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Contradictory miracles and effects that are not consistent with

the character’s mythos may also be acquired, though they are more

difficult. Gamemasters may wish to consider forbidding characters

from even attempting to acquire miracles that are not appropriate for

the character’s mythos if they are uncomfortable with the whole idea.

Given the way players can increase skill totals by using possibilities

and cards from the Drama Deck, even the +15 penalty may not be

enough to keep powerful characters from running roughshod over

the restrictions of their faith.

Miracles of Faith

Spiritual Beliefs

A mythos encompasses the stories, symbols, practices, beliefs and history that people use to form their spiritual community, to connect themselves to the divine will and the spiritual power of in every land inhabited by sentient beings, there is religion. How much influence and power religion has in a land can vary widely, but in every land where spirituality exists, there are stories of miracles. Sometimes they are true.

Community and Spirituality

Religion and spirituality differ from magic in a fundamental way: magic bends the forces of the universe according to alternate laws of nature governed by the will of an individual, the magician while religion creates a spiritual community, people linked by their beliefs to a divine will that is separate from the individual’s will. This divine will can be called a spirit, a god, even the universe itself may be believed to have a will. Whatever it is called, whatever the belief, it is from this divine will that spiritual powers are derived. Magic is like an alternate form of science or technology, limited only by the practitioner’s mentality. A wizard can study in his tower for years, never see a living soul, and be unhindered in his quest for magic. Religion, on the other hand, is not something that can be done entirely alone; it depends on a community of believers to create, empower and sustain the divine will. Without a community, there is no religion. When people of a belief gather and interact in a service or ritual, their belief reaffirms the divine will. Even hermits begin their lives of faith in a community of belief. When they leave to seek solitude, they are still bound to that community by their faith, linked to the others through the divine principles they share. The hermit may be

separate from others, but in a spiritual sense he is not alone as long as the community and the divine will it is linked to exists.

Religion in a Game

This chapter describes religions as they exist in the fictional game setting of Torg. It should not be interpreted as a statement about the condition or nature of religions in the real world.

Miracles of Faith

A mythos is peoples’ interpretation of the way the divine will allows spiritual power to work in their world; their faith in this mythos can act as a conduit for that power. However, faith can only carry power for purposes that are consistent with the mythos, and the power must manifest itself in ways that are consistent with the beliefs. If , for example, a mythos centers on a loving and caring divinity, its power cannot be used contrary to those principles, such as to harm someone. Similarly, it must be consistent with the mythos; if the same mythos doesn’t involve the weather then the divinity’s power could not be used to cause a rainstorm even if it’s meant to help people. Religions differ dramatically in their interpretation of nature, of humanity’s place in nature, and the ethical structure of the universe. This can have a great impact on how each religion may utilize its spiritual powers. Traditional Western Core Earth religions set man apart from nature, usually one notch above the rest of the world. A character believing himself to be separate from nature may use nature as he sees fit; for example, animals may be killed for any reason which benefits man, as man is a more divine creature than any other and has been given dominance over nature. Many Eastern and shamanistic Core Earth religions instead assign man a place within nature. In some American Indian mythos for example, prayers must be spoken to get a deer’s permission to kill it, or to ask its forgiveness for killing it, because in that mythos the deer is just as significant as the hunter. To put it another way, the hunter’s place in the mythos is no more special than that of the deer. To have faith in a religion and participate in its miracles is to accept all of the core beliefs of the religion. If a religion says there is only one true god, a faithful follower of that religion can only participate in miracles as long as he believes there is only one true god. If he doubts the validity of that statement, or any other central tenets of the religion, then he does not have true faith in the religion.

Basic Types of Spiritual Beliefs

When a character takes adds in the faith skill, she must declare what specific religion she is faithful to (Judaism, Christianity, Norse, Celtic, etc.). This can include being “faithful” to atheism. A character cannot take adds in different faiths, it is only possible to believe in one mythos at a time. It is possible to change religions, which is discussed later in this chapter. The general categories provided here, with the exception of atheism, are not meant to be taken directly as a faith skill; a character would not have faith (monotheism), she would have something like faith (Christianity).

How Specific Is Faith?

As briefly discussed in Chapter Three, there’s a lot of variation possible when it comes to specifying a character’s faith. Some gaming groups may be comfortable, for example, placing all Core Earth Christian religions into one general “Christianity” group and treating them as being all the same community.

Others may prefer to be a bit more specific within each category and treat different versions of the same general belief as different faiths. Christianity for example could be subdivided into Catholics and Protestants. While both Christian, each one constitutes a separate community with its own distinct version of the mythos. Even further subdivisions within these groups are possible if the gaming group desires that level of separation and detail. When considering how specific to get with the faith skill, it’s important to keep in mind how the game rules treat interactions between different faiths. As detailed elsewhere in this chapter, characters with different faith skills are limited in how they are able to use their faith skills with each other, particularly in the performance of miracles. With broadly defined faiths, characters from different religious sects could join together without any difficulties. For example, a Roman Catholic priest could perform the bless miracle on a Southern Baptist character because despite their philosophical differences they both have faith (Christian). On the other hand, if the faith skill is defined narrowly, the Roman Catholic may

only be able to use bless on other Catholics, maybe only on other Roman Catholics.

Animism

Animism is the belief that all things have a vital life force. Some versions of animism state that all things have a soul or spirit. Animistic mythoi rarely have enemies within their mythos. Many American Indian religions are animist in nature.

Monotheism

Monotheism is the belief that there is but one divine will. Traditionally monotheists consider atheists, pantheists, and panentheists as enemies, while considering all other mythos to be of a different faith.

Traditional monotheistic religions include Islam, Christianity and Judaism. Monotheists almost always have an evil enemy within the mythos, possibly in addition to considering some other types of religions as enemies.

Pantheism and Panentheism

Pantheism is the belief that the divine and the world are the same thing; the universe is divine. Panentheism is the belief that all reality is part of the body of a divine being or beings; the universe is a part of the creator. Hinayana Buddhism is an example of a nearly pantheistic religion,

Polytheism

The belief that there are many gods and no one god is vastly greater in power than the others. Polytheistic religions often have enemies within the mythos. Examples of polytheistic religions are the ancient Greek and Norse religions

Evil Enemies

Some mythos divide the spiritual forces of the world into good and evil, or Order and chaos, or some other type of “us versus them” perspective. Believers in the mythos fall on one side and the other side is considered an enemy of the faith. Christianity for example has Satan and his demons, While the enemy may have a place within the mythos of the religion (being the opposite side of the coin as it were), they are not considered to be part of the same community and so they are treated as a separate faith in all regards. When enemies of a mythos meet, the faith adds (not the faith value) of the enemy are added to the difficulty of any miracles a character tries to perform on the enemy, including miracles beneficial to the enemy (the enemy has no choice in this matter). It’s like trying to touch the same poles of two magnets together, the closer they’re brought together the harder they push to stay apart. Spiritual struggle will also ensue if an enemy allows a beneficial miracle to be performed on him (i.e., he contributes his faith to the miracle.)

Faith Skill

Faith, unlike most skills, does not measure a character’s training, knowledge or experience with a particular field. Instead, faith measures the strength of a character’s belief in a mythos. A character may memorize the teachings of his religion, attends services regularly, and follow the moral code of the mythos but if he does not truly believe, he does not have the faith skill. The more belief a character has in his mythos, the stronger his connection is to the divine will that encompasses those beliefs. It is through this connection that characters are able to participate in miracles, it is their conduit to the power that provides the miracle. Faith alone does not normally produce miracles though; it provides the power but no control. Most miracles require the participation of a character with the focus skill or access to some other kind of agent through which the spiritual power can be controlled, such as a religious artifact. A character’s faith value is normally used to determine the effect value of miracles. When a miracle is requested, the direct beneficiary of the miracle is usually the one whose faith gives the miracle its spiritual power, not the one providing the miracle’s focus (unless it is the focus character who benefits from the miracle.) Example: Father Wagner asks God to bless Quin and aid him in gaining control of their out of control helicopter. While Wagner is providing the focus for the bless miracle, Quin’s faith skill is the one that’s used for the effect value because he’s the one who will receive the bonus from the miracle. Since the beneficiary of a miracle uses her faith to power the miracle, she must volunteer in Order to accept the effects of a miracle. A character cannot be forced to use her faith skill against her will. If she does not volunteer, the beneficial miracle has no power. A character that does volunteer does not need the same faith as the character providing the focus. But if they do have different faiths, a negative consequence known as spiritual struggle will occur, as described later in this chapter. A miracle harmful to a character must draw its faith from a character other than the target, since most targets won’t willingly cooperate and provide their own faith skill for that purpose! The faith in these cases is normally provided by the focus character, assuming that he stands to benefit somehow should harm come to the target. Combat miracles are discussed in further detail later in this chapter. When beneficial miracles are performed on people who do not have any faith skill, their Spirit attribute is not used to determine the miracle’s effect value; the faith cannot be used unskilled. Instead, the character providing the focus must also provide the faith for the miracle. When the target character does not have any faith to provide, their cooperation is not necessary for the performance of beneficial miracles, since they cannot contribute towards the miracle in any way.

