 meter radius sphere. Music created with this spell is considered
an art form. Judge its artistic quality as described in the *Torg Rulebook* under
the artist skill (page56). Use the spell's effect total as the artist skill
total Ignore the minimum creation time on the work quality chart.

The spell may be disbelieved by a listener by
generating a *Mind* or *willpower* total of 15.
Part the Sea

**Part the Sea**

Community Rating: 6

Difficulty: 24

Range: sight

Duration: concentration

Effect: parts a body of liquid to allow passage

Attainment Rating: 29

With this miracle, the priest may call upon divine
power to cause a body of liquid to part and allow him passage. The liquid
separates dramatically, leaving a corridor of solid earth that is completely
free of the liquid. On a *Minimal* success, a bathtub sized volume may be parted. On an *Average* success,
a swimming pool sized volume may be forced to separate. A Good success will
part a river or medium-sized lake. A *Superior* success will part a great
lake or bay, and a *Spectacular* success will part a small sea.
Sweet Dreams

**Sweet Dreams**

Skill: *apportation/light* 12

Backlash: 17

Difficulty: 15

Effect Value: 14

Bonus Number to: duration

Range: touch

Duration: 22 (six hours)

Cast Time: 5 (10 seconds)

Manipulation: duration

The mage casting this focused spell must truly care
for the target of the spell. While humming a lullaby, the mage touches the head
of the sleeping target. The recipient will have good and peaceful dreams for
the duration of the spell. Nightmares created through magic must have an effect
total greater than that of the *sweet dreams* spell to affect the target.
Strength of the Righteous

**Strength of the Righteous**

Community Rating: 12

Difficulty: 16

Range: self

Duration: see below

Effect: Adds *faith* adds to *melee weapons* skill

Attainment Rating: 21

The Lord makes his knights strong in battle. Ifa Templar is injured by an
unbeliever in battle *(K/O* or wound after reduction by Possibilities), he
can pray for this miracle to make him strong. *If* successful, the Knight
may add his *faith* adds to his *melee weapons* skill for a number of
rounds determined by the success level: *Minimal,* two rounds; *Average,*
*four rounds;* Good, *six rounds;* Superior, *eight rounds;* Spectacular,
*ten rounds.*
Sword of Faith

**Sword of Faith**

Community Rating: 10

Difficulty: 10

Range: touch

Duration: 18 (one hour)

Effect: increases *Strength* of sword

Attainment Rating: 15

*Sword of Faith* is
a form of blessing that is effective only on swords. The bearer of the sword
must cut his left hand with it and allow the blood to drip on the blade, thus
representing the blood the sword will draw from his enemies. The cleric then
lays a hand upon the blade and beseeches His God to make the sword strong and
proof against all opponents.

A *Minimal* or *Average* success increases
the damage value of the sword by +1; a Good or *Superior* result by +2;
and a Spectacular result by +3.
Quixal's Awful Burial

**Quixal's Awful Burial**

Skill: *apportation/earth* 21

Backlash: 18

Difficulty: 10

Effect Value: 20

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control, range

*Quiml's awful burial* is an impressed, focused spell. The caster lifts
handfuls of earth and casts them to the ground with great force. The mage who
wishes to impress this spell must go to the area of earth she wishes to affect,
and do this motion over and over during the cast time. To release the spell,
the caster picks up one handful of the earth and hurls it in the direction she
wishes the spell to go.

This spell picks up a patch of earth 100 meters wide,
100 meters long, and 2 meters thick. The mage then raises it several meters (up
to the range of the spell) into the air, turns the earth over, and slams it
down, burying anything underneath. Because the casting is impressed and the
area of earth is so specifically regulated, it is of limited use.
Storm of Battle

**Storm of Battle**

Community Rating: 8

Difficulty: 18

Range: 15 (one kilometer)

Duration: length of battle

Effect: calls down storm on enemies

Attainment Rating: 23

During a battle, a Knight may ask for God's help and
protection. If the miracle is
successful, the battlefield will be covered with a storm of winds and rain. The
storm will take three rounds to form and will serve to hinder the Knight's
enemies until the end of the battle (add +8 to the difficulty of any
sight·based actions).
Oracle

**Oracle**

Community Rating: 15

Difficulty: 8

Range: self

Duration: NA

Ritual Length: 14 (10 minutes)

