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T H E S U B C U L T S O F D E S T O R A S T H E ST O R M H O R SE T R I B E W O R SH I P S

Modified by Schedim 2013 Ver 0.2

Orlanth is the King of the Gods, Master of Storms, Death Wielder and Bringer of Light. His worshippers know of several incarnations of Orlanth and when known as Orlanth Adventurous his skills as a poet, fighter and lover are legendary. Full of life and energy, the god lived by his wits and blade; loving goddesses and getting in and out of trouble. His contests with Emperor Yelm were renowned. Eventually, wrongs committed by him and others brought the Great Darkness and the Orlanth, now older and wiser, set off on a desperate journey to bring back light and life to the world. Many others joined him in his quest. After great hardships, these Lightbringers travelled to the Underworld. There, he made peace with the slain Yelm, saving the world from destruction. Since then, Orlanth has ruled the world as King of the Gods. The followers of the young incarnation are expected to travel and seek out adventure. He is usually shown as a vigorous man of varying age, armed with the spear and other warriors weapons, and wearing a a bravos arm rings. His temples are often set on hilltops or stone circles. Most clans support a minor temple while tribes and kingdoms have major ones. The leadership of the exploring band was given to Destor who incarnated his fathers youth in all ways possible.

THE DISCOVERY AGE


These are stories about the Storm Gods descent from the Great Mountain and their settlement of the sacred land of Dragon Pass.

In the beginning, before the world was fully formed and when things were still shaping themselves to be what might be known, everyone lived on the Great Mountain, in the land called Dini. At that time no one could tell that anything was a thing apart from themselves. It was like all things were one thing. But after a while that changed. Orlanth was the first being to notice differences. He first looked at his tribe, and he noticed that he was different from his sisters, and then that his brothers were different from him too. Then he saw that some things were beings, and that some of the beings were gods like him, and that some were animals, and that some were something else that he could not yet define. Orlanth then looked outward, and he saw that a vast land lay spread out beneath him. He leapt into the air and blew all the way around the world, turning this way and that whenever something caught his attention, and he would explore it closely and look into it. Everywhere that he flew was primeval territory, virgin and untouched. It was utterly wild, and inhabited only by the first things. Orlanth went back to Dini he and told his companions of what he had seen. He concluded by saying, I think we should go there.

Not us, said his sisters, who never liked to move anywhere. Its too wild and dangerous. And everyone who liked his sisters decided that they too would stay where they were. Orlanth decided to go and explore the lands without them. He dressed himself with fringed clothing, to blend into the wilds; with a cowl and cap, to hide his face; with strong but silent boots to move over stone, brush, or sand; and he carried his javelins, knife, and striker. Orlanth went alone. He called himself Varanorlanth, Wild Orlanth. He stalked the land, and he learned the lay of the land, and where the different trees and fields were, and what beings lived among them. He learned how to live off the land. He learned how to recognize the dangers, and how to confront or avoid them. He learned how to recognize the friends, and how to approach and how to meet with them. He learned how to listen to the voice of the wild that was ancient when Orlanth was young. When Varanorlanth followed that voice of the wilderness, he met the goddess who was called Velhara, the Lady of the Wild, and he approached her, and met her, and she sat with him around his campfire. He thought that she was beautiful, and they talked together, and walked together, and danced together. They decided to make a song of creation. As the composed the Song of the Hunt Varanorlanth boasted that he had never been bested at anything. Velhara laughed loud at that, like a man laughs, and she mocked him and then vanished from the camp. Wild Orlanth was surprised, then felt insulted and at last he set off to track her down. He thought it would be simple, but he was beset by the Five Majestic Beasts who loved their mistress Velhara, and defended her. They tried to defeat him, but only slowed him down. He outran Fa, the Earth Deer, and so shamed her. He outwrestled Grar, the Green Rock Lion, and so defeated him. He killed savage Dursela the Stinging Bear, and then cut off its tail with his striker. He flipped Rurudram, the great horned beetle, on its back, and conquered it. Then he brought down Iti, the Variegated Eagle, who was humiliated and surrendered. But he didnt catch Velhara, for she was hidden deeper than he had ever gone. Varanorlanth knew he had to catch Sashaka the Devil Fish that could swim through earth, water, sky or fire. He used Durselas stinger as hook, Fas sinews as a line, Grars heart as a plumb, Itis feathers as a lure, and Rurudrams carapace as a boat. He caught the Devil Fish and hauled it into the boat and chopped off its head, and he sent the flesh and the roe back to his family as delicacies. But for all his successes, Varanorlanth never caught Velhara. She is still there, free. After five years Orlanth returned to Dini and he told everyone what he had found. Whats it called? asked his sister. Esjenen, or the First Land. Many of his tribe were interested this time, but again his sisters complained. Good brother, they said, we have been busy while you were gone. Look at all these friendly and useful animals that we have now. How could you lead us and all of them through that strange place? Orlanth was not discouraged. He got together many of his friends and followers, all of them eager and excited to go from their ancient home on the Great Mountain. He went again into Esjenen, this time accompanied by the Discovery Band that he organized. They wandered through the wide lands, and Varanorlanth showed them what they needed to know. In that way they explored the First Land, and they discovered many new things and many hidden peoples. During this time Destor the Explorer and Ormalaya the Hunter first exhibited their skills. After five years the Discovery Band finally returned to Dini, and they told everyone what they had seen and done. They convinced even Orlanths sisters to move into the new land. Most of the people said they wanted to go, but some still refused to move, and as a result everyone seemed to be frozen and unable to act until Orlanth said that some could stay behind, in Dini. Several of Orlanths uncles showed up and, one by one, talked some of the people out of going. Then, one by one, Orlanth talked them into going again. At last, the Great Migration Downland set off. Orlanth led all of the gods and all of their people to moved downland with their populous herds. Tatouth the Scout sent before them all, finding the paths. They made sure people found the safest paths, and they found wonderful places to settle, with fields and woods and rivers, as each desired. As the people descended many of them found where they should be. The found special parts of the world or special beings that were in harmony with them. Sometimes they found things or places to make