Focus Skill

The focus skill allows a caster to “focus” the raw spiritual energy which believers are connected to by their faith skills and somewhat reliably produce miraculous effects with that power. The focus skill provides the action total of a miracle while the faith skill of the person participating in the miracle determines the effect total. Religious symbols and items can sometimes be used to provide focus for a miracle. A few miracles, such as ward enemy, can be performed by anyone with faith if they have a holy symbol of their religion.

Acquiring Miracles

Characters can acquire new miracles during play in two ways. The first is that whenever the player increases faith or focus he may choose to spend a possibility and the character automatically acquires a new miracle. This may be done for each new add acquired so if, for example, a player bought up both skills by one add each he could spend two more possibilities and acquire two new miracles for his character. A Character may never have more Miracles then their combined Faith and Focus Adds. If the character's Faith or Focus is reduced for some reason, they do not loose Miracles, but may not attain more until their Faith and Focus combined exceeds the number of Miracles they have. The miracles must also be appropriate to his religion in order to acquire them in this manner. Contradictory miracles and effects that are not consistent with the character’s mythos may also be acquired, though they are more difficult. Gamemasters may wish to consider forbidding characters from even attempting to acquire miracles that are not appropriate for the character’s mythos if they are uncomfortable with the whole idea. Given the way players can increase skill totals by using possibilities and cards from the Drama Deck, even the +15 penalty may not be enough to keep powerful characters from running roughshod over the restrictions of their faith.The second method is for the character to pray to the divine will of her mythos and ask for a new miracle. This can only be attempted after the character has witnessed the desired miracle being performed by another character or after the focus character has used an invocation to create the desired miraculous effect. This is the only method by which characters may acquire miracles which contradict the character’s reality or that are inappropriate to the character’s religion. Praying for a new miracle is accomplished by spending a Possibility Point and generating a faith total. The spent possibility does not give the character a reroll; its expenditure is to gain the opportunity to receive a new miracle. The character may spend another possibility to gain a reroll if desired and cards may be used normally, though the player may not trade cards with another player since this is a personal matter between the character and the divine will of her religion. The difficulty of acquiring the miracle is 5 plus the difficulty of the miracle. If the difficulty number is an attribute of the target, the GM should estimate the number (keep in mind that an average attribute is 8) and add +5 to it. If the miracle is not appropriate to the character’s mythos there is a +15 penalty to the difficulty number.

Mooks and Miracles

Mook characters who possess both faith and focus may also possess miracles, but because they do not have Hero Points to spend they should rarely, if ever, have more than the “three free” .The miracles must also be appropriate to his `religion in Order to acquire them in this manner.

Selecting the Right Miracles

Every mythos teaches the faithful about good and evil, about what behavior is applauded and what is taboo. A miracle that does not conform to the ethical guidelines of a mythos is extremely difficult to acquire and extremely difficult to perform if it is acquired. During character creation, the player may select only miracles that fit the morality and ethics of the character’s religion. This may require the player to consult with the gamemaster to determine which miracles are considered appropriate for their character’s religion and which ones are not appropriate. During play, characters will often be exposed to miracles from other religions. While many miracles are commonly found in most religions, it is likely that the character will be exposed to many miracles that are not directly available to him through his mythos, because the miracle is not appropriate to the mythos. Characters who witness a miracle not directly available to them can attempt to gain that miracle by praying for it as outlined above. Miracles which are deemed appropriate for the character’s mythos are the easiest ones to acquire in this manner, though not as easily as gaining them by buying adds in faith and focus. Contradictory miracles and effects that are not consistent with the character’s mythos may also be acquired, though they are more difficult. Gamemasters may wish to consider forbidding characters from even attempting to acquire miracles that are not appropriate for the character’s mythos if they are uncomfortable with the whole idea. Given the way players can increase skill totals by using possibilities and cards from the Drama Deck, even the +15 penalty may not be enough to keep powerful characters from running roughshod over the restrictions of their faith.

Performing Miracles

To perform a miracle, the character with the focus skill generates an action total using his focus skill, including any possible modifiers. If the focus is successful, the character providing faith for the miracle

adds the same bonus number to his faith value to generate the effect value.

Example: An priest is performing a miracle with Terrill. The priest has a focus skill of 13 and Terrill’s faith skill is 11. Becky rolls a +4 bonus. The priest generates a focus total of 17 and succeeds. The same +4 bonus is added to Terrill’s faith to arrive at a faith total of 15 for the miracle. Only one personal Possibility Point may be spent to enhance the die roll, as usual; however, since there are two participants in the miracle, there are special rules concerning who may spend the possibility. The focus character may spend a possibility if and only if 'the focus total will not exceed the difficulty of the miracle without the additional roll. If it does exceed the difficulty, then only the faith character may spend a possibility. Possibilities from outside sources are handled the same way. The focus character may only use a Hero or Drama card or possibilities

from some other source if the check would normally fail. If the focus character spends any possibilities of any kind of the miracle, the faith character may not spend any, they can only spend possibilities if the focus character cannot.

Example: Father Wagner performs the miracle with Quin and rolls a 2, generating a focus total of 3. The difficulty though is 10 so he will obviously fail. Tina declares that Wagner will spend a possibility and she rolls again, getting an 11 and bringing her die roll up to 13. Not satisfied with that, she also uses a Hero card and rolls again. Because Tina has spent possibilities on the miracle, Quin cannot further increase it with his own possibilities. In a later encounter, Wagner and Quin perform another miracle together and Tina rolls an +0 bonus. Wagner’s focus total will be 13 so Wagner will successfully perform the miracle and Tina cannot

Types of Miracles

There are two basic methods by which miracles are invoked Prayers and rituals. Prayers are quick requests for miracles, often personal and impromptu, while rituals carefully follow sacred rules. A prayer can be done in as little as 10 seconds (one round). A ritual takes at least ten minutes, often longer. Some miracles may only be attempted as a ritual. Miracles that must be performed as rituals will say in their descriptions how long it takes to perform the ritual. The priest must not be interrupted during the ritual or he will have to start over from the beginning. A priest may attempt to perform a ritual in a disruptive environment, such as while combat rages around him, but this imposes a +5 penalty to the difficulty of the miracle. A priest performing a ritual can be successfully interrupted by being physically attacked in any way or with a successful character interaction (trick, test, taunt, etc.) Rituals that require more than one day to perform do allow some time for the priest to eat and sleep; a day is considered eighteen hours for purposes of performing rituals. The action and effect totals of the ritual are not generated until the completion of the ritual. The person providing the faith for the miracle must also be present during the entire period of the ritual, though they can sometimes be disturbed without it disrupting the ritual.

Modifiers

Miracles are spiritual powers used to fulfill a need of the faithful. They are not like spells, dry processes that may be learned and then used whenever desired for any possible reason. The conditions facing the faithful who request the aid greatly affects the outcome of the miracle. The difficulty number of the focus check will be increased or decreased by those circumstances. The divine will of the mythos acts to protect the faithful from its enemies. First, as mentioned earlier, it makes it more difficult for an enemy of the mythos to invoke miracles that directly affect the faithful. Second, miracles that protect the faithful from an enemy of the mythos are easier to invoke than against non-enemies. In any case where the lives of the faithful are threatened, by an enemy of the mythos or not, miracles also become easier. Miracles are primarily meant to meet an immediate need; a character that is wounded needs healing, a character that is hungry needs food. If a miracle is not needed immediately, it becomes more difficult.