Effect: gives access to oracular advice

Attainment Rating: 13

By entering into a trance for 10 minutes, this miracle
allows the priest to receive oracular advice from any number of spiritual
agencies. A *Minimal* success will present a completely irrelevant course
of action. An *Average* success provides an irrelevant fact. A *Good* success
provides a fact that seems irrelevant, but does have direct bearing on the
adventure. A *Superior* success suggests a relevant course of action, or
an important random fact. A *Spectacular* success grants a limited glimpse
of the future. All of these results are at the discretion of the gamemaster.
Sleep

Sleep

Skill: alteration/living forces 18

Backlash: 15

Difficulty: 11

Effect Value: 16

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 9 (1 minute)

Cast Time: 5 (10 seconds)

Manipulation: state

This focused spell will cause the target to fall asleep. To cast, the mage must have a small amount of sand, which she rubs between her fingers as she points at the target. Compare the Effect Value of the spell to the target’s Mind or willpower and read the Result Points on the Power Push table. If the push plus the result modifier of 7 is greater than the target’s Mind, the spell takes effect. The sleep induced by the spell is a natural sleep; the target may well remain asleep after the spell’s duration has elapsed. If the target has reason to wake up before the duration has elapsed (a loud noise, being shaken, etc.), they will do so, but the spell will immediately take effect again; however, if the target has reason to want to remain alert, they may make active willpower totals against the Effect Value.
Phantom Darkness

**Phantom Darkness**

Skill: *conjuration/darkness 15*

Backlash: 16

Difficulty: 13

Effect Value: 14

Bonus Number to: effect

Range: 3 (four meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: state

*Phantom darkness* is a focused illusion that convinces the target that a mage dark spell
has been cast about her. In actuality, the illumination of the area remains
unchanged. The effect value of the spell must exceed the target's *Mind* for
the spell to be successful.

The disbelief difficulty is 15. The actions of casting
*phantom darkness* are the same as mage dark, save that the mage holds one
hand behind his back while crossing his fingers.

*It should be noted that some victims of this spell*
have reacted to this illusion by casting light spells, such as sunstore. Light
spells allow the victim to see under the same effects described under mage
dark, since the victim believes that mage dark was the original spell.
Water Bubble

**Water Bubble**

Skill: *apportation/water 19*

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 2 (2.5 seconds)

Manipulation: control, duration, state

The *water bubble* spell causes the water around
the mage to push out away from her, forming a 2.5 meter sphere of air around
her body. The mage must actually be in the water to cast the spell, but all she
need do is touch it and "push it away." Once the caster has activated
the spell, she may move freely underwater at a rate of 10 meters per round or bob
to the surface.
Ward Arcana

**Ward Arcana**

Community Rating: 7

Difficulty: 15

Range: Touch

Duration: performance + success levels in rounds

Effect: increases difficulty of using magic to harm target character

Attainment Rating: 18

*Ward Arcana* allows the cleric to form a spiritual barrier that provides protection against magic to the target. The ward provides protection against all spells of +2 per success level. Against spells that cause damage the ward will effectively increase the targets toughness vs. the spell by the requisite amount. Against Spells that oppose specific attributes or skill, the appropriate attribute or spell is raised by the requisite amount.
Language Enhancer

Situation

When I was working with Scottish Government Corporate Finance Directorate through contract in May 2022, I assisted in the preparation of schedules for consolidation of annual accounts, reviewed returns from all directorates and agencies.

Task

I had to prepare certain schedules for Scottish Government Core and Consolidation of all directorates including certain agencies for the Annual Accounts. I had to read and understand the guidelines and compare the previous year’s Annual Accounts.

Action

I made myself aware of the concepts and queried the discrepancies and ensured the funds are accounted for appropriately. I took extra time to understand the previous years’ working files, listed any doubts on guidelines to get it clarified from my line manager. I took clear notes on how to download reports from SEAS, and how to get the tasks done wherever possible to prepare schedules accurately.

Result

I could assist in the preparation of most of the schedules for Annual Accounts and update the notes to accounts with minimal support from my line manager.