things. Thus Durev found the first plow blade, and Orstan the Carpenter the trees to mount that blade to make the first plow. Hedkoranth the Hurler discovered the thunderstone quarry, Pella the Potter discovered the three types of superior clay, Jera the Herbalist found the Green Seven Fields where the magical herbs grow that augment in healing, cooking and other domestic skills. And others as well found the objects, places and helpers that made their magic. So Esjenen was populated.

ANOTHER MYTH
ORLA NTH SLAYS SHHARKAZE EL DRAGONS CAN BE DEFEATED Shharkazeel the Mover of Heavens was the primal Cosmic Dragon and older than the gods. Shharkazeel beget itself and dwelt coiled around the world, with its tail in its mouth. The Mover of Heavens was so powerful that it refuted the divine laws of the Cosmic Court, confounded the machinations of Zzabur and devoured the spirits. Orlanth and his new tribe of unruly gods disturbed the inner parts of Shharkazeel and troubled the Cosmic Dragon. Moving, running about and creating new things, they gave the Mover of Heavens reason for concern, for their clamor gave the Cosmic Dragon pain. When Orlanth killed the Emperor, Shharkazeel made ready to devour the gods to silence their clamor. The Primal One prepared to attack. The coils of the Mover of Heavens enveloped the Sky Dome and when the Emperors sons learned of this, they became numb with fear and fled. Seeking a champion, the gods assembled at Orlanths camp, full of fear. They came before the Slayer of Yelm and asked him for his protection and aid. Without fear, Orlanth agreed to face Shharkazeel. The gods rejoiced and acclaimed Orlanth as their king. They bestowed upon Orlanth his regalia, his matchless weapons of war and the irresistible thunderbolt. Orlanth filled his body with breath for a year and a day, made ready his weapons, took up his sword with his right hand, set lightning before him, called forth the Six Winds and various hurricanes and mounted his irresistible chariot of storm with four steeds, whose names were Crisis and Rage; he placed Humakt on his right and the shield of Aran on his left, a nimbus of lightning around his head, garbed in armour; with a magic word clenched between his teeth and a healing plant pressed in his palm, Orlanth leapt into the heavens to face Shharkazeel. A snorting world serpent, hissing, having thunder, lightning, mist and hail at his command, Shharkazeel, the Mover of Heavens without hands or feet, pronounced an incantation; and it terrified all three worlds. But Orlanth was not terrified and the storm god let fly his breath that poured into the Primal Ones belly, so that its courage was taken from it and its jaws remained open wide. Great Orlanth let lose his irresistible thunderbolt and smote to death the firstborn of Dragons. Orlanth with his own deadly weapons cut the Mover of Heavens into 49 pieces. The spine he cut into two and fashioned the Dragonspine Mountains. Shharkazeels blood flooded the seas and swore revenge. Its ribs were used to hold up the Sky Dome after the Mover of Heavens had attacked the sky. Orlanth inhaled the last breath of the Primal One and with that breath learned the Four Sacred Breaths: the Calm Breath that clears the mind, the Storm Breath that gives one might, the Healing Breath that restores life and the No Breath that gives insight and wisdom. Finally, Orlanth decapitated the corpse of Shharkazeel and, with his left hand, took its head as the source of his Power

