recursal/Fanatic-Fandom huggingface dataset:
Death-Sleep

**Death-Sleep**

Community Rating: 11

Difficulty. 7

Range: touch

Duration: 18 (one how)

Effect: allows target character to simulate death

Attainment Rating: 12

The bene6ciary of this miracle must be a willing
target. If successfully cast,
he will fall into a death-like sleep in which all metabolic processes will slow
to the point where they are virtually undetectable, save by wizards who have
undergone the *ritual of perception preparation* and clerics with the *detect*
*miracle*
rite. The target will be able to see and
hear, but will be unable to move, as well as being insensitive to pain.
Melee Weapons+

**Melee Weapons+**

**Use:** Active
defense cannot be attempted unskilled, passive defense and attacks can be done
unskilled.

**Sample specializations:** Knife,
sword, club, axe, Florentine fighting, shield defense, improvised weapons

This
skill measures a character’s ability to use all sorts of melee weapons, pretty
much anything that can be picked up and swung or jabbed at someone. A character
generates a *melee weapons* total
to hit with a melee weapon in combat. *Melee*
weapons *also serves as the defensive skill*
against unarmed and melee attacks, as long the defender is wielding a melee
weapon. If the defender is not wielding a melee weapon, then the *unarmed combat* skill
is used to defend against *melee*
weapons *attacks. The skill can also be used to*
make minor repairs to melee weapons as well as perform routine maintenance
tasks to keep a weapon in good working condition. Unskilled characters armed
with a melee weapon may attack and passively defend with their *Dexterity* but
cannot make an active defense.
Apportation Magic

**Apportation Magic**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None

*Apportation magic* is
the magic of motion, the magic that moves an object or a quality from one place
to another. A flying carpet uses *apportation*
magic *to move through the air. A spell that*
gathers the ambient light of an area and concentrates it all in one place is an
example of apporting a non-physical object, the light itself is being moved by
the spell. A “haste” spell which allows a person to move faster is **not** an *Apportation magic* spell
because the spell is not conferring motion to the person; the ability to move
faster is a change to the character’s natural movement rate and so would be an *alteration magic* spell
instead. A spell which transferred a movement rate from one character to
another, slowing one character down to speed the other up, would be an *apportation magic* spell
because it is moving a quality from one location to another. The *apportation magic* skill
is used to cast apportation spells. Specializations are not allowed because
this is already covered by the magic system through the use of *arcane knowledges*.
Detailed rules for using *apportation*
magic *and the other magic skills can be found*
in Chapter Ten.
Insect Repellent

**Insect Repellent**

Skill: *alteration/earthly 13*

Backlash: 10

Difficulty: 9

Effect Value: 12

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 14 (10 minutes)

Manipulation: duration

*Insect repellent* is a focused spell. A small willow twig must be peeled of bark and
placed above a smoldering, smoky fire for 24 hours (several can be made at once).
The adept can render any folk immune from insects for a day by rubbing the twig
on the folk's arm while incanting. The smoke twig is good for one application
only. Twigs retain their potency until broken. The spell protects an area 1.5
meters in radius and volume, through a *test* attack. Compare the spell's
effect value to the *Mind* of the insect. Find the result on the Power
Push Table. The result modifier is +5. Find the final result points on the test
chart of the Interaction Results Table. Insects with a *Mind* of 0 are
automatically setback.
Ghost Walk

**Ghost Walk**

Community Rating: 9

Difficulty. 13

Range: touch

Duration: 18 (one hour)

Effect: allows cleric to walk without leaving traces

Attainment Rating: 18

When this miracle is cast, the cleric can walk across
any terrain - dust, sand, mud, snow, etc., and leave no trace of his passage.
It will be impossible to follow the cleric's trail using the *tracking* skill.
It will be possible to follow the residual spiritual energy the cleric leaves
behind using the *detect miracle* rite. In addition, searching in
ever-widening circles might tum up the track at the point it resumes (after the
duration of the miracle has expired).
Magic Marker

**Magic Marker**

Skill: *alteration/inanimate forces 18*

Backlash: 12

Difficulty: 7

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control, duration, cast time

This spell appears to create a colored marker in the
air beside a flat. Vertical surface. In actuality, it converts the inanimate
forces present in front of the surface into light-light whose form and duration
can be controlled by the caster. Usually, the mage will create a marker out of
light that will then write words or draw diagrams "on" the flat
surface. The surface that can be so affected may not have an area greater than
3 meters, however, and it must be reasonably flat. If can be of any
composition. The letters can be produced or changed within seconds of the
mage's command. The whole area, or just selected parts may be affected
immediately.
Bless Claws

**Bless Claws**

Community Rating: 10

Difficulty: 12

Range: touch

Duration: 18 (one hour)

Effect: strengthens the target's claws

Attainment Rating: 17

This miracle increases the damage value of the
target's claws, either the priest's own or those of one of the faithful. Claws
so blessed glow with crimson fire and receive a +1 bonus to their normal damage
value per level of success achieved. This prayer only affects natural claws or
talons; artificial claws cannot be affected by this miracle.
Charm