MIRACLE MODIFIER CHART

Conditions Modifier

Target of miracle an enemy of the focus character’s mythos                                         +Adds of enemy’s faith skill

Miracle defends faithful against an enemy of the mythos                                               -3

Need for miracle is urgent or lives of the faithful are threatened                                    -3

Need for miracle is not immediate                                                                                  +5

Miracle stretches or violates tenets of either the faith or focus character’s religion       +15

Miracle stretches or violates tenets of both the faith and focus characters’ religions    +17

Ritual performed in a disruptive environment                                                                 +5

Example: A Viking warrior agrees to allow Father Wagner to perform the Calm miracle on him so that he doesn’t lose control of himself and go into a killing frenzy during the middle of a delicate diplomatic meeting. The Viking will use his own faith so that’s not a problem and enemies of the faiths are not involved in any way. The miracle is needed urgently to keep the Viking from losing control so that’s a -3 modifier. But the Calm miracle goes against the teachings of the Viking’s religion so there’s a +15 penalty to the difficulty, for a final modifier of +12. (Additionally, because Wagner and the Viking believe in different mythos there will be a spiritual struggle as well.)

Modifiers for Combat Miracles

Several of the religions in Torg are violent and warlike in nature and possess powerful miracles designed for use against enemies, which could be of the secular variety as well as the spiritually defined enemies of the mythos. Determining modifiers for some of these miracles can be a bit confusing at times. When does the target of a combat miracle provide the faith? Is all combat considered an urgent need for a miracle? Does attacking an enemy count as defending the faithful?

 

Miracles and Multiple Targets

If more than one character or object is to be affected by a miracle, it’s treated as a One on Many (see Chapter Four.) If a miracle is beneficial (as seen by the target characters), the characters are affected in descending Order of faith values, highest value first. If the miracle is harmful, characters are affected in ascending faith value Order, highest value affected last. The One on Many table is not applied to the faith total(s) for the miracle, only to the focus total to determine how many are affected. Example: A Norse priest is performing a Blessing Vow miracle for a group of six worthy warriors. Two of the warriors have a faith skill of 11, two have a 12, one has a 13 and one has a 14. The miracle’s normal difficulty is 8. The priest generates a focus total of 12. Consulting the One on Many chart, DN+4 means that only two of the six soldiers receive the benefits of the miracle. Because it is a beneficial miracle the two highest faith skills receive the miracle. The characters with faith 14 and 13 are blessed.

Consequences of Failure

If a miracle fails, the focus character may not attempt the same miracle for 24 hours or until he undergoes the ritual of purification. In addition, the character providing the faith must wait 24 hours or be cleansed in a ritual of hope before he can use his faith in any miracle, except for the ritual of hope. The character is able to use his faith for that miracle during those 24 hours, but no other. If a character is providing both faith and focus, both restrictions apply.

The Strength of the Community

When a miracle is created among a group of believers, their faith intertwines and supports one another; thus, a miracle may be powered by multiple members of a community and can be far greater than the miracle possible when only one person is providing the faith skill. The difficulty of participating in the creation of a miracle is called the miracle’s community rating and can be found in the miracle descriptions at the end of this chapter and in other Torg products. Only characters with the same faith skill may combine on a miracle. Each character wishing to aid in the miracle (i.e., is not the focus character or the character providing the faith for the miracle) generates a faith total, and if the total is greater than or equal to the community rating of the miracle, that character contributes. The value of the number of people who successfully contribute (including the focus character and the provider of the faith if it is not the same character) becomes a bonus modifier to the miracle; it is added to both the focus and faith totals of the miracle.

Example: Seven people have gathered to help a priest perform a miracle on another member of the community. Four people successfully beat the miracle’s community rating with their faith totals. The bonus modifier will be the value of six people (the four faithful, the focus character and the character providing the faith for the miracle). On the Value Chart a measure of 6 has a value of 4 so the bonus is +4. The focus character gets a +4 bonus to his focus total and the beneficiary of the miracle gets a +4 bonus to her faith total. When there are a large number of people coordinating on a miracle, instead of having to generate a faith total for each single person, use the following formula:

• Start with the value of the number of participants, including the focus and faith characters

• Add their average faith skill value

• Subtract the community rating of the miracle

• Subtract two

• The result is the bonus modifier.

The final modifier may never be greater than the value for the number of characters. If a modifier is too large, reduce it to the value for the number of characters. A zero or negative modifier is ignored; a miracle can never be less effective because of faithful participants.

Example: 50 faithful characters with an average faith value of 10 are trying to help a priest heal a mortally wounded hero by joining their prayers to hers. The value of 52 characters is 9. The community rating of the healing miracle is 11. Character value (9) plus average faith (10) minus community rating

(11) minus 2 equals a bonus modifier of +6. To determine the average faith of a community, use the following rule of thumb: a casual believer in a religion has a faith add of + confirmed believer, one who lives his life by most of the tenets of the religion, has a faith of . Only the fiercely devout have faith adds greater than +4. For most races, the average value of the Spirit attribute is 8 so average casual believers would have a skill value of 9 while the more confirmed believers would range from 10 to 12.

Invocations

Invocations are a different type of miracle. Instead of being a “gift” or talent that the individual can perform somewhat on demand, an invocation is a direct appeal to the divine will of the religion, asking for direct intervention or action from the spirits, a god or whatever. The base community rating and focus difficulty of an invocation is 40. The only difficulty modifier that could be applied to an invocation is if the request is for something that does not conform to the ethical guidelines of the mythos, such as the followers of a violent god of war praying for a peaceful resolution to a problem. When an invocation violates or stretches the tenets of a mythos, the difficulty is increased by +15. No faith total is necessary when performing an invocation, the spiritual energy necessary for the miracle is coming directly from the divine will and does not need to come through any of the characters involved in the invocation. If the invoking character fails to beat the difficulty she may spend a Possibility Point, but if she succeeds she may not. Possibilities from outside sources such as cards are handled as outlined earlier under “Performing Miracles.” If the invoking character gets a minimal success, the miracle disturbs the world in the least way possible while still meeting the needs of the invoker. If the invoker gets average or good success the miracle makes a more direct, noticeable impact to achieve its results. These levels of success can restore internal resources, as well as providing possible solutions to the problem. On a superior success, the miracle is achieved in a way that provides new resources that were previously unavailable. Spectacular successes show the work of a divine hand that is irrefutable to all but the strongest doubter; spectacular success may only be achieved in an area with a Spirit axiom of 13 or greater. If the axiom level is lower than 13, spectacular successes are treated the same as superior successes.

Spiritual Struggle

Characters that have faith in different mythos cannot coordinate on miracles (see “The Strength of the Community” earlier in the chapter). But a character of one faith may perform a miracle on a willing character of a different faith, generating his focus total normally. If he succeeds, the target uses his faith normally to determine the miracle’s effect value. However, a spiritual struggle erupts due to the differences in the two religions involved. Each character is exposed to the power and beliefs of a different mythos and getting the two belief systems to work in harmony to produce the miraculous effect can be a bit of an ordeal. Immediately after the miracle is performed, even if it is unsuccessful, each character generates an action total with their faith (this is separate from the totals generated for the miracle) using the other character’s faith skill value as the difficulty number. Positive result points are read on the Combat Results Table as non-lethal damage (first wound is changed into a K result.) This damage is spiritual in nature and has some additional consequences that are described below. The characters involved have no choice in the matter and must generate a faith total against the other character even if they don’t want to harm each other. However, they can choose to not take rerolls and of course not use possibilities or cards to increase their totals in Order to minimize the final results.

Example: In a pinch, Father Wagner performs a Bless miracle on Terrill. Because they have different faith skills, a spiritual struggle ensues as soon as the effects of the miracle are determined. Becky has Tina and Alan generate new faith totals for their characters. Terrill’s faith skill is 11. Alan rolls a 10 but decides against taking the reroll because he wants to minimize any possible damage that Terrill might do to Wagner. The roll is a -1 modifier so Terrill’s action total is 10. Compared to Wagner’s faith skill of 14, there are no result points so Terrill does not inflict any spiritual damage onto Wagner. Tina generates a faith total of 16 for Father Wagner. Compared to Terrill’s faith of 11, it produces five result points. Becky consults the Combat Results Table and informs Alan that Terrill takes an O 2 damage result from the spiritual struggle.

Spiritual Damage Effects

When damage is taken in a spiritual struggle, it has spiritual consequences. Even though this type of damage is treated the same as physical damage, it has additional effects and is called spiritual damage.