The Destor subcult of Orlanth Adventorous is one version of many, but by far the most common. The stormhorse tribe just emphasis the Destor aspect rather than the Orlanthi a bit more than are common 8due to mythical reasons). WARBANDS Every clan has a temple to Orlanth Adventurous in the bodies of its fyrdmen and weaponthanes. All clans have members who follow the way of the Warrior. Even a pure Peace Clan has several men who protect the herd from predators and take certain parts in rituals. Even in times of peace, their ceremonies resemble the wapentake (see pg. 24) and preparations for war, with members jostling each other and boasting to attract their leaders attention. The clan chieftain selects the leader of the warband. He must consider many complex social and religious issues. Often, he selects the clan champion to lead the warband. The clans chief priest selects a god-talker or priest to lead rituals for the warband. This individual is always a devotee of Orlanth Adventurous when possible. Warbands are usually part of a clan or tribe, and thus obey the chieftain or king. No priest of Orlanth Adventurous commands the loyalty of all warbands by religious right. When warbands join the person best qualified becomes the leader. If conflict arises about leadership, the two warriors usually settle the issue with a variation of the Champions Battle (see pg. 45). Regardless of the outcome, however, each warband determines its own fate. The leaders of warbands can make or break alliances at their discretion. Some alliances may withstand the tests of time, but most last only as long as needed, usually a season or two. Some solitary or wandering subcults of Orlanth Adventurous are not worshipped through the warband. Their initiates are generally welcome at any Orlanth ceremony.

When Orlanth set out to explore the world he took the name Varanorlanth. He discovered or invented the ways to survive without stead, weapons, or kin. Afterwards, he went back home to Dini and recruited the Discovery Band to go with him into the wilds. Destor the Explorer was part of the Discovery Band that went out into Esjenen with Orlanth. Destor is called the Adventurous and is one of the most popular warrior subcults of Orlanth. He learned how to anticipate what lay ahead by what he had seen. His specialty was to find effective ways through places where no one had ever been before. Now he can never go where someone has been before. He is the father of Tatouth the scout. His worshippers use the Movement Rune affinity to aid them in sword combat. Today the cult attracts male adventurers, thieves, mercenaries and warriors that feel it is important to be Fighting For The Right Things, do adventurous exploring and, above all, winning glory. Orlanth Adventurous is the aspect young men and warriors worship. The cult provides protection for society, an outlet for aggression, and an accepted path for men with wanderlust. In general, this aspect includes anything Orlanth did that took him away from his home. Worshippers depict Orlanth Adventurous with a shield and his favored weapons (as determined by the worshipping clan). The clan warband is the most prominent presence of Orlanth Adventurous for most Heortlings. Funeral rites for the Adventurous cultists require burning the body while chanting prayers to Orlanth. There is then a song to command the soul to the winds. A smoky fire is made and grave goods are included to assist the person in the land of the dead. Among his dead, some souls will know freedom for a while, but others may join minor winds or be chosen by Orlanth to serve in his band of heroes. Orlanth Adventurous guarantees to his loyal Initiates that he will go and get their soul if the body is not treated with proper burial rites, using one method or another. This way the

Adventurers need not fear dying in a strange land among foreigners. In the hilly regions Orlanth High Priests like to have their shrouded bodies tied into trees or sometimes held aloft by specially built racks. Other places simply ask for a burning, preferring to use smoky fires. Prayers send the soul to the wind, storm, and quiet air. Temples dedicated to Orlanth the adventurous is hall-like with effigies of Orlanth stationed at the door and within, carved from wood or stone and depicting Orlanth in full adventuring regalia (arms, armour and shield), sometimes with a lightining bolt clutched in one hand.