**Charm**

**Use:** Macro
skill.

Sample
specializations: Seduction, “making friends”, establishing trust, gaining
respect *Charm* represents
the ability to change the attitudes of acquaintances and onlookers. Characters
with a high charm value can turn enemies into friends and friends into devoted
followers. Characters generate a *charm*
*total against the* willpower *or* Mind *value of*
the target character. Successful use of *charm*
*improves the* attitude *of the*
target character toward the charming character. Failures with *charm* though
can make things worse! *Charm* can
require a significant amount of time; at least five minutes spent communicating
with the target if not longer. The more time spent on a *charm,* the more
effective it might be and the longer the effects may last. The complete rules
for the use of *charm* can
be found in Chapter Four.
Maungos Mighty Mallet

Maungo’s Mighty Mallet

Skill: conjuration/magic 15

Backlash: 15

Difficulty: 11

Effect Value: 20

Bonus Number to: Effect

Range: 5 (10 meters)

Duration: 11 (2.5 minutes)

Cast Time: 3 (4 seconds)

Manipulation: control

This spell creates a huge mallet out of thin air. The caster must possess a tiny hammer, which he squeezes in his hand to cast the spell. The mallet is one meter across at the head, two meters wide, with a four-meter handle. The mallet floats in the air and is controlled by the mage. The “change target” aspect is built into the spell, allowing the mage to use the mallet against more than one target. The mage uses his conjuration magic skill total to hit with the mallet, with an accuracy modifier of +3, and the damage is equal to the Effect Value of the spell.
Charm Bird

**Charm Bird**

Skill: *alteration/avian 19*

Backlash: 12

Difficulty, 7

Effect Value: 22

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 16 (25 minutes)

Manipulation: cast time, control, range

This impressed spell allows the caster to make
multiple charms on a bird within range. A charm attempt may be made each round
until the caster gets a satisfactory result or fails (birds are generally
neutral toward a character). The caster may persuade the bird, attempting to
get a yes or *vow* (the caster may try over each round until a
satisfactory result or failure occurs). Make *Charm* and *persuasion* rolls
versus the bird's *Mind* or *willpower.* Read result points directly
on the charm/persuade column of the Interaction Results Table.
Imprisonment

**Imprisonment**

Skill: *conjuration/magic 19*

Backlash: 17

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control, duration

The rite of *imprisonment* traps
a foe within bars made of mystic energy. To cast this, a mage must beckon with
his hands as if exhorting something something to rise from the ground. He then
mimics the struggle to escape from a narrow cell He points at his target, and
if the casting total of the spell is greater than the target's *Dexterity* or
*dodge,* it effectively traps its quarry. The spell's effect value is the *Strength*
*of the bars. The target can free himself by generating a successful* Mind
*or* willpower *total against difficulty number equal to the spell's*
effect value. The rite confines the target to a 2.5 meter radius sphere. It
cannot be used on creatures larger than the sphere.
Heightened Taste

**Heightened Taste**

Community Rating: 8

Difficulty: 7

Range: touch

Duration: 30 minutes

Effect: increases the sense of taste

Attainment Rating: 12

A person who is blessed by this prayer not only can
enjoy the taste of any substance more then he normally would, but he is able to
detect elements that would normally go unnoticed.
Poisons, traces of blood or sweat (for following trails), and anything else
that can be tasted become apparent. Because the sense of taste is heightened,
only a small sample need be tasted to sense a poison.

*If* the
result of the *faith* roll is *Average* or Good, the recipient enjoys
his food more. *If Superior,* his sense of taste is so discriminating that
he can identify specific elements - traces of poison, etc. *If Spectacular,* he
can match a taste to another specific taste. For example, if he were to taste
two separate drops of blood
First Strike

**First Strike**

Community Rating: 10

Difficulty: 13

Range: touch

Duration: performance

Effect: allows first strike in combat

Attainment Rating: 18

Allows the recipient to act with superhuman speed,
gaining a haste action at the beginning of the round. The recipient must spend
the haste at the beginning of the round, right after the initiative card is
flipped. A *first strike* lasts for a number of rounds equal to the level
of success.
Break Through

Breakthrough

Axiom Level: 10

Skill: conjuration/true knowledge 20

Backlash: 16

Difficulty: 10

Effect Value: 20

Bonus Number to: Effect

Range: Touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

This focused spell allows the target to temporarily gain a skill they did not possess. The caster generates an Effect Value, and compares it to the relevant attribute of the target. The Result Points are read through the Power Push table, and the result is the number of skill adds the target gains in the skill desired. The target must still possess any tools necessary to accomplish the task.
Bless Wings

**Bless Wings**

Community Rating: 10

Difficulty: 10

Range: touch

Duration: 18 (one hour)

Effect: strengthens a target's wings

Attainment Rating: 15

This miracle increases the speed value of a target's
wings, either the priest's own or those of one of the faithful. Wings so
blessed glow with a blue luminescence and receive a +1 bonus to their normal
speed value per level of success achieved.
Illusory Dragon

**Illusory Dragon**

Community Rating: 10

Difficulty: 11

Range: self

Duration: performance

Effect: creates illusion of dragon around cleric

Attainment Rating: 16

To cast this miracle, the priest must have the image
of a dragon in his mind. By concentrating upon it, he can create the illusion
that he is a fierce dragon. To anyone without the *Divination Magic* skill or knowledge of the *detect miracle* rite,
it will appear that the dragon is real and substantial and the cleric will be
unseen.