Reflection

Assisting in Annual Accounts Consolidation boosted my confidence, and I could crossover the similar techniques for various ad hoc reports and reconciliations.
Thrice Damned

**Thrice Damned**

Community Rating: 10

Difficulty: 15

Range: 8 (40 meters)

Duration: 25 (one day)

Effect: causes victim to suffer three adverse
conditions

Attainment Rating: 20

When this prayer is invoked, the target character
suffers three negative conditions over the next 24 hours. Compare the *faith* total
of the miracle to the target's *faith* or *Spirit* on the
"lntimidate/Test' column of the Interaction Results Table (using the One
On ·Many table) to determine the nature of the adverse condition *(unskilled,*
stymied, setback, *etc.). Each of the three conditions lasts for no longer*
than one round, and can be levied at any point during the next 24 hours at the
gamemaster's discretion. *Example: This miracle* is *cast* on *a*
character with a *faith of 12. The* priest invoking *the* miracle generates *a faith* total of 20. Since there are three effects coming out of the
one miracle (and thus it *is* a multi- action), the target's *faith is*
12 *for the first result,* 14 *for the second result, and* 15for the third *result. The result points are eight, six, and five.*
Looking *on the* Interaction Results Table under
"Intimidate/Test," this means that, sometime during the next

*24 hours, the*
target will be stymied three times. If all three of the
totals do not exceed the target's Spirit
or faith, then the
target is unaffected.
Pronouncement of Doom

**Pronouncement of Doom**

Difficulty: 20

Range: NA

Duration: 38 (one year and a day)

Ritual Length: 29 (one week)

Effect: Extremely potent curse

Attainment Rating: 25

The *pronouncement of* doom is the most powerful
curse commonly invoked. It has the same effect as the *great curse* miracle,
but its effects last for an entire year. 1n addition, each infraction the
victim commits against the god or goddess of the priest who pronounced doom
increases the bonus modifier by +1.

Example: A Character has a pronouncement *of* doom
cast upon him by a priestess of Wadjet, adding +1 to the difficulty of all his
actions and giving his opponent a +1bonus modifier for actions taken against
him. Three weeks later, with the *pronouncement* still upon him, he kills
a sacred cobra. Now the modifiers are +2 and +2 respectively for the rest of
the curse. Presuming of course, no further infractions on the part of the
Character. The priest need not actually touch his or her victim, but must have
an object that the victim once possessed for at least one week, and must make a
great offering to his god. A priest can only call one *pronouncement of* doom
upon an individual. Multiple *pronouncements* of doom are cumulative if invoked
by different priests. The *faith* total used to generate the *pronouncement*
of *doom should be recorded.* Pronouncement of doom *is removed by the* dispel
curse *miracle.*
Flowing Time

Flowing Age

Skill: alteration/time 21

Backlash: 17

Difficulty: 17

Effect Value: 38

Bonus Number to: Effect

Range: Touch

Duration: 32 (1 month)

Cast Time: 25 (1 day)

Manipulation: duration, cast time, state, control

This focused spell requires the mage to spend a day making sketches of the target at various ages; infancy, youth, adulthood, old age. The caster must tear these sketches into square pieces of equal size. The pieces are then scattered on to the target, releasing the spell. The Effect Value of the spell represents the time value that the target may add or subtract from his age. The target has control of effect, so any age may be selected. For example, if the mage obtains an Effect Value of 43, the target may become up to 10 years older or younger than he is now. The target must be careful not to extend the effect beyond their natural life span; or else they lose control of the effect and will cease to exist until the duration of flowing age lapses. Those who become very young or very old will suffer penalties to their physical attributes as appropriate, but their mental attributes skills, memories, etc. will remain unchanged.
Spirit Flight

**Spirit Flight**

Community Rating: 15

Difficulty: 14

Range: self

Duration: performance

Ritual Length: 18 (one hour)

Effect: looses priest's astral form

Attainment Rating: 19

One of the more difficult and dangerous sacred rites,
this miracle allows the priest to set his spirit free. In this state, no
physical obstacle can hinder him, and he can travel anywhere within 300 meters
in seconds. His spirit is invisible to all save those using a *detect miracle*
*spell or rite. He cannot be harmed by physical attack, nor can he initiate*
any physical action - he can suffer damage from spiritual or mystical attacks.
Attempts to exceed the 300-meter limit require the generation of an additional *Spirit*
*total for each meter traveled. Each meter beyond 300 which the cleric's*
spirit travels adds +1 to the difficulty of sustaining the miracle.