The simple worshippers of a deity are called lay members. They attend regular ceremonies and say prayers. They are excluded from certain parts of the worship service, and are not taught the inner secrets of the religion. Lay members are casual worshippers who generally belong in a more serious fashion to other religions or cults, or are children, and include anyone planning to become an initiate. Lay members may learn cult spirit magic and may study cult skills in preparation for becoming an initiate of the cult. All Heortlings, male and female, are communal members of Orlanth. Women who wants to progress beyond communal worship, choose thesubcults of Vinga. After the first two years of adulthood, half of men initiate into one of the aspects and subcults of Orlanth. There are few requirements to become a lay member for an outsider. A basic understanding of the cult's tenants and a small gift or donation (typically worth 1 to 10 pennies) is generally all that is required to join. Many become lay members of a locally important cult only for the duration of one of the cult's festivals or High Holy Day celebrations, in which case a less valuable gift is accepted, or the requirement for a gift is waived. Members of associated cults (closely related friendly religions) that are of initiate or higher status in the associated cult are automatically considered to be lay members of the cult, without any need to make a gift or donation. Lay members are expected to attend the cult's yearly High Holy Day ceremonies and give a small gift to the cult at that time. They are also expected to attend some or all of the seasonal Holy Day ceremonies. CULT SKILLS Athletics, Evade, Influence, Devotion (Orlanth), Perception, Stealth, Combat Style (1H Sword, Spear, Shield) CULT SPIRIT MAGIC Deviation Shield, Gauntlet of Destor, Jump, Push and Pull, Wordwind, Bladesharp, Bypass, Endurance, Find Loot, Incognito, Farsee, Mobility, Find Way At Mountains Feet

A Destor Adventurer must donate 10% of the income to the cult. Initiates are expected to attend services at their place of worship at least one day every two weeks. They must also attend all ceremonies during Holy Days. Initiates are also expected to join their warband for at least six week each year. Requirements: Candidates will be tested to determine their knowledge of the cult, their sincerity for joining and even their current reputation. The character must know five of the cult skills of at least 30%. The cult provides training at half price for cult skills. Initiates of Orlanth may receive room and board from any Orlanth temple, though not for a period of time beyond Windsday of the next Mobility week. They may demand assistance in combat from all Air Rune cultists (Orlanth. Storm Bull, Wild Hunter, Thunder Bird, etc.), but if non- Orlanthi assist

then the helpers may demand a price for it afterwards. The cost must meet the standards set forth in Orlanths poem:
Breath is in everyone: all Air is your friend All Air must move for storm or breeze. Answer the call for assistance Then charge what is fair, in your own eye. Pay all debts, even if it breaks you, Especially those gained in emergency. If you demand payment in your turn You will expect to be paid. Give freely! Do not break a friend. In emergencies a fair man will aid But take praise and cheers for pay. Do it free, they will too.

Initiates who are captured will be ransomed by their own priests if possible, or by friends. Rescue is as likely as ransom. Circumstances will determine which option is used. Compensation to relatives or, possibly, the cult, is always expected by Orlanth worshippers for wrongs done to them. They will not demand payment for their own mistakes or fair injuries received. Payment may vary, though were gelds are set in civilized regions, and will be exacted in blood only if more peaceable means have failed. RUNE MAGIC (ONLY 1 PTS, NON-STACKABLE) Gust, Listen to the wind, Find Enemy, Libertys Stroke, Run over Mud, Summon Sylph, Listen To The Wind, Spirit Block, Souls Sight, Divine Intervention (non-reusable)

Requires at least 50% in Devotion (Orlanth) and 50% in three other cult skills. Acolytes must devote a minimum of three pts to divine magic Acolytes are expected to lead the defence of their god and his people, and donate as much as a third of their income to their priests and temple funds. They aspire to be the embodiment of Orlanth, just, bold, boastful and in command of every situation. They usually learn Oratory to help give their arguments force. RUNE MAGIC Alter Target, Destors Sight, Command Sylph, Divine Intervention (re-usable, 2 points), Farwalk, Run Up Cliff, Cloud Call