When a character is KOed by spiritual damage, the character loses the ability to use her focus skill. This does not include falling unconscious from accumulated shock, only from KO conditions. The character does not have to take the full KO condition from spiritual damage, an O from spiritual damage combined with a K from physical damage or vice versa will still cause the character to lose the use of the skill. When a character loses their focus skill this way, it can only be regained by undergoing a ritual of purification miracle (obviously performed by another character with focus). In essence, the spiritual struggle has “tainted” their focus skill and they will be unable to use it until it has been cleansed of the foreign influences. If a character suffers one or more wounds of spiritual damage and her cumulative damage total becomes heavily wounded or greater, that character loses both her faith and focus skills and cannot get them back until she undergoes both a ritual of purification and a ritual of hope. Additionally, the character’s wound status cannot be healed to better than wounded until she has restored both of her skills. Characters who do not have the focus skill are not adversely affected by spiritual damage unless they take one or more wounds and their cumulative wound level reaches heavily wounded or greater, at which point they lose the ability to use their faith skill. They may regain the use of the skill by undergoing a ritual of hope. Characters who have lost faith or focus to spiritual damage may also regain the use of their skills by converting to a different belief system.

Conversion

Conversion is the abandonment of one set of beliefs in favor of another. It is not something that characters should do lightly, and should involve a great deal of soul-searching and inner debate about what might involve a fundamental change in how the character views himself and his world. Converting from one faith to another can only be done voluntarily, a character cannot be forced into accepting another mythos. Conversion lowers a character’s faith adds by one, although the add may be bought back at a later time. If a character with just +1 adds in faith converts, she is considered to have the faith skill at +0 adds. Increasing the skill from +0 to +1 adds costs one possibility or (especially for Mooks, who don’t have Possibility Points) requires one and a half months of intense devotion to the beliefs of the new mythos. Conversion also rids the character of the consequences of any spiritual damage the character may have taken - with new belief comes new hope and a fresh connection to the divine will. Characters who lost the use of faith or focus to spiritual damage immediately regain the use of those skills upon conversion, they do not have to go through the rituals of purification or hope. Characters who do not have the faith skill cannot voluntarily convert since they have nothing to convert from. A character with no faith who decides to accept the beliefs of a particular mythos must acquire the first add of the skill like any other skill as outlined in Chapter Three.

However, characters that do not have the faith skill are vulnerable to involuntary conversion. If the character is a participant in a miracle that achieves a spectacular success, the experience is so overwhelming that the character cannot help but be swept up into the community of the focus character and become a believer in that mythos. Because the process is involuntary, characters do not have to pay the full price to acquire the first add in faith. Possibility-rated characters only spend two possibilities to gain the first add, which they must do before or at the end of the adventure that the spectacular success occurred in. Mooks receive the first add in the skill immediately with the assumption that the experience has changed their lives enough that they will be devoting the next couple of months to learning and living the teachings of their new religion.

Religious Artifacts

Divine power can sometimes realize itself in the form of an artifact. These objects differ from the spiritually empowered religious artifacts mentioned under “Focus Skill” in that the artifact, as an actual extension of the divine will of the mythos, can act as much more than just a focus for miracles. It may be capable of performing miracles on its own volition and it may possess miraculous powers beyond what the mortal faithful could produce themselves.

Example: The Holy Grail is a religious artifact, said to be the cup from which Christ drank at the Last Supper. Those who have at least one add in an appropriate Christian faith skill and are deemed “worthy” may drink from the cup and automatically receive the benefits of the Healing miracle. 

A Selection of Miracles

The following miracles are a representative sampling of the spiritual powers, divided into prayers and rituals. The standard miracle write-up looks like this:

Prayers

Alter Disease

Community Rating: 9

Difficulty: 11

Range: touch

Duration: NA

Effect: changes attributes of disease

Attainment Rating 16

Alter disease can have many different effects, but the miracle worker may only choose one per use. Minimal success makes the disease incommunicable, making spread of the contagion impossible. An Average result will slow the effects of a disease, causing it to take twice as long to run its course as normal.Converse1y, it can also be used to speed the effects of a disease, halving the time the victim must suffer the infection.

On a Superior success, the target character receives a +3 bonus to their healing roll (see page 19 of the Torg Rulebook) to fight off the disease. On a Spectacular success, the way in which the disease is transmitted may be altered in any way the focus character sees fit, as long as the method conforms to one in which a disease can spread (touch, air borne contagion, etc.) The difficulty of alter disease is modified depending on the nature of the disease.

Alter Disease Difficulty Chart

Disease                         Difficulty

24-hour bug                   8

Influenza                       10

Pneumonia                    12

Cancer                          18

AIDS                                      22

Alzheimer's                    25

Animal Rage

Community Rating: 8

Difficulty: 11

Range: touch

Duration: result points +5

Effect: allows character to go into an animal rage

Attainment Rating:16

To invoke this prayer, the focus character must find an animal, enrage it, touch it, and then pray for the miracle. If the miracle is granted, the miracle worker can store the animal's rage within himself, thus delaying the effect of the miracle for up to 24 hours.

Once the rage is activated, the character acts as though an "up" result is in effect. Opponents receive a +3 to attacks against the character, as his rage makes him act without thought to his own safety. Once invoked, the character must make a faith roll. The result points achieved +5 is how long the animal rage stays in effect. After the miracle fades, the character must generate a Toughness total against a difficulty of his Toughness +4. If he fails the check, he suffers shock damage equal to his Toughness.

Animal Sounds

Community Rating: 10

Difficulty: 8

Range: voice

Duration: 18 (one hour)

Effect: allows the mimicking of any animal

Attainment Rating: 13

This miracle allows the recipient to exactly reproduce the sound of any mammal or bird. No actual communication is possible with animals, but such effects as mating calls, danger signals, etc. may be reproduced. This is used as a means of disguising communication; the character(s) to which the message is directed must generate a perception total of 10 to understand it, while eavesdroppers must generate a perception total of 16.

Animal Speech

Community Rating: 9

Difficulty: 12

Range: voice

Duration: 18 (one hour)

Effect: allows cleric to speak and understand the language of animals

Attainment Rating: 17

With this miracle in effect, the cleric can understand the language of all animals within range, and speak to them if he chooses to do so. There is, however, no guarantee that the animals will wish to speak with him, and efforts at persuasion may be necessary to get a conversation started. Mindless animals are not affected by this miracle.

Animate Dead

Community Rating: 12

Difficulty: 15

Range: touch

Duration: permanent

Effect: creates undead warriors

Attainment Rating: 20

This rite can cause any dead creature to rise in its present state to do the bidding of the cleric. The creature retains the attributes and skills it had while alive, but as a form of undead, is immune to all shock and KO damage. Note that spells which allow casters to control undead will have no effect, as the creatures were not animated by magic, but by unholy power. Undead created in this manner will decay within three months when in a zone of the priests influence, and in 24 hours in other areas.

Armor of Faith

Community Rating: 12

Difficulty, 13

Range: self

Duration: 24 (12 hours)

Effect: increases Toughness of cleric's garments

Attainment Rating: 18

Calling upon their God, the priest touches his vestments. If the miracle is successful, the garments provide TOU+4 protection for the duration of the miracle. The cleric suffers no fatigue penalty as a result, nor is his Dexterity affected.

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.

Bless

Community Rating: 10

Difficulty: 10

Range: touch

Duration: 18 (one hour)

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

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.

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.

Blind

Community Rating: 8

Difficulty: 18

Range: sight

Duration: 27 (2 days)

Effect blinds the target

Attainment Rating: 23

This miracle punishes unbelievers by removing their sight. The faith total of the invoking priest is compared to the faith or Spirit of the target, and on a Good or better success, the prayer takes effect. The afflicted character must have the blindness lifted by either the casting priest, or clergy of his own faith. Lifting the blindness requires a bless with a faith total greater than or equal to the faith total of the invoking priest. Blind characters receive a +20 to the difficulty numbers of all sight-based activities.

Blood of the Cobra

Community Rating: 12

Difficulty: 19

Range: touch

Duration: 9 (one minute)

Effect: introduces venom into target's bloodstream

Attainment Rating: 24

The cleric must invoke this miracle while making a successful unarmed combat attack on his target as part of a multi-action. If the attack causes any damage at all and the miracle's difficulty number is exceeded, cobra venom is introduced into the target's bloodstream. It does damage value 18 plus a random bonus per round. If there is no actual wound on the target's body, draining the venom will first involve causing a wound result to the afflicted character and then making a first aid total of 16 to remove the poison.

Boost Damage

Community Rating: 12

Difficulty: 15

Range: self

Duration: 10 (100 seconds)

Effect: increases the amount of damage for unarmed combat attacks

Attainment Rating: 20

With this miracle, the caster is able to increase the amount of damage he inflicts in unarmed combat. The amount of additional damage caused, is equal to his faith adds. This miracle increases damage from unarmed combat attacks only, melee weapons and missile weapons attacks are not affected.