Free of the body, the spirit cannot communicate except
with other disembodied spirits. In addition, the priest's physical body must be
protected while his spirit is loosed, as it will be little more than an empty
shell, extremely vulnerable to attack. If his body is killed, the priest's
spirit must wander forever. The miracle lasts until the priest sees fit to
return to his body, or is forced to return by magical means.
The Gift of Air

**The Gift of Air**

Community Rating: NA

Difficulty: 20

Range: self

Duration: 32 (one month)

Ritual Length: 32 (one month)

Effect: allows the priestess to manipulate the air

Attainment Rating: 25

By means of this miracle, the priestess gains the
ability to manipulate the forces of air. To do so, she must perform a ritual
similar to the one conducted to gain the miracle "Gift of

Magic" (see below). At the end of one month, the
priestess generates *faith* and *focus* totals, using the planets aligned
on that day as modifiers. When the priestess has need, all she has to do is
generate successful *faith* and *focus* totals of 14. She can then
manipulate the air to perform a number of tasks: pushing an enemy away,
carrying objects, or whipping up a sandstorm. The individual effects will remain
in force as long as the priestess is performing the miracle, she can perform no
other actions while doing this. The priestess can cause great wind to push an
enemy away. The difficulty for this type of miracle is 17, as it is harmful to
others. The wind's Strength is equal to the *faith* value of the
priestess. A *Strength* total greater than the *Strength* value of
the wind is needed to move against it. The priestess can create a wind to lift
objects and carry them. *The Strength* of the wind is equal to the faith
value of the priest. Please note that the priestess cannot use this miracle to
throw, just lift and carry. The miracle can also be used to create a sandstorm
which will reduce visibility. *Strength* of the storm is equal to the *faith*
*value of the priestess. The* Perception *of characters caught in the*
storm is compared to the *Strength* of the storm on the Power Push Table
and the result is subtracted from the target's *Perception.*
Scholar*

**Scholar\***

**Use:** Macro
skill.

**Sample limitations:** Herbalisum,
Castle engineering, history, literature, art, religion, arcane, music lore, any
specialized field of knowledge.

**Sample specializations:** A
more specific area of knowledge within a limitation, such as a specific
religion

The
*scholar* skill
represents a character’s knowledge in a specific field of study. In many cases
it represents “book learning”, academic facts and figures that the character
has memorized. Scholars are adept at using research libraries and remembering
or locating obscure facts. But it can also represent knowledge that the
character has picked up through experience and being knowledgeable in areas that
other people might deem “trivial”. Players may purchase the *scholar* skill
multiple times to represent additional areas of expertise for their character. Limitations
can be about as broad as the subjects in which universities typically offer
undergraduate degrees. A narrower focus within a field would normally involve a
specialization but isn’t required. If the player wishes to limit his
character’s knowledge to just a narrowly defined field she does not have to
take a broad limitation and then apply a specialization.

**SCHOLAR CHART**

**Success level Information level**

Minimal
General information known to most scholars

Average
More specific information but nothing obscure

Good
A decent amount of obscure information

Superior
Detailed information known only to experts in the field

Spectacular
Highly specific information known only by a few
Ritual of Perception Preparation

**Ritual of Perception Preparation**

Skill: *alteration/folk 15*

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

To cast this spell, the sorcerer draws three
concentric circles. The smallest must be large enough for him to sit in, the
others about a hand span farther out. He seats himself and examines each circle
in tum, seeking imperfections. He touches each circle in the spot where it is
furthest from a true circle. Compare the spell's effect value to the target's *Perception.*
*Read the results on the Power Push Table. The spell's result modifier is +5.*
Add the final result points to the target's *Perception* for the duration
of the spell.
Swimming+

**Swimming+**

**Use:** Speed
pushes may not be attempted unskilled. Macro use for long-distance travel.

**Sample specializations:** Sprint,
long distance

This
skill is a measure of a character’s ability to stay afloat and move in the
water. It is also used for speed pushes (see Chapter Four) when a character
wants to move faster than their swimming limit value as given in Chapter One.
As a macro skill it can also be used to determine how long it takes a character
to swim a certain distance or how far they can swim in a certain amount of
time. The following modifiers are used when a character makes a speed push roll
with *swimming*.
The gamemaster can also take them into account when determining the difficulty
number for moving in the water without pushing.