Wind Lords are the temporal leaders among the Orlanthi. A candidate must have 90% or more in a Combat Style, 90% or more in any four of the following skills: Athletics, Evade, Influence, Perception, Stealth, and in a other Combat style. Rune Lords of Orlanth Adventurous are called Wind Lords, and are the embodiments of the Adventurer. His life task is to perform deeds to honor his god, and so he roams the world seeking danger and strife, impetuously taking up quarrels and fearlessly defending his friends. He has no permanent allegiance to any ministry but simply moves from one to the other, serving as he can and being served by Priests and Initiates in turn. A Wind Lord has the immense benefit of being called upon for many dangerous tasks and trying to outshine his contemporaries in feats of glory and prowess. He is the subject of awe, admiration, and many poems. Stranger Wind Lords are treated with respect by everyone they meet in Sartar, and given food and shelter if they ask. Familiar Wind Lords who have proved themselves to their tribe live like thans on the gifts which they receive from friends or people thankful or hopeful of their help.

They have their choice of booty taken on raids by them and their followers, and so get to keep the best 10% for themselves. Iron weapons and armour are rarely available to present to a Wind Lord upon his accession to the rank. He may receive one piece of iron to mark his status, but it is often the first quest for the new Wind Lord to gain his whole regalia of iron accoutrements. Wind Lords have honors to uphold, and the following challenges must be made. If meeting a Yelmalio Priest or Lord, cry out: Wandering Sun, Jealous Uncle, I have a new Toy here, see it? Test me, twice if you can For a Gold Piece each right Answer. The Wind Lord and Yelmalio must then engage in a Riddling contest. (For Riddling, each Rolls INT*5 or miss the guess). The loser pays a Wheel for each wrong answer. There is a minimum of one question each. Upon meeting any Earth Priestess: Sweet Green Woman, Look at me! I am come, the Conqueror! None can stand before me. I am yours, what Dark shall I fight? The priestess may, then, order the Wind Lord to pursue and fight any force of Darkness which has bothered her in the last week. She does not have to do this, but if she does then the Wind Lord has the right to make one demand upon her Fertility spell on the next Springtime Earth Rite. (Earth Cults include Eiritha and Aldrya. Upon meeting other Lightbringers: Good greetings in ill times, Friends! No person can risk the world alone. Join others you can share with, They need not be like you. If any of the Priests or Lords among those met are hungry or thirsty or in need of healing the Wind Lord must help them. If the people were unfairly treated it is the duty of the Orlanth Wind Lord to investigate, though definitions of this task are intentionally vague.
Upon meeting something of Chaos:

Foul slime, curse of existence, be gone! Turn your back and Flee from Me. I will kill you, you are evil. Lie and whimper before me. If the chaotic thing does not do as told then the Wind Lord must fight it to kill it if possible. If it turns its back or lies and whimpers he can still kill it without any penalty to his honor or conduct. It is not necessary for a Wind Lord to attack anything he deems overly large, but he must get help and bend his efforts to destroying the chaos as soon as possible. Chaotic things on his hate list are Broos, Scorpion Men, Ogres, chaos things like Gorp and Dragon Snails and such. RUNE MAGIC Airway, Divine Intervention (unlimited), Last Gasp Recovery

Chalana Arroy provides Heal Body. Ernalda provides Earthweight. Heler provides Rain.

Lhankor Mhy provides Analyse Magic. Mastakos provides World Step. Storm Bull provides Face Chaos. Valind provides Freezing Wind. Vinga provides Pathfinder.

RUNE MAGIC
AIRWAY 3 Point, Self (extended), Non-reusable, Non-stackable The spell is an example of powerful transportation magic used by some to travel extremely long distances. When the spell is cast, the caster and anyone he is touching (including their possessions) is flown to any Orlanth temple or site he has visited before. The travel is not instantaneous and takes a number of minutes equal to the number of miles the trip will take. Nothing can harm the travellers, except for other high-flying creatures or persons and natural weather will not slow or hinder them. Everyone, except the caster, however, will need to pass an Athletics skill test when they land to avoid being dropped to the ground awkwardly. ALTER TARGET 2 points, Ranged, Instant The caster of this spell has the ability to re-direct any Ranged attack away from its intended target. This spell is cast as a Combat Reaction whenever a Ranged spell, missile attack or anything else is in mid-flight. The spell is cast and the missile (even if it is supposedly instantaneous in flight like most spells) is turned away from its original target and sent flying toward another target of the casters choice. This new target has to be a viable target for the source of the attack and cannot be used to reflect a missile back towards its source.
Flight