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

Call Animals

Community Rating: 8

Difficulty: 11

Range: 14 ()

Duration: 20 (two hours)

Effect: summons animals within range

This miracle allows the focus character to attract animals to his location. If so desired, the character can specify the type of animal he wishes to attract. If the miracle is successful, all animals or all animals of the desired type will make their way towards the character at their normal rate of movement. Intelligent animals may resist the summons if the faith total of the miracle does not exceed their Spirit attribute. Control over the summoned animals is not provided by the miracle, nor does it provide any special means of communicating with the animals.

Call Lightning

Community Rating: 9

Difficulty: 15

Range: sight

Duration: one round

Effect: Cleric calls lightning to smite his enemies

Attainment rating: 20

With this miracle, a cleric prays to his deity for a localized lightning storm to sweep over his enemies. If successful, the miracle produces a sheet of crackling Lightning that the cleric can direct to smite a group of foes in his line of sight. The Lightning shoots out from a three meter high, three meter radius storm blasting anyone in the area of effect. It lasts only one combat round, striking and then fading away. The cleric's focus total equals the storm's attack value. Characters can use their Dexterity or dodge to evade the bolts. Lightning causes damage to all those it hits. The damage value is 16, plus the cleric's bonus.

Calm

Community Rating: 10

Difficulty: willpower or Mind of target

Range: voice

Duration: performance

Effect: rids target of violent emotions

Calm eliminates any violent or extreme emotions of the target, replacing them with a tranquil state. The effect total of the miracle is compared to the target’s Mind or willpower skill. On a good or better success level, the target is calm and peaceful and will remain that way for the duration of the miracle. On a minimal or average success the target is also calmed, but can be easily provoked into extreme emotions again even while the miracle is in effect. If the calmed character is attacked, the miracle immediately stops working regardless of the success level. During this time the target may be reasoned with, or communicated with by characters other than the characters that performed the miracle (who are busy performing the miracle). The miracle may not be performed on a target that perceives the focus character as an immediate threat or danger.

Captivate

Community Rating: 10

Difficulty: 14

Range: voice

Duration: performance

Effect: Cleric's words command the undivided attention of the target

Attainment Rating: 19

To cast this miracle, the cleric must speak without interruption for a full round. He then compares his faith total to the Mind or willpower of the target. On an Average or better success the miracle takes effect. If successful, the target will be enthra1led by the cleric's words, and be unable to take any action save listen to him. The effects of the miracle will last as long as the cleric is able to speak without interruption, but if the target is attacked, the miracle will be immediately dispelled.

Cause Pain

Community Rating: 9

Difficulty: 18

Range: touch

Duration: delayed.

Effect: the cleric can inflict pain by merely touching another character

Attainment Rating: 23

When a character uses this prayer, he causes pain to the first person he touches. The faith total of the miracle is compared to the target's TOU-3, and the results are read as physical damage.

Armor, does not protect the target from this damage.

The pain inflicted is felt as a searing sensation along the entire body, usually enough to make the victim scream out in pain.

Cleanse

Community Rating: 12

Difficulty: 26

Range: 13 (400 meters)

Duration: 9 (one minute)

Effect: attacks all enemies of the faithful in a 400 meter radius

Attainment Rating: 31

If successfully invoked, Cleanse causes an immense thunder and lightning storm to form above the caster, extending for a 400 meter radius, it takes nearly the full minute for the storm to gather itself. Then, for the last round that the miracle is in effect, the area is bombarded by gale force winds, driving rain and lightning bolts. The faithful will be immune to the effects of the storm, as will those who serve the interests of the faithful (in the game master's judgment). Those who are opposed to the faithful, however, and threaten their safety are attacked by the full wrath of nature.

Lightning bolts strike each offender, doing damage value 15 plus the result points of the miracle. A character may attempt to actively dodge the lightning, but his faith total is used instead of dodge, and it must overcome the character's community's faith total for the miracle.

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.

Cloud of Ash

Community Rating: 12

Difficulty: 14

Range: 11 (150 meters)

Duration: performance

Effect: creates a cloud of ash

Attainment Rating: 19

This miracle produces a cloud of volcanic ash 100 meters in diameter. Anyone trapped in the cloud will be unable to see further than one meter away (+10 to difficulty of sight-based actions), and will begin to suffocate from the ash (damage value 9 + bonus each round). Armor will not help against suffocation.

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 (prestidigitation +10).

Crisis of Faith

Community Rating: 13

Difficulty. 18

Range: voice

Duration: number of rounds equal to result points

Effect: causes target to doubt his gods.

Attainment Rating: 23

If successful, the target character loses his faith skill for the duration of the miracle's effect. If used against more than one character, use the One on- Many table. Compare the invoking cleric's faith total to the faith of the target; on a Good or better success, the miracle takes effect.

Crucifixion

Community Rating: 10

Difficulty: 18

Range: 5 (10 meters)

Duration: NA

Effect: crucifies opponent

Attainment Rating: 23

If the invoking cleric generates a focus total exceeding the difficulty number, compare his faith total (the effect value of the miracle) to the Spirit or faith of the target. On a Good or better success, the miracle takes effect. If the miracle is successfully called down upon the target, steel spikes fire from the hands of the cleric. If the faith total is higher than the target's dodge, they pierce his hands and feet, crucifying him against the nearest usable surface. The character is crucified upside down, as befits unbelievers. Due to the miraculous nature of the spikes produced, they can pierce any surface. This means that spikes automatically pierce any armor, and can crucify someone to any surface. Armor does provide protection against the miracle's damage. The damage value of crucifixion is 20 plus the result points of the miracle. Once crucified, the target can try to free himself with a Strength total. The base difficulty number is 10. This base number is modified by the type of material the person is crucified to. These modifiers follow the "Cover Value Chart:"

Soft Material (car door, dry wall): +3 to base number.

Medium Material Logs, brick wall): +10 to base number.

Hard Material (steel, stone wall): +15 to base number

A character may try to free himself each round. Each attempt automatically causes a damage value of 12 plus a random bonus to be rolled against the target as he tries to rip the spikes out of his pierced flesh. If other characters free him, the trapped character takes no damage from being pulled free.

Cure Poison

Community Rating: 10

Difficulty: 10

Range: touch

Duration: NA

Effect: cleanses poisons from recipient's body

Attainment Rating: 15

The difficulty of the miracle is modified by the nature of poison being destroyed. The gamemaster can also adjust the difficulty level according to the amount of poison in the victim's system.

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.

Deafness

Community Rating: 10

Difficulty. 17

Range: voice

Duration; 27 (2 days)

Effect: causes temporary deafness

Attainment Rating: 22

When this prayer is called down upon someone within the sound of the miracle worker's voice, it immediately deafens them with a loud noise, reducing their hearing to a dull ringing. The character so stricken will not hear anything others may say for the duration of the miracle and any hearing- based skill attempt suffers +7 to its difficulty.

Death of Sound

Spiritual Rating: 8

Community Rating: 9

Difficulty: 14

Range: self

Duration: 13 (five minutes)

Effect: causes silence to prevail in a circle around the focus character

Attainment Rating: 19

This miracle makes sound impossible within the radius of effect. No noise is possible within that area, including the casting of spells which require a voiced chant or incantation. Sound from outside the area of effect will not travel into the zone of silence, making it completely and totally mute. The miracle is centered on the caster, and will move with him as he moves. The radius depends on the success level achieved by the invoking cleric. A Minimal success creates a zone of silence with a 150 meter radius, an Average success allows the cleric to make his zone from 80 to 150 meters in radius, a Good success allows the cleric to make his zone from 20 to 150 meters in radius; a Superior success will allow between5 and 150 meters; and a Spectacular success will allow for any size up to 200 meters in radius. Anyone who enters the zone of silence will be affected by the miracle.

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.

Decreased Touch

Community Rating: 9

Difficulty: 9

Range: touch

Duration: 16 (30 minutes)

Effect: numbs the recipient's sense of touch

Attainment Rating: 14

The recipient of this miracle loses his sense of touch for the miracle's duration. This increases the difficulty of any task requiring fine hand manipulation by +7. In combat, decreased touch reduces the recipient's ability to feel pain, so the target may ignore all shock damage, although wounds and KO results still have full effect. After the miracle's duration expires, all shock damage that has been accumulated will take effect. If four or more individual shock causing injuries have been inflicted on the warrior, he must make a successful Toughness roll against a difficulty equal to his Toughness +10, or fall unconscious for ten minutes.