**SWIMMING MODIFIERS**

**Condition Modifier**

Calm
water -2

Rough
water +2

Strong
undercurrent +2

Dangerous
undercurrent +4

Inappropriately
dressed +2

Carrying
a heavy load +2 or more

Swimming
equipment (fins, water wings, etc.) -1 to -5\*

Character
can breathe water -5

In
non-combat situations, characters can move at their full swimming speed for
only a short amount of time. For macro uses of the skill, reduce the
character’s swimming limit value by two for distances over and reduce it
by three for distances over (about two miles).
Tracking

**Tracking**

**Use:** Macro
skill.

**Sample specializations:** By
terrain type (mountain, desert, forest, jungle, urban)

This
skill gives its user the ability to follow a trail left by another creature or
vehicle. It combines the ability to notice details of the environment with the
processing of that information to recognize signs of recent or not so recent
passage A character using just *Perception*
*or* find
*might see all the clues, but not put*
the information together correctly. To use the skill, the tracker generates a
total against a difficulty number of 8. If the target tries to conceal her
trail, she generates a *tracking* skill
total of her own and this becomes the difficulty of following her trail. The
difficulty number of a *tracking* attempt
is modified by the following factors:
Ward Elemental

Ward Elemental

Skill: apportation/elemental 16

Backlash: 18

Difficulty: 11

Effect Value: 25

Bonus Number to: Duration

Range: 10 (100 meters)

Duration: 18 (1 hour)

Cast Time: 9 (1 minute)

Manipulation: cast time, state

This spell keeps elemental creatures from approaching the caster. The mage must take a small amount of the element corresponding to the type of elemental he is warding. He then thrusts this away from his body violently. Compare the Effect Value to the elemental’s highest physical attribute. If successful, the spell will push the elemental beyond the range of the spell.
Telekinesis Major

**Telekinesis Major**

*Skill: apportation/inanimate forces 16*

Backlash: 18

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 15 (20 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell. A more powerful
version of the *telekinesis* spell, this version
may be impressed into non-spell casters. The
impressing of the pattern is done by having the target sit in the middle of the
room while the caster (or an assistant if the caster is the recipient of the
spell) moves objects at the target's command. In all other aspects, *telekinesis*
major *is identical to its lesser counterpart.*
TheoTorg Wikia

## Theo's Campaign Wiki

Welcome to the wiki for Theo's Campaign.

> Hero Points
>
>

> Pushing the Limits
>
>

> Character Interactions
>
>

> Combat
>
>

> Combat Options and Modifiers
>
>

> Multi Action and Many on one rules
>
>

> Environment I.E. damage from falling, drowning, weather
>
>

> Vision
>
>

> Spells By Knowledge
>
>

> Miracles sorted by Religion
>
>

> Torg Value Chart
>
>

> Measure Conversion Chart
>
>

> Torg Benchmark Chart
>
>

> General and Push Results
>
>

> Interaction Results
>
>

> Combat Results
>
>

> Healing Chart
>
>

> Concealment and Cover Chart
>
>

> Combat Options Chart
>
>

> Many on One Chart
>
>

> One on Many Chart
>
>

> Roll Bonus Chart
>
>

> Skill Charts
>
>

> Miracle Modifiers
>
>

> Liadan back story
>
>

> Liadan relevant links
>
>

> Rashied back story
>
>

> Rashied relivant links
>
>

> Roderik back story
>
>

> Roderik relivant links
>
>

> Casius Albas back story
>
>

> Casius Albas links
>
>

> Hildrmaer Jorrunsdottir back story
>
>

> Hildrmaer Jorrunsdottir links
>
>

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Stone Speak

Stone Speak

Skill: divination/earth 20

Backlash: 15

Difficulty: 17

Effect Value: 10

Bonus Number to: Effect

Range: Touch

Duration: 9 (1 minute)

Cast Time: 5 (10 seconds)

Manipulation: range, duration

This focused spell requires the mage to select a stone from the area he wishes to know about. He must then draw a face on the stone, complete with eyes, ears, nose, and mouth (or else the stone will not be able to tell what it saw, heard, and smelled). He then places the stone in its original resting place. The stone will tell the mage about everything which it has “seen” recently (within the last day). The stone has a Perception equal to the Effect Value, and the range of its senses is the same.