FARWALK 2 Point, Duration Special, Stackable The caster somehow slows the world around him including his allies, granting them three steps for every one of a normal man. This spell grants the caster and a number of allies (and all mounts) equal to the points of the spell to travel at triple normal rate until sunset. This does not actually affect their individual Movement rates or characteristics; it merely makes travel times shorter from one place to the next. The spell can only work if everyone in a given travel group is thusly enchanted. If even a single rider is not covered by the spell, the group is slowed to his rate unless they collectively choose to leave him behind. FIND ENEMY 1 Point, Ranged, Passive, non-stackable This spell alerts the caster to danger. The caster psychically knows of anyone within the spell's range who intends to harm him, whether or not the lurker can be seen. The caster may also designate another person to receive the spell's protection, in which case

both the caster and the target would detect the target's enemies. Interposing a meter of any solid substance between the caster and an enemy blocks the effects of this spell ALTER TARGET 2 points, Instant, Ranged The caster of this spell has the ability to re-direct any Ranged attack away from its intended target. This spell is cast as a Combat Reaction whenever a Ranged spell, missile attack or anything else is in mid-flight. The spell is cast and the missile (even if it is supposedly instantaneous in flight like most spells) is turned away from its original target and sent flying toward another target of the casters choice. This new target has to be a viable target for the source of the attack and cannot be used to reflect a missile back towards its source. GUST 1 point, Instant, Ranged, Resist (Evade) This spell allows the caster to attack target(s) with the air itself. Target must delay in combat for three rounds and succeed with an athletics check to not be forced down on knee. CLEAR SKIES 1 Point, Long Ranged This spell grants a short reprieve from poor weather. The caster creates an area in miles equal to his POW score of mild, pleasant weather conditions. Rain stops, sweltering heat becomes cool breezes and dark clouds separate to reveal the bright and warming sun. This spell cannot alter magical weather effects. LIBERTYS STROKE 1 point, Instant, Stackable, Touch This spell allows the caster to free a single target from any kind of mundane bonds and some magical ones. So long as the target is bound or held by mundane items or substances a 1 point Libertys Stroke is enough to shatter the bondage and free them. For magical bondage, this spells Intensity compares it to the Magnitude of the spell binding the target. The higher adjusted wins out over the other. It should be noted that this spell only works on personal bondage, not on cages, prisons or dungeon cells. RECONNAISSANCE 1 point, Instant, non-stack, Ranged This spell grants the caster the ability to briefly perceive things that are not within his normal sensory capabilities. When cast, the spell calls for the caster to make a Perception skill test. If successful, he learns Intensity bits of information about any location within one mile of his current position. SYLPH SUMMONING 1 Point, Temporal, stackable This spell allows servants of an air or storm cult to call upon the worldly manifestation of their host element in creature form a sylph. A sizeable sylph is summoned (arriving in d3 rounds) and remains within 30 yards of the caster for the entire spell Duration . The caster need only be able to draw a lungful of air to cast this spell successfully, making it very versatile unless campaigning underwater. The Sylph will follow the