Detect Deception

Community Rating: 8

Difficulty: 11

Range: 7 (25 meters)

Duration: 18 (one hour)

Effect: allows cleric to tell if a person is knowingly speaking a lie

Attainment Rating: 16

Once cast, the cleric can detect the telling of an intentional lie by anyone within range. This miracle will not reveal unknowing lies, unintentional inaccuracies, or lies contained within written material.

Detect Miracle

Community Rating: 9

Difficulty; 10

Range: 10 (100 meters)

Duration: 18 (one hour)

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

Attainment Rating: 15

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

Devil's Song

Community Rating: 13

Difficulty: 20

Range: voice

Duration: one wicked act

Effect: causes target to perform a wicked act

Attainment Rating: 25

The devil's song causes one target to perform a wicked act. This act will typically be one of needless and wanton cruelty, such as theft, vandalism, arson, or even murder. The faith total of the miracle is compared to the target's willpower. A Minimal or Average success prompts the target to steal; a Good success prompts the target to commit a vandalous act; a Superior success prompts the target to an act of arson, sabotage, or terrorism; a Spectacular success prompts the target to commit cold-blooded murder. In all cases, the act will be committed in an underhanded manner. The act must be a truly wicked act, someone compelled to steal should not be able to simply steal from another criminal or evil person or being. The victim has to be an "innocent. The target should be allowed to actively defend against this miracle using Mind, willpower or faith.

After the foul deed, the target will immediately realize what he has done.

Earth's Ear

Community Rating: 8

Difficulty: 14

Range: 16 (2 kilometers)

Duration: 24 hours

Effect: lets the land give warning to the faithful when enemies are approaching

Attainment Rating: 19

The miracle worker asks his deity to make a patch of ground act as a ward. The area of ground is usually a circle three meters across, but this can be increased. For every three meters the invoking cleric wishes to expand his circle, the difficulty number is increased by +2. As long as the cleric stays within two kilometers of the blessed ground he is connected with it. The leaves, flowers, grass, and the very ground listen for enemies of the clerics. The range of the patch's hearing is equal to the result points achieved, from the perimeter of the circle. Thus, if the patch of ground is made larger, there is automatically a larger range. When an enemy passes, the ground gives a cry to the cleric. The cleric knows the exact location of the cry. A cleric may have any number of earth's ears linked to him.

Earthquake

Community Rating: 8

Difficulty: 16

Range: sight

Duration: performance

Effect: causes an earthquake to rumble through enemy targets

Attainment Rating: 21

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

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

Ease Frenzy

Community Rating: 10

Difficulty: 9

Range: touch

Duration: 25 (one day)

Effect: ends target's frenzy

Attainment Rating: 14

This is a dangerous miracle, as the cleric must be touching the target at the time he invokes it, always risky with a frenzied creature. If successful, the target's frenzy will be ended for one day, giving him time to recover from wounds and making him less likely to lapse into frenzy again. At the end of the duration, have the target generate a frenzy total to see if he relapses. The difficulty of this prayer is modified depending on how much damage the frenzying target has suffered.

Ease Frenzy Modifier Chart

Wound Level DN Modifier

None                                      +0

K/O and/or shock           +1

Wound                                   +2

Heavy Wound                     +3

Mortal Wound                     +4

Ecstasy

Community Rating: 7

Difficulty: 20

Range: voice

Duration: 9 (one minute)

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

Empyreal Judgment

Community Rating: 12

Difficulty. 17

Range: see below

Duration: 5 (10 seconds)

Effect: pillar of fire attacks enemies

Attainment Rating: 22

In the midst of battle, a faithful Templar may pray to God for aid in destroying His enemies. If the miracle is successful, a column of fire will descend from the sky, washing over the ground in an area determined by the success level. Any faithful Christians in the fire's area of effect will be inspired. Unbelievers will take spiritual damage equal to the Faith value of the invoking Templar. Plants and animals will not be affected by the fire. The area of effect is determined as follows:

Minimum: The miracle can affect anyone target;

Average: The miracle can affect a radius of five meters;

Good: The miracle can affect a radius of 10 meters;

Superior: The miracle can affect a radius of 20 meters;

Spectacular: The miracle can affect a radius of 50 meters.

Endurance

Community Rating: 9

Difficulty, 13

Range: touch

Duration: 18 (one hour)

Effect: increases target's resistance to heat and cold

Attainment Rating: 18

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

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.

Fear

Community Rating: 10

Difficulty. 14

Range: voice

Duration: NA

Effect: causes an enemy to break

Attainment Rating: 19

When successfully invoked, the cleric bellows a terrifying cry and all enemies who hear his voice are stricken with fear. They can make Spirit or Faith rolls against the faith total of the miracle to resist its effects. If the miracle succeeds and the cleric's targets fail their faith rolls, they must flee from the battle at the end of the round. Like a break result, the fear is negated if the affected characters can inflict damage upon the cleric and his allies before the round ends. If not, they must flee the battle.

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.

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.

Flame Aura

Community Rating: 12

Difficulty: 16

Range: self

Duration: 10 (100 seconds)

Effect: surrounds the body in flames

Attainment Rating: 21

Successful use of this prayer will turn the cleric's body into a mass of flames. Flammable items carried or worn at the time will burst into flame and soft metal will melt away. Unarmed combat attacks from the flaming figure do normal damage in addition to fire damage of value 16 plus a random bonus. Striking the burning figure with an unarmed combat attack inflicts damage value 16 on the attacker. In addition, the cleric has +5 armor protection against attacks from weapons of soft metal or wood.

Flame Burst

Community Rating: 9

Difficulty: 11

Range: 12 (200 meters)

Duration: 9 (one minute)

Effect: causes an existing flame to burst into a blaze

Attainment Rating: 16

To cast this miracle, there must be a flame existent within range. If the miracle is successful, the flame will suddenly explode into a large fire, taking up a volume 20 times greater than the original source.

Flame Ward

Community Rating: 10

Difficulty: 13

Range: touch

Duration: 17 (40 minutes)

Effect: protects the body from heat

Attainment Rating: 17

This miracle will give the receiver a +2 bonus to Toughness per success level against heat-based damage.

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).

Harm

Community Rating: 11

Difficulty: 17

Range: touch

Duration: NA

Effect inflicts damage by number of success levels

Attainment Rating: 22

Essentially the opposite of the healing miracle, a cleric casts this by touching his target and, if successful, inflicts damage upon him. On a Minimal success, the target takes one shock point; on an Average success, the target takes three shock points; on a Good result, the target takes seven shock points; on a Superior result, the target is wounded and on a Spectacular result, the target is heavily wounded.

Heightened Dexterity

Community Rating: 8

Difficulty: 15

Range: touch

Duration: one scene

Effect increases the coordination of the body

Attainment Rating: 20

Heightened dexterity is a miracle that lets people move with more grace and economy of motion. It is used to prepare people for longer rituals involving dances or to enhance combat. As such, its duration is for a single scene. When someone is blessed with heightened dexterity, he is extremely aware of each muscle in his body, each bone, and the relation of bone to muscle. He is also gifted with a kind of autopilot, where his body will move in the most efficient and graceful way to accomplish a task.

How much Dexterity is increased depends on the amount of success. Minimal success grants +1, Average +2, Good +3, Superior +4, and Spectacular +5.

Heightened Hearing

Community Rating: 8

Difficulty: 12

Range: result points +5

Duration: 17 (30 minutes)

Effect: enhances the target’s hearing

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

Heightened Sight

Community Rating: 6

Difficulty: 10

Range: sight

Duration: result points +3

Effect: makes everything the blessed character looks at more clear and vibrant

Attainment Rating: 15

Heightened sight does not let someone see farther, but instead makes everything the person looks at clearer. Everything within sight becomes much clearer, more vibrant. Every detail becomes distinct. A character under the effect of this ritual miracle receives a Perception +2 per success level for all rolls involving sight, but also suffers a Dexterity -2 and a Mind -2 because the body and brain cannot assimilate all of the information coming in through the eyes fast enough to use. It might seem as though he would get a bonus due to his heightened Perception, but in combat the ability to focus is paramount. With heightened sight, all objects and colors jump out at the person and he has difficulty distinguishing one element from another.

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

Heightened Touch

Community Rating: 9

Difficulty: 10

Range: touch

Duration: 30 minutes

Effect: increases the recipient's sense of touch

Attainment Rating: 15

Someone blessed with this miracle experiences a sense of touch at a heightened level-a tabletop is perceived as rough as tree bark, and tree bark is like jagged stone. Although the sense of touch is increased, the flesh of a person is no more sensitive to damage than it was before. Thus, tree bark may feel rougher that it was before (feel, in fact, rough enough to slice a person's skin open), but it won't harm the skin. The skin treats it just like normal tree bark. If the miracle is cast on an unwilling target, a Minimal success causes a -1 to all rolls the cursed being makes, Average -2, Good -3, superior -4, and spectacular success causes the cursed being to drop items, remove clothing-anything to lessen the heightened sensations. When talking damage, a person with heightened touch would add one result point of damage to rolls made against him. Reflecting the extra shock his body experiences from the extra pain.

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.

Increased Strength

Spiritual Rating: 23

Community Rating: 10

Difficu1ty: 15

Duration: one scene

Range: touch

Effect: increases a character's strength

Attainment Rating: 20

Increased Strength heightens the target's Strength to an astounding degree. The strength of the target is increased as follows: Minimal success +1, Average +2, Good +3, Superior +4, and spectacular success grants +5. When under the influence of this miracle, a person does not grow muscles. Instead, his body works with what it has at a peak ability, focusing actions and attacks in such a way that they produce a stronger result.

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.

Inferno

Community Rating: 11

Difficulty: 19

Range: 7 ()

Duration: 9 (one minute)

Effect: causes flames to consume the target. When successfully performed, inferno causes elemental flame to erupt from the ground and incinerate an enemy. The miracle may only be performed against one opponent at a time and it inflicts damage equal to the faith total of the miracle. The flames burn for the next minute but do not follow a moving target; the inferno remains where it initially burst out of the ground.

At the end of the miracle’s duration the flames immediately vanish, though anything they set ablaze will continue to burn normally. The focus character may not call up another inferno while the first one is still active.

Inspire

Community Rating: 8

Difficulty: 14

Range: voice

Duration: NA

Effect: removes shock and KO conditions

Attainment Rating: 19

This prayer allows a priest to call upon the power of his faith to inspire himself and his companions. When successfully invoked, the miracle allows all of the priest's companions who can hear his voice to remove all of their shock and KO conditions as though they received first aid. In addition, the priest and each of his companions can draw one card from the Drama Deck and add it to their hands.

Kamikaze

Community Rating: 13

Difficulty: 19

Range: 15 (one kilometer)

Duration: 13 (five minutes)

Effect: caster can call upon "divine wind'"

Attainment Rating: 24

Using this prayer, the cleric can call down a windstorm upon his enemies. The winds can reach gale force, lifting objects which are not secured and hurling them with tremendous force(damage value 6/15). For greater accuracy in calculating damage values, use the object's weight value +6.

Language

Community Rating: 8

Difficulty: 10

Range: self

Duration: 18 (one hour)

Effect: lets the character speak a foreign language While this miracle is in effect, the character can understand and speak any one language she is physically capable of hearing and speaking. The character does not have to know the proper name of the language she wishes to understand or have any prior knowledge or understanding of it. The faith total of the miracle is compared to the difficulty of the miracle. A minimal success means only a pidgin version of the language is understood. Average success gives a rudimentary grasp of the language. A good or superior success gives the character complete understanding and a spectacular success gives completely fluency in the language.

Lava Storm

Community Rating: 10

Difficulty: 19

Range: sight

Duration: one round

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

Attainment Rating: 24

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

Leap

Community Rating: 8

Difficulty: 14

Range: self

Duration: 18 (one hour)

Effect: allows great leaps to be performed

Attainment Rating: 19

Leap allows the priest to jump higher and further than normally possible. Limit values are increased by +1 for each level of success of the miracle. Additionally, the result points of the miracle can be added to maneuver rolls as the priest jumps to out maneuver his opponent.

Miracle Shield

Community Rating: 12

Difficulty: 15

Range: self

Duration: 18 (one hour)

Effect: protects a priest from the miracle of an enemy

Attainment Rating: 20

When a priest invokes a miracle shield, he is asking his god to protect him from the miracles of his enemies. When a miracle shield is successfully invoked, it increases the difficulty number of miracles invoked against the priest by the level of success achieved. Minimal, +1; Average, +3; Good, +5; Superior, +7; Spectacular, +9.

Muse Tongue

Community Rating: 10

Difficulty: 12

Range: voice

Duration: performance

Effect: aids in eloquent speech

Attainment Rating: 17

The muse tongue miracle aids the priest by swaying the opinions of all who hear his words. For each level of success, lower the target's willpower or Mind by -1 for resistance against the charm and persuasion skills of the priest.

Natural Protection

Community Rating: 10

Difficulty: 16

Range: touch

Duration: 25 (one day)

Ritual Length: 14 (ten minutes)

Effect: gives invulnerability to natural hazards

Attainment Rating: 21

Natural protection prevents the recipient from being harmed by ordinary forces of nature. Each level of success allows one natural hazard to be avoided. A natural hazard could be a poisonous snake, frostbite, a rockslide, etc.

Example: Laramie Blindhorse achieves a Good success using the natural protection miracle. Over the next day, he may avoid three natural hazards. While hiking through the mountains that day, Laramie avoids being blinded by a surprise blizzard. Next, he chooses to not be affected by frostbite. Laramie cannot use this miracle to avoid the avalanche that will be started by the

Picts who are planning to kill him. He could, however, avoid a spontaneously occurring avalanche.

Obscure Animal's Senses

Community Rating: 10

Difficulty: 10

Range: sight

Duration: 17 (30 minutes)

Effect: confuses an animal or creature

Attainment Rating: 15

This prayer allows a priest to escape pursuing animals or creatures by limiting their sense of sight, smell, and hearing. The miracle worker gazes on the animal he wishes to confuse and prays for safety. The animal's Perception and related skills are reduced by the amount of success achieved by the miracle. When trying to confuse more than one animal, use the Multi·Action Charts.

This miracle cannot be used on folk.

Minimal success reduces the animal's Perception by -1, Average -2, Good -5, Superior -7, and Spectacular by -10.

Obscuring Mists

Community Rating: 10

Difficulty: 8

Range: sight

Duration: 14 (10 minutes)

Effect: causes a black fog to rise around target character

Attainment Rating: 13

Used by priests to out maneuver their opponents, this miracle results in an inky black fog which surrounds the target character, cutting off his vision and often causing disorientation. This fog cannot be dissipated by rain or wind for the duration of the miracle. It extends for five meters in every direction from the target character, and will move with him as he moves. Any action dependent on sight that the target attempts has its difficulty number increased by +2 for each success level achieved by the focus character.

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.

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.

Pass Quietly

Community Rating: 10

Difficulty, IS

Range: touch

Duration: 18 (one hour)             

Effect increases a target's stealth value

Attainment Rating: 20

This miracle increases a target's stealth value, either the priest's own or that of one of the faithful. A character so blessed is quieter and blends neatly into the shadows, receiving a +2 bonus to his normal stealth value per level of success achieved.

Petrify

Community Rating: 11

Difficulty, 16

Range: touch

Duration: 18 (one hour)

Effect paralyzes enemy

Attainment Rating: 21

When the cleric invokes this miracle, compare his faith to the Mind or willpower of the target. On a Minimal, Average or Good result, the target suffers a +2 to the difficulty of all Dexterity-based actions; on a Superior success, +4; on a Spectacular success, target is paralyzed for the duration of the miracle.

Pillar of Salt

Community Rating: 14

Difficulty: 22

Range: 5 (10 meters)

Duration: permanent

Effect turns the target into a pillar of salt.

Attainment Rating: 27

This powerful miracle can only be cast in churches or other holy. When cast, this miracle creates a force that will transform the target into salt. Compare the faith total of the miracle to the Spirit or faith of the target. On a Good or better success, the prayer takes effect. A character may make an active spiritual defense, generating a bonus to his faith or Spirit, if he knows he is going to be targeted for this miracle. The only way to tum the character back into his former self is through spiritual or magical powers. If the pillar must be moved, care must be taken to keep as many of the grains of salt as possible. Missing grains might adversely affect the character's health if he is later transformed back to his original form.  

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.

 

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).

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.

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.

Protective Ring

Community Rating: 9

Difficulty: 12

Range: 5 (to meter radius)

Duration: 18 (one hour)

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

Attainment Rating: 17

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

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

Purity of Vision

Community Rating: 11

Difficulty: 15

Range: voice

Duration: one hour

Effect: allows temporary use of faith skill in place of find

Attainment Rating: 20

This prayer allows the focus character to use his faith skill when a find total is requested by the gamemaster. During the miracle's duration, the focus character is literally "seeing through the eyes of his faith," and the community can boost the effect of the purity of vision as with any miracle.

Note: this miracle does not allow the focus character to use his faith in place of Perception for any requested total besides find.

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.

Reduce Toughness

Community Rating: 12

Difficulty: 15

Range: touch

Duration: 9 (one minute)

Effect: reduces the Toughness of a person or object:

Attainment Rating: 20

This miracle reduces the Toughness of any person or object within range. The character generates a faith total after the miracle is successfully cast and compares it to the target's faith or Spirit.

The result points, as read on the Power Push table, are then subtracted from the target's Toughness. This miracle works on base Toughness only, and does not affect armor adds.

Rood Awakening

Community Rating: 14

Difficulty: faith or Spirit of target

Range: touch

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

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

Run Like the Wind

Community Rating: 13

Difficulty: 13

Range: self

Duration: 18 (one hour)

Effect: allows prolonged running

Attainment Rating: 18

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

Satan's Mark

Community Rating: 6

Difficulty: 17

Range: touch

Duration: until lifted

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

Attainment Rating: 22

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

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

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.

Sins of the Flesh

Community Rating: 10

Difficulty: 17

Range: touch

Duration: performance

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

Attainment Rating: 22

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

Smash Hope

Community Rating: 10

Difficulty: 18

Range: voice

Duration: 18 (one hour)

Effect: destroys hope and replaces it with hopelessness

Attainment Rating: 23

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

Soothe

Community Rating: 8

Difficulty: 12

Range: touch

Duration: NA

Effect: heals minor injuries

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

Speak with Grass

Community Rating: 12

Difficulty: 8

Range: touch

Duration: concentration

Effect: allows limited communication with grasses

Attainment Rating: 13

This prayer allows a priest to communicate with grass and other simple plants. The communication can take several different forms, depending on the success level of the miracle:

Minimal success grants simple empathy and the invoker experiences any strong emotions that were evoked recently in the area; Average success allows deeper empathy, picking up trace emotions from further away or longer ago; Good success allows empathy and blurred dream-like visions of past events;

Superior allows empathy and clearer visions;

Spectacular allows the invoker clear post cognitive visions of the area, complete empathy, and the whistling of the wind in the grass will recreate many of the sounds of the scene for all nearby to hear (others nearby may generate a Spirit total of11 or higher to divine the meaning).

Speak with the Dead

Community Rating: 9

Difficulty' 11

Range: voice

Duration: 18 (one how)

Effect: allows communication with the dead

Attainment Rating: 16

Upon the successful invocation of this miracle, the priest may communicate with the dead. For each level of success achieved, one "yes or no" question may be asked of any dead sentient being, whose corpse is within range. The questions must be asked at some point during the duration of the miracle. Corpses speak their native language, and never lie.

Speak with Tree

Community Rating: 11

Difficulty: 11

Range: touch

Duration: concentration

Effect: allows communication with trees

Attainment Rating: 16

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

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

Spirit Shield

Community Rating: 5

Difficulty: 14

Range: self

Duration: 14 (10 minutes)

Effect: increases a character's resistance to attacks against his Spirit

Attainment Rating: 19

This miracle is a character's best defense against spiritual attacks. When this miracle is invoked, it surrounds the character with a shimmering net of energy that extends for five centimeters in all directions. Although a spirit shield glitters, it gives off no actual light, so a character with an active spirit shield does not glow in the dark. When a spirit shield miracle is used, the character generates a faith total. Result points generated are added to the character's Spirit in the same way that normal armor adds to a character's Toughness. These result points protect the character from spiritual attacks only they do not increase his Spirit for the purposes of using skills, etc.

Spirit Sword

Community Rating: 12

Difficulty: 14

Range: touch

Duration: 14 (10 minutes)

Effect: creates a sword of spiritual energy

Attainment Rating: 19

This miracle allows a character to create a sword made of spiritual energy.

The sword appears in the character's hand and has a spiritual damage value equal to the character's Spirit plus the result points of the miracle. A spirit sword is used with the melee weapons skill.

Spiritual Protection

Community Rating: 13

Difficulty: 16

Range: touch

Duration: 18 (one hour)

Effect: increases the recipient's Toughness, or trick, taunt, intimidate, or test defensive values

Attainment Rating: 21

If successfully called upon, the spiritual protection miracle will increase either the recipient's Toughness, or his defensive values to resist trick, taunt, intimidate or test attacks. Compare the caster's faith value to the difficulty, with each level of success adding +1 to the value chosen by the recipient (a Minimal success nets a +1, an Average success gets a +2, and so forth). The resistance form chosen must be declared before the miracle is cast.

Storm

Community Rating: 9

Difficulty: 18

Range: 15 (one kilometer)

Duration: concentration

Effect: cleric can call down a storm on an enemy

Attainment Rating: 23

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

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).

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. If a 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

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.

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.

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.

True Vision

Community Rating: 12

Difficulty: 9

Range: touch

Duration: 15 (15 minutes)

Effect: enables cleric to see things as they truly are

Attainment Rating: 14

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

Vex

Community Rating: 8

Dilficulty.14

Duration: performance

Effect: recipient is stymied

Attainment Rating: 19

A Vex works just like a stymie: the recipient loses his first roll again, including an up on the conflict line or a spent Possibility.

Walk on Air

Community Rating: 12

Difficulty: 12

Range: touch

Duration: 18 (one hour)

Effect: target can walk on air as if it were dry land

Attainment Rating: 17

The beneficiary of this miracle will be able to walk on a cushion of air. However, he will still suffer from oxygen deprivation at high altitudes, and thus there are limits to how far he can ascend.

The air will normally seem like a level plane under his feet, but if he wishes, wind currents can make it possible for the target to ascend or descend, as if he were on a staircase.

Walk on Water

Community Rating: 15

Difficulty: 12

Range: self

Duration: 14 (ten minutes)

Effect: allows priest to walk on water

Attainment Rating: 17

When under the influence of the walk on water miracle, the invoking priest may walk across bodies of water as if they were solid ground. This does not change the condition of the water, so walking across boiling water would still damage the priest involved.

Ward Arcana

Community Rating: 7

Difficulty: 13

Range: voice

Duration: performance

Effect: increases difficulty of using magic to harm target character

Attainment Rating: 18

Ward Arcana allows the cleric to draw on the spiritual energy of the faithful and use it to form a mystic barrier through which magic cannot pass. As long as the ward is in place, spells from outside the barrier cannot penetrate to those under its protection, nor can spells leave the barrier from within. The ward has no effect on physical attacks. The difficulty number of using magic to harm a character protected by this rite is increased +4 for each success level of the miracle.

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.

Ward Danger

Community Rating: 6

Difficulty: 16

Range: voice

Duration: concentration

Effect: increases difficulty of harming character

Attainment Rating: 21

Ward danger gathers the spiritual energy of the faithful and attempts to decrease the chance of the community coming to harm. The faithful must be praying for protection from one source of danger; if the worshipers are praying for protection from a tornado, the ward would have no effect against a Dragon who breathed fire at the church. The difficulty number to harm a character protected by ward danger is increased by +3 for each success level of the miracle.

Ward Enemy

Community Rating: 6

Difficulty: 0

Range: self

Duration: performance

Effect: protects from attacks of evil creatures

Attainment Rating: 5

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

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

 

Warrior Madness

Community Rating: 9

Difficulty: 14

Range: touch

Duration: until dispelled

Effect: turns warriors into frenzied killers

Attainment Rating: 19

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

Wasp Touch

Community Rating: 12

Difficulty: 15

Range: touch

Duration: NA

Effect: poisons the victim with effects similar to a giant wasp's sting

Attainment Rating: 20

This miracle delivers a poisonous affliction exactly like the sting of a giant wasp. The touch delivers sharp pain, but does not cause the physical damage that the thrust of the stinger does. However, the venom does damage value 16 plus result points, and if a KO result occurs, the victim is paralyzed. for one hour.

Weaken

Community Rating: 10

Difficulty: 17

Range: touch

Duration: 18 (one hour)

Effect: increases the amount of damage an opponent suffers

Attainment Rating: 22

This miracle can be used to weaken an opponent to such an extent that he suffers greater damage than usual. By successfully invoking this miracle, the priest causes his target to take damage on the "Ords" column of the Combat Results