The "dragon" will mirror the cleric's
actions; when he moves, the dragon will move; when he lashes out, the dragon
lashes out, etc.

Being only an illusion, the dragon will be unable to
inflict damage, but the illusion has an *intimidation* value equal to that
of the cleric plus the result points generated by a successful invocation.
Fanaticism

**Fanaticism**

Community Rating: 8

Difficulty: 13

Range: voice

Duration: a number of rounds equal to success levels Effect:
gives the character one extra action per round

*Fanaticism* increases
the target’s belief in the cause that he is fighting for, spurring him on and
giving him extraordinary speed. The effect value is compared to the miracle’s
difficulty and for a number of rounds equal to the success level of the miracle
the character gains a second action as if he were under the effects of a *flurry*
*on his side of the conflict line. While the miracle is in effect, if an*
actual *flurry* comes up on the character’s side of the conflict line, the
duration of the miracle is extended an extra round. The character does **not** get
three actions in that round. At the end of the duration of the miracle, the
character takes a number of shock points in damage equal to the number of
rounds the miracle was in effect, including any extra rounds gained from *flurry*
*results on the conflict line.*
Kenopat's Kraken

Kenipat’s Kraken

Skill: alteration/aquatic 18

Backlash: 16

Difficulty: 18

Effect Value: 21

Bonus Number to: Duration

Range: 0 (1 meter)

Duration: 18 (1 hour)

Cast Time: 3 (four seconds)

Manipulation: control, state

Kenipat’s kraken is a focused spell that

transforms a normal fish into an enormous monster. The caster must simply catch hold of the fish and run his hands from head to tail, then release the fish. The caster must also possess scales from the fish he intends to transform. The spell assumes the fish has a Strength of 1. The aquatic retains its mental attributes, but its physical attributes change as follows:

DEXTERITY: 16

unarmed combat 22

dodge 22

STRENGTH: 16

TOUGHNESS: 16

Natural Tools: Bite, Str +9/25, scales,Tou +9/25
Maungo's Malicious Mastiff

**Maungo's Malicious Mastiff**

Skill: *conjuration/darkness 17*

Backlash: 14

Difficulty: 8

Effect Value: 21

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 9 (one minute)

Cast Time: 18 (one how)

Manipulation: range

This impressed spell requires the mage to bring into
his mind all manner of evil thoughts and corrupt deeds. He then lets out a loud
bark that projects the feelings out of his body to hover as a cloud of darkness
in front of him. The caster gets down on all fours and begins to growl. The
billowing darkness takes on the form of a large black dog, next to the
crouching mage. It slides sideways, reentering his body. The spell is now
impressed and can be released by a mere whistle from the mage's lips.

The mastiff can be directed by the mage to sit idle or
attack anyone he chooses, changing targets freely, until the spell expires or
something destroys the mastiff. The dog is made of pure darkness and can do
only malicious violence.

Maungo's Malicious Mastiff

DEXTERITY 16

Dodge 22, unarmed combat 22

STRENGTH 16

TOUGHNESS 16

Perception 16

MIND 16

Charisma 0

SPIRIT 0

Natural Tools: armor TOU+6/22; teeth, damage value
STR+6/22

*Note that while the mage need not concentrate* on *the spell* to maintain *the dog's attack,*
he must redirect it to another target if the original expires *or* it will
randomly attack any being *save* the Caster.
Curse

**Curse**

Community Rating: 9

Difficulty: 14

Range: voice

Duration: 18 (one hour)

Effect: adds to the difficulty of actions attempted by
target using a specific attribute

Attainment Rating: 19

A curse is directed against any character within
range. It affects only one attribute and its related skills, which must be
chosen by the cleric at the time of the invocation. If successful, find the
number of success levels achieved and add +1 for each to the difficulty number
of the target's skill checks with that attribute.

Example: Mathias casts a curse on the *Dexterity* of
a Viking and achieves a *Good* success. For the duration of the miracle.
The Viking will suffer a +3 to the difficulty of all *Dexterity* and
Dexterity-related skills. A character may be affected by only

One curse at a time. It can be countered by a *bless*
*with an equal or higher level of success. When used in this way a* bless *confers*
no other advantage, as the blessing and the curse cancel out.
Element Shaping

**Element Shaping**

Skill: *alteration/true knowledge* 22

Backlash: 17

Difficulty. 2

Effect Value: 28

Bonus Number To: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

*Element Shaping* is an impressed spell. The mage influences the shape of any element by
altering the true, essential knowledge of the element. The mage can use this
spell to induce a permanent change in the shape of an element, as long as the *Toughness*
*of the element does not exceed the effect value of the spell. The mage can*
control a volume of material in a sphere of 10 meters radius.