directions of the caster for the Duration of the spell but will vanish instantly once the spell expires. The Sylph is of 2 cubic meters size per point of spell. DESTOR'S SIGHT 2 point, self only, temporal, non-stackable This is cast in any situation where the caster is in a situation where their escape looks to be almost impossible (trapped in an impregnable room, imprisoned in Aldryami brambles etc...). If there is any possible escape route, no matter how dangerous, the caster will be made aware of it. If there are multiple escape routes, only one will be made known to the caster FIND WAY AT MOUNTAINS FEET 2 points, ranged, temporal (1 day) This spell makes it easier to navigate in areas close to mountains. The spell doubles any Scout, Map Making or similar skills for the duration of the spell as long as the user is within the appropriate area. LAST GASP RECOVERY 3 points, instant, one-use, self-only, non-stackable If the owner of this spell reaches a point where he is technically dead, either through Hit Point loss, through a spell such as Sever Spirit or by characteristic loss then the spell will automatically fire, even if the character is unconcious. The character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will recieve 1D6 points to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a single combat action to be used immediately. RUN OVER MUD 1 point, temporal, non-stackable This allows the user to run over mud as if it were normal dry land. RUN UP CLIFF 2 points, temporal, non-stackable This allows the user to run up a cliff at normal walking/running speed without making a climb roll. CLOUD CALL 2 Points, Long Temporal, Non-stackable This spell brings or makes enough clouds to cover the area of sky that can be seen from the ground by the caster. Such a gathering of clouds may bring rain (50% chance) CONTROL WIND 1 point, Temporal, Stackable, Ranged For the duration of this spell, the average wind speed increases or decreases by one increment, i.e. from Moderate Wind to Stiff Wind For each point of Magnitude in this spell, the caster can increase or decrease the wind by one increment. The spell has no effect on wind temperature or direction.

LISTEN TO THE WIND Temporal, 1 point, Stackable, Ranged If downwind, the caster can cause the wind to bring conversations to his ears just as if he was standing next to the speakers. For each point of in spell, the distance these words can travel increases by 100m

SUBCULT
This magic demands a more special HQ (dry run) but it can be started almost anywhere by a Windlord but contains a break-in in a death house, so it is not that common. Only Deatori or higher may try the quest.

DEATH SWORD
This was the last thing Orlanth found as the young adventurer. After this he departed for the competition with the bright Empereor. SWORD HELP 1 point, Temporal, Non-stackable This makes all attacks made by sword 2 levels easier.

YINKIN
IDENTIFY SCENT 1 Point, Temporal, Self only This spell allows the caster to smell and follow familiar scents. It effectively gives the caster +50% Tracking for the duration of the spell.

UROX
FACE CHAOS 1 Point, Temporal, Ranged This spell cannot be resisted and can only be cast on non- Chaotic targets. When cast upon a fighter, he stands his ground and fights any Chaotic foe he faces even if he would have run away ordinarily. In general, this spell is used on outsiders as Uroxi stand against Chaos regardless of fear.

ERNALDA
HEAL BODY 1 Point, Non-stackable, Reusable This spell repairs damage done to a living creature's hit points. It will work equally well on any living thing, whether complete or incomplete, as long as it has hit points. This includes such things as people, animals, plants, intelligent weapons, or certain otherworld creatures. The spell converts magic points into hit points. The caster

instantly loses a number of MP equal to the points to be healed. This spell cures the non-critical wounds in the location being touched as well as damage to general hit points.

MASTAKOS
STEP EVERYVERE YOU CAN SEE 3 Point, Touch, Stackable, One use The caster can teleport to any spot within range that he can see, either on his own, through the eyes of a familiar or through a Mindlink spell. The spell carries the caster and his SIZ in ENC worth of gear. For every 3 points, it allows one other living thing to be teleported with the caster, or to square the encumbrance allowance, or to increase the range with a factor 2. It can be used to teleport someone else, with the same limitations. Unwilling targets are allowed to resist.

VALIND
SNOW Temporal, 1 point, Stackable, Ranged, reusable This spell must be cast when precipitation is present. For the duration of this spell, if it is raining, the spell changes all the rain to snow, sleet or hail (at the Games Masters discretion) within the area of effect, 100 steps. If it is already snowing, the spell doubles the amount of snow falling. For each point of Magnitude in this spell, the caster can increase the radius of effect by a factor two.

VINGA
PATHFINDER 2 Point, Temporal extended, Non-stackable, self only, reusable. This spell is used when exploring new or dangerous territory. It functions so long as the recipient has not travelled down the path he is on or visited the locale before. Should the recipient enter an area that they have been to before, the spell ends immediately. While in effect, spell alerts the caster to the location and number of all enemies and traps within 100m of him.

LANKHOR MHY
Tired of all the questions and requests of answers Lankhor Knowing provides Destor with: ANALYSE MAGIC 1 Point, Stackable, Reusable This spell gives a true statement about at least one function of a single magical item, entity or substance. For each point of Intensity, an additional truth is discovered.