While the caster concentrates, he can move the effect
to another part of the element, or even switch to another elemental force. If the mage ever ceases to
concentrate, the spell falters and stops. A mage cannot change one element to
another with this spell.
Contort

**Contort**

Community Rating: 16

Difficulty, 8

Range: self

Duration: 14 (10 minutes)

Effect: allows for contortion of the body

Attainment Rating: 13

*The contort* miracle
allows the cleric to reshape his body to fit into or through small places, and
escape bonds. Progress made in this activity is slow, allowing no more than a
half meter
of movement in a single round. While
under the effect of this miracle, the cleric can fit his body through any
opening big enough for his head (pres*tidigitation +10).*
Act 1 Scene 2 Race to the Docks

After discovering the Queen to be gone, Fergus ordered Bress to take the prisoners back to the keep and took Cenuit and the party on a race to the docks. Bress complained about being left behind as he is the champion of Al Clut, but Fergus insisted and he relented. Upon arriving at the docks the party saw the watch platforms and is was immediately evident that the local guards had been over run. Bodies appeared to be thrown from the platform and all three ships were on fire. There the party encountered more Picts wreaking havok. There was a sorceress and an archer on each tower, a number of Picts spread about the dock area and a large pictish champion pacing the field before the docks as if waiting for them. When the Picts noticed the party, they began to chant his name "Uurad. Uurad Uurad" The party engaged the Picts, Hildrmaer sang a song to curse the Picts, Rahied burned many with magical fire, Liadan dropped Uurad in a magical pit, Roderok and Casius rushed to engage the enemy. All of the Picts except Uurad were felled by the party quickly, Uurad continued to climb, so Liadan droped earth in the pit on top of him. Even this did not stop the might Pict however as a short time later, he cam bursting from the earth only to be ganged up on by the party and finally defeated. One of the ships appeared to be savable, having only the sail caught fire, Fergus ordered the sail pulled free and the rest of the ship was saved, ablit without a sail...
Enchant Armor

**Enchant Armor**

Skill: *alteration/inanimate forces 17*

Backlash: 14

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 25 (one day)

Manipulation: control, duration, cast time

The caster takes each piece of armor to been enchanted
and holds it before him. With his other hand he takes arrows, daggers and other
weapons and touches them to the metal; then he shatters the weapons, simulating
the effect the magically toughened armor will have for the duration of the
spell. Compare the effect total of the spell to the maximum armor value and read the
difference on the Power Push Table. Add the result points to the armor’s Adds, and add the result points of the spell directly to the Max value.
Communicate with Elemental Spirit

**Communicate**
with Elemental Spirit

Community Rating: 12

Difficulty: 15

Range: voice

Duration: performance

Ritual Length: 14 (10 minutes)

Effect: speak to elemental spirits

There are five elemental spirits (other than plant
elementals, covered below) - earth, air, fire, water and metal. Elementals are temperamental
and have an intelligence slightly below that of an average human, but with a
cunning greater than that of ordinary animals. They see things from a very pure
standpoint relating to their own element.

If no elemental is visible or
otherwise obviously present, the difficulty is increased by +3. *Minimal* success
means that only a pidgin version of communication is possible with the spirit, *average*
*success gives the miracle worker rudimentary understanding the spirit’s*
language, *good* or *superior* results give the skill user complete
understanding of the spirit’s language, and *spectacular* success allows
the user to speak and understand the spirit with no penalties. The character communicates
with the spirit as part of the ritual so he may perform it and communicate at
the same time without penalty.
Magic Ladder

**Magic Ladder**

Skill: *conjuration/magic 15*

Backlash: 16

Difficulty: 16

Effect Value: 14

Bonus Number to: duration

Range: 9 (60 meters)

Duration: 18 (one how)

Cast Time: 9 (one minute)

Manipulation: speed

The spell caster must have a small. hand-held carving
of a ladder. While staring at the carving, he mentally envisions a small ladder
of magical energy forming from the original He mentally places the magic ladder
in the desired locale and begins chanting in ever increasing octaves. As his
chant increases pitch, the ladder grows to its full height of 12 meters. The
mage can stop the growth at any height up to this maximum. The ladder has a *Strength*
*and* Toughness *of 12. The ladder can be moved from its original*
placement and in all respects is a physical object. The magic ladder may be
dispelled at any time if the caster is within range of spell.
Cloud Minds

**Cloud Minds**

Community Rating: 12

Difficulty. 10

Range: self

Duration: 15 (15 minutes)

Effect: causes target character to believe that caster
has turned invisible.

Attainment Rating: 15

Invoking this miracle, the cleric is able to make an
enemy believe he has vanished. Compare the cleric's *faith total* to the *Mind*
*or* willpower *of the target; on a* Minimal *or Average success, the cleric will appear unsolid, but will*
still be largely visible. On a Good success, the cleric will be invisible, but if he moves, the target will be able to detect a rippling effect. On a *Superior*
*or* Spectacular *success, the cleric will be completely invisible.*
Fire Walk

**Fire Walk**

Community Rating: 12

Difficulty: 15

Range: touch

Duration: 18 (one hour)

Effect: allows the character to safely traverse fire
and coals

Attainment Rating: 20

This miracle allows the recipient to walk unaffected
through hot coals and flame. The miracle protects against all manner of fire or
heat damage. *A Minimal* or Average success grants the targetTOU+4 and
does not protect possessions; a Good success grants the above and protects the
recipient's possessions; a *Superior* success grants TOU+7 and protects
possessions; a

*Spectacular* successgrantsTOU+10
and protects possessions.
Heal

**Heal**

Skill: *alteration/living forces 15*

Backlash: 17

Difficulty: 8

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To apply this focused spell to a wounded creature, the
caster must touch each of the target's wounds, and examine the creature as if the
mage were a doctor. During this time, the mage must concentrate on the
kindred's wounds healing at an accelerated rate.

When this spell is cast, the effect value of the spell
is read on the Power Push Table and added to a result modifier of +6. This
total then generates a bonus number that is applied to the character's recovery
roll against the *medicine* skill chart on page 56 of the *Torg*
Rulebook.

Example: Bargaran the Knight has sustained a *heavy*
wound *from a battle with the Evil Sorceress. He visits the Mad Mage of the Woods*
who casts the *heal* spell. The mage has an *alteration* skill of 15.
He rolls an 8, yielding a cast roll of 13-the spell has been cast successfully.
The -2 is then applied to the spell's effect value of 15, yielding a casting
value of 13. The gamemaster consults the Power Push Table and gets a result of
+5. Added to the +6 result modifier, this equals a total +11 to Bargaran's
healing check. He consults the *medicine* table and makes his roll. This
spell may only be cast on the same target once per day. This is because the
duration of the spell must be twenty four hours-the same time period that it
takes to attempt wound recovery. After the duration has elapsed, the kindred's
body will have repaired itself, making the magical healing permanent. If the
duration of the spell is interrupted-by a *dispel magic* or by a living
forces spell of greater casting value than the *heal* then the kindred's
wound will return immediately, along with an additional K2 resulting from the sudden
shock of the returning wound.
Corgain's Gill Spell

**Corgain's Gill Spell**

Skill: *alteration/water 15*

Backlash: 15

Difficulty: 11

Effect Value: 5

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

This focused spell requires the gills from a fish. The
mage splashes water onto the gills and then breathes through them, casting the
spell on his third breath by pointing at the target character.

The effect value is the maximum number of kilos of
water (10 kilos) converted to air when the recipient of the spell breathes
underwater. This represents about eight full breaths, more than enough for a
normal round. A panicked or strenuously active character may breathe more often
than this, and water will bubble through to be inhaled, causing damage. The
gamemaster rolls a bonus number, interpreting the bonus as result points of
damage.

A character on land suffers no ill effect from this
spell, and the spell will remain active for the duration. The recipient
controls the duration of the spell.
Maungo's Mind Madness

**Maungo's Mind Madness**

Skill: *conjuration/darkness 20*

Backlash: 14

Difficulty: 11

Effect Value: 16

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range

The magician casting this focused spell requires a
black scarf or cloth. As he points at his target, he drops the scarf over his
hand. Compare the effect value of the spell to the victim's *Mind.* Read
the result through the Power Push Table. Find the final result points on the General Success Table. *Minimal* success results in the victim
becoming unskilled. *Average* success causes him to be stymied. *Good* success
causes him to stand confused taking no action. A *Superior* result causes
the victim to attack the nearest being in range. *Spectacular* success
knocks the victim unconscious. Results last for each
round that the spell is in effect. *Maungo's mind madness* is illusory and
can be disbelieved by generating a *Mind* or *willpower* total of

15 or more.
Bless Weapon

**Bless**
Weapon

Community Rating: 8

Difficulty: 14

Range: touch

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: increases the damage value of one weapon.

This ritual enhances the damage value of any weapon,
including ranged weapons such as firearms, unless the character’s mythos
forbids the use of certain types of weapons in which case the miracle only
affects those weapons proscribed by the religion. The *focus* character
must lay her hands on the weapon and call upon the power of her mythos to make
the weapon as strong as the *faith* character’s heart is brave. The *faith*
*total of the miracle is compared to the difficulty and each success level*
results in a +1 increase to the weapon’s damage value. For weapons with maximum
damage values, such as most melee weapons, the bonus is also added to the
weapon’s maximum damage value. The blessed weapon may be used by anyone; it does not have to be used
by the character that provided the *faith* for the miracle.
Bardic Inspiration

**Bardic Inspiration**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None.

*Bardic*
*Inspiration* *is*
the ability to put magic into Bardic performance. Where Bardic Performance is
the technical ability to perform the performance piece, Bardic Inspiration is a
measure of how effective the Bardic Performance is.
Banish

**Banish**

Community Rating: 9

Difficulty: *faith* or *Spirit* of target

Range: 7 ()

Duration: 18 (one hour)

Effect: forces a character to flee

This miracle may only be used against opponents of a
different religion or opponents who do not have any *faith* skill. The
effect value of the miracle is compared to the *faith* or *Spirit* of
the target. If the miracle’s effect value is greater, the target is compelled
to flee from the location of the *focus* character. However, if the
target’s *faith* or *Spirit* is greater than the effect value, it is
the *focus* character that becomes compelled to run away! The target of
the miracle may actively defend if he wishes by generating a *faith* or *Spirit*
*total, with a minimum +1 bonus. This counts as an action if performed in*
round play.
Dancing Sword

Dancing Sword

Skill: apportation/metal 12

Backlash: 14

Difficulty: 8

Effect Value: 15

Bonus Number to: Range

Range: 5 (10 meters)

Duration: 11 (2.5 minutes)

Cast Time: 20 (2.5 hours)

Manipulation: control, range

To cast this impressed, focused spell, the mage must spend two hours practicing basic fencing skills. He then spends the remaining cast time willing his newly acquired knowledge into his sword. To release the spell, the mage merely says “Have at thee!” and releases the sword. The sword will then hover and fight of its own volition The sword has a melee weapons skill equivalent to the caster’s apportation magic, and does damage equal to the Effect Value. The mage does not need to concentrate to maintain the spell, but he must direct it to change opponents if necessary, or the sword will sit idle.
Create Pocket

Create Pocket

Axiom Level: 14

Skill: conjuration/true knowledge 18

Backlash: 11

Difficulty: 16

Effect Value: 13

Bonus Number to: Duration

Range: 3 (4 meters)

Duration: 25 (1 day)

Cast Time: 15 (15 minutes)

Manipulation: range, state

This spell creates a small extra-dimensional space with a physical connection to our dimension. The mage may use this extra-dimensional space to carry things. The mage must gather the things he wishes to store, and act as if he is placing them inside some sort of chest. He then makes a sound like a lid closing and locking, and the chosen items vanish. The mage may then access this space at any time, pulling things in or out of the chest, for the duration of the spell. Once the duration ends, the items will appear all at once at the caster’s feet. If the spell is dispelled before its duration lapses, the items are lost. The Effect Value is the maximum weight value that can be carried by the spell (400 kilograms).
Low Spirits

**Low Spirits**

Skill: *conjuration/darkness 15*

Backlash: 16

Difficulty, 6

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cast Time: 4 (six seconds)

Manipulation: range

The caster of *low spirits* creates feelings of
dread and failure in her target(s), causing fatigue. Compare the effect total
to the target's *Spirit* value. Read the result points on the Power Push
Table. The spell has a result modifier of +8. Read the final result on the
maneuver column of the Interaction Results Table. To cast the spell, the mage
simply applies pressure to a black heart sculpture, made specifically for this
purpose, while pointing at her victim.
Maers Journal - Entry One

Upon leaving Tonsberg to begin my bardic odyssey, I came upon an unusual man in one of the nearby villages, who advised me that if I wished to seek a great saga I should travel across the sea to the northern reaches of Britannia, to a land known as Strathclyde and a town there called 'Al Clut', where the people fought against fiercesome savages known as 'Picts'. Upon reaching there, I came across the King's own bard, Donal MacLugg, and after some conversation he offered to introduce me to His Majesty, King Ceretic.

On the day when court was held, Donal did call me before King Ceretic, who wisely questioned myself and those others present seeking audience as to their intentions. After convincing him of my willingness to serve for his benefit while in his lands and receiving his armring in token of the pledge, the court was interrupted by a messenger, who announced that Picts were making an attack on nearby farms. King Ceretic was most concerned as his Queen, Boudicca, was still not returned from her visit to the farms where she was performing blessings on the crops. Court was quickly adjourned with King Ceretic bidding all present to use the opportunity to show our usefulness in repelling the attack.

The Picts were indeed fearsome; some had stripped themselves naked and painted themselves blue and were frenzied in their attacks. Yet my companions seemed equal to the task, amongst them were a woman with fiery red hair who seemed to be skilled in magickal arts, a fighting man wearing Roman armor who follows the Christian faith, another fighter with the look of a northern man, a foreigner from Persia who had an affinity for manipulating fire, along with several of the King's men. One of them, called Anghus, was nearly felled in the battle. Amongst our foes was a Pictish shamaness wearing a bear's head as a hood and covered in bones and feathers; she used magickal skills to deter our efforts, but in the end we prevailed. Of the Queen we found no trace, only a trail of many footprints heading towards the coast...
Detect Truth

**Detect Truth**

Skill: *divination/folk 17*

Backlash: 12

Difficulty: 8

Effect Value: 27

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control

*Detect truth* causes
a bright aura to appear around the target for as long as the target tells the
truth. The caster speaks the word "truth" in the target's native
language as he touches the target. Compare the spell's effect value to the
target's *Charisma* or *intimidation.*

Read the result points on the interrogation column of
the Interaction Results Table. If the target lies about something and the
result matches the target's loyalty to the subject, the light dims. The aura
returns when a truth is stated. The spell will not detect mistakes of fact or
have any effect when the target believes the falsehood.
Confusing Performance

**Confusing Performance**

Difficulty: 15

Effect Value: 14

Bonus Number to: effect

Duration: Performance +1 Round

Performance Time: 5 (10 seconds)

This performance confuses and bedazzles the target. Compare the effect value of the spell to the victim's *Perception.*Read the result through the Power Push Table. Find the final result points on the General Success column. *Minimal*success results in the victim becoming stymied. *Average*success causes him to be unskilled. *Good* success causes him to stand confused taking no action in addition to being unskilled. A *Superior*result causes the victim to attack the nearest being in range. *Spectacular*success knocks the victim unconscious for the duration. Results last for each round that the performance is in effect.*Confusing performance* can be disbelieved by generating a *Mind*total equal to the effect value. Confusing performance counts as a trick
Increased Toughness

**Increased Toughness**

Community Rating: 10

Difficulty: 12

Range: touch

Duration: one scene

Effect: increases the ability to withstand wounds

Attainment Rating: 17

*Increased toughness* is one of the more perverse rituals. It allows the target to feel all
the pain inflicted upon him, but it has no physical effect until the miracle
ends. A warrior, for example, ignores shock and KO damage in combat and does
not fall.

Instead, he keeps fighting, relishing the intense
pain. All damage is real. The warrior simply ignores it until the battle ends.
The miracle lasts throughout a scene, so the only way to stop a blessed warrior
is to cause so much damage that the warrior cannot continue to function (after
seven wounds are taken).

After the scene, the shock KO and other damage take
effect. If four or more wounds are taken, the warrior must make a successful
healing roll of *toughness* +10 to
lower the damage to a *mortal wound.* Failure brings on instant death.
Black Tentacles

Black Tentacles

Skill: conjuration/darkness 15

Backlash: 13

Difficulty: 9

Effect Value: 21

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (1 hour)

Manipulation: control

This impressed spell requires strips of black fabric that have been soaked in a solution of hallucinogenic herbs or mushrooms. The caster waves the fabric about while thinking evil thoughts. To release the spell, the caster makes a rising motion with his hand, wiggling his fingers as he does so. Inky black tentacles will erupt from the ground in a 10-meter square area. The tentacles will grab anything in the area of effect, holding and squeezing it until the duration ends. The tentacles cannot be made to let go unless they are destroyed. To determine the Strength, Toughness, and Dexterity of the tentacles, Power Push the Effect Value and add 8. Power Push this number to get the skill adds the tentacles possess in unarmed combat and dodge.
Medicine

**Medicine**

**Use:** Unskilled
use penalized.

Macro
skill. May be used in round play as per *first*
aid*.*

**Sample specializations:**
(acupuncture, herbal medicine, etc.).

*Medicine* is used
to help a damaged character recover and heal from her physical injuries. Its
can represent a wide range of medical treatments, ranging from traditional “western”
treatments, acupuncture, herbal medicine, or other similar treatments for the
sick or injured. It can also be used in place of the *first aid* skill for
quick treatment of injuries. In play *medicine*
*has two primary uses.*

**MEDICINE CHART**

**Wound level Difficulty #**

Wound
15

Heavy
wound 17

Mortal
20

If
the *medicine* skill
check is successful, it is treated like a power push (see Chapter Four again)
and the power push result is added as a bonus to the injured character’s
recovery check. If the check is not successful, the injured character makes a
normal recovery check - there is no penalty for a failed *medicine* check.
Only one *medicine* check
may be made per day on a character.
Communicate with Plant Spirit

**Communicate**
with Plant Spirit

Community Rating: 12

Difficulty: 12

Range: voice

Duration: performance

Ritual Length: 14 (10 minutes)

Effect: speak with the spirits of plants

Plant spirits are slow - not dumb, just slow. They
take their time when speaking and have a very different perspective of the
passage of time. Even plants who have very short lives are slow communicators.

They tend to notice less during the night than during
the day.

If no plant is visible or
otherwise obviously present, the difficulty is increased by +3. *Minimal* success
means that only a pidgin version of communication is possible with the spirit, *average*
*success gives the miracle worker rudimentary understanding the spirit’s*
language, *good* or *superior* results give the skill user complete
understanding of the spirit’s language, and *spectacular* success allows
the user to speak and understand the spirit with no penalties. The character communicates
with the spirit as part of the ritual so he may perform it and communicate at
the same time without penalty.
Mage Sight

Mage Sight allows a character to see into the Magic realm. When a character activates Mage Sight, they have a chance to see active spells. Seeing into the magical realm is disorienting, all normal perception checks are made at -4 while Mage sight is active. The character generates a Mage Sight total modified by the Value for the amount of time they study the Spell(s). The difficulty to observe a spell is the casting difficulty of each spell being observed. The number of success levels determine the information learned. Minimal the spell is spotted. Average the type of magic is addded. Good the Knowledge is added. Superior the effect is added. Spectacular, the power (Effect Value) is known. The following modifiers are applicable to the difficulty of observing a spell:

 Spell is known
 Time spent studying target
Maneuver

**Maneuver**

**Sample specializations:** Unarmed,
armed, balance

This
skill represents a character’s mobility in combat. While its specific use is to
tire out opponents, it can also be used to put opponents off balance by “faking
them out” and provide the character with a tactical advantage. *Maneuver* is
defended against by the *maneuver*
*skill.*
Maneuver *may also be used in some circumstances*
like the *acrobatics* skill
for activities that involve balance, such as remaining standing on a rolling
ship’s deck during a bad storm or not slipping and falling while moving over
treacherous terrain.
Flowing Age

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.
Beacon

**Beacon**

Spiritual Rating: 8

Community Rating: 10

Difficulty: 16

Range: 30 (1000 kilometers)

Duration: performance

Ritual Length: 25 (one day)

Effect: allows performer to see an object of faith
which will aid in a divine quest

Attainment Rating: 21

*Beacon* is a
powerful miracle because it allows the performer to glimpse a vision of a spiritually enhanced object which will be of aid to the community of
the faithful. This miracle is normally used in conjunction with a religious
quest that the faithful are participating in. When successfully performed, the
miracle allows the recipient to see the object and everything within a 10-meter
radius. At the completion of the miracle, the recipient will know the direction
in which the object lies, although the exact distance is unknown. The caster
needs to make a *Mind* roll every day afterwards to recall the exact direction
of the object. The difficulty number of the *Mind*
roll equals the value of the number of days that pass plus 8. Thus, a character
who casts the miracle successfully and then, a week later, wishes to recall the
exact location of the object, must make a *Mind* total of 8+5 (the value
of 7) or 13 to succeed. The miracle may be recast on the same object.
Floor Spikes

Floor Spikes

Skill: alteration/metal 18

Backlash: 17

Difficulty: 13

Effect Value: 22

Bonus Number to: Effect

Range: 4 (6 meters)

Duration: 32 (1 month)

Cast Time: 21 (4 hours)

Manipulation: range, duration, state

This ward requires the mage to have a large quantity of nails. He buries the nails in the area to be protected (a square area six meters to a side), points facing up. The spell detects folk with a divination magic skill of 13. If anyone tries to cross within the protected area, large metal spikes will erupt from the ground, impaling anyone in the area. The damage done is equal to the Effect Value. The spikes will remain out of the ground after the spell is released, unless the ward is disbelieved with a Mind or willpower total of 15.
Bravery

**Bravery**

Community Rating: 8

Difficulty: 15

Range: touch

Duration: performance

Effect: provides the target with an *up* for the
duration

Attainment Rating: 20

While in effect, this miracle provides the target with
intense bravery, it blocks out natural or supernatural fear, it prevents *Break*
*results from affecting the blessed character, and it provides the character*
with an additional roll again (as though an *up* result was in effect). An
*up* result on the Drama deck will not
provide an additional roll as the affected character is already under the
effect of an *up*
Light Levitation

**Light Levitation**

Skill: *apportation/living forces 18*

Backlash: 14

Difficulty: 8

Effect Value: 14

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 13 (six minutes)

Cast Time: 5 (10 seconds)

Manipulation: duration

To cast this spell, the magician must hold a feather
in her right hand. The caster makes a slow, upward motion with both hands and
the target of the spell (if it’s mass is less than 600 kilograms

) will rise into the air at a speed of 25 meters per
round. If the target is living, then the caster must exceed the *dodge* or
*Dexterity* of the victim. The caster then has full control of the
object's apportation, and may even change targets of the spell or end it
entirely. Since the mechanism of this spell is *Light,* the target will
have a slight luminescence about it. If the spell is turned off, dispelled, or
if the mage changes the target of the spell the original object will float to
the ground slowly and safely.
Charm Person

**Charm Person**

Skill: *conjuration/living forces 16*

Backlash: 18

Difficulty: 10

Effect Value: 14

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

The casting of this spell begins with a smile and a
gesture resembling a greeting. Substitute the effect value of the spell for the
caster'*s charm* skill (or is used as the *charm* skill if the mage
does not have the ability). Unlike the skill, however, the caster may roll each
round instead of every few minutes. *Charm person* is limited to living
beings of man size or smaller, and those that can understand the caster's
language. *Charm person* is an illusory spell with a difficulty of 12. If
the spell is disbelieved, then it has no effect. If the spell duration lapses,
the effect wears off rather quickly; it usually takes about an hour for intelligent
creatures or up to a day for simpler ones.
Many on One Chart

**MANY ON ONE CHART**

Characters                              Modifier                       Successes

1                                                —                                   DN

2                                               +2                                    DN+2

3–4                                           +3                                    DN+4

5–6                                           +4                                    DN+6

7–10                                         +5                                    DN+8

11–15                                       +6                                    DN+10
Enhance Pain Receptors

**Enhance Pain Receptors**

Difficulty: 18

Duration: Performance

Performance Time: 5 (10 seconds)

Enhance Pain Receptors enhances the pain felt by the villains. all shock dame from fatigue results is increased by 1. Additionally, all penalties from wounds are increased as if the villain had one more wound level then they actually have.