ISSARIES
LOCK 1 Point, Temporal extended, non-stackable, conditional reusable This spell may be cast on a door, chest lid, bag opening or similar item. It cannot thereafter be opened by any physical means. Only Dispel Magic, Dismiss Magic, Neutralise Magic or similar spells can remove the Lock spell. A Passage spell can be used to bypass Lock but will not annul the Lock spell. This spell cannot be regained until the Lock is broken (which the user will be aware of instantly) or the duration ends.

SPIRIT MAGIC
HEDKORANTH
WIND THROW Variable, temporal For every point in this spell the targets Throw skill is increased by 5% for the duration of the spell.

DESTOR SPIRIT MAGIC


DEVIATION SHIELD Variable,Temporal While this spell is in effect the caster has a level of protection against mundane missile weapons equal to 10% per point of the spell. In addition to this protective shield, the caster may choose to expend a Combat Reaction whenever his shield protects him from harm to try and redirect the missile at a target within ten metres with the help of a successful Throwing skill test. GAUNTLET OF DESTOR 1 Point, Temporal, Non-stackable The caster calls upon the Air in order to envelop his targets hand in swirling air. Counts as 2 AP on arms and successful unarmed attack causes automatic knock back as if hit by the users POW in damage. JUMP 1 pts, Stackable, Trigger The next time he leaps, no Athletics skill test is necessary. The target will automatically launch a number of metres forward equal to twice the Intensity of the spell or straight up an equal number of metres to the Intensity. The spell protects the target from any falling damage due to the jumps height but it will not aid in any way if landing on dangerous or specific locations. PUSH AND PULL 1 point, Instant, Ranged

This spell allows the caster to move up to Intensity of ENC nonliving item one metre either away or toward the caster in a straight line, as if pushed suddenly from one direction or the other. The item is not moved with significant enough force to inflict damage unless it is naturally damaging (a bottle of acid, for instance) and the caster has no control over the distance moved. WORDWIND 2 Points, Self, Instant, Ranged Special, Stackable Wordwind carries a brief message to any single target known to the caster, within a number of miles equal to twice the casters POW. This message can be no more than 15 words long. The target hears the message one round after the spell is cast. The message is no louder than the casters whisper, so it is possible that the target could mishear the message should a Perception skill test be required and failed. BLADESHARP Variable, Temporal This spell works on any cutting, stabbing, or hacking weapon. It increases the chance to hit by +5 percentiles and does one additional point of damage per point of spell applied. If a Dullblade is also cast on the weapon it will continue to have its increased chance to hit, but its additional damage will be reduced by the second spell. Note that the magical points occasionally do damage to magical creatures otherwise invulnerable to weapon damage. BYPASS 1 pts, non-stack, Self, Trigger, Temporal Bypass is used to cross the threshold of an area under the effect of an Alarm spell without triggering the Alarm. When cast the spell is held in preparation, triggering on contact with an Alarm spell. Of course the caster must suspect that an Alarm spell exists in the first place. Bypass does not negate the Alarm and it must be cast for each crossing of the Alarm spells threshold. ENDURANCE Variable,Transient, Temporal Every point of this spell restores 3 points of fatigue loss. Its transient nature means that the spell will automatically go into effect if target loses fatigue at any point in its duration. FIND LOOT 1 pts, Non-stackable, Temporal, Concentration, Ranged It works by attuning to the natural emanations of precious metals, gems and other valuable object, alerting the caster to its presence within the spells range. Find can be blocked by dense or thick materials such as metal, or earth and stone at least one metre thick. INCOGNITO 2pts, Non-stack, Self, Extended Temporal Incognito alters the facial features of the user to a bland, unmemorable countenance. It does not affect the voice, mannerisms or physical size/presence of the recipient, but ensures that visually they do not stand out from the crowd. Anyone under the effects of

Incognito is actively ignored by those who might otherwise be searching for him; he is simply overlooked and discounted. The magics duration expires at sunrise. FARSEE Variable, Temporal Each point of this spell halves the apparent distance as seen by the caster to the rest of the universe. The effect includes foreshortening of the field of vision, exactly as if a telephoto lens was being used. If a particular target is specified, then the spell magnifies only the target and the viewer's Search ability with respect to that target is increased by 5 percentiles for each magic point spent powering the spell. MOBILITY Variable, Temporal Each point of the spell adds 1 meter to the target's Move score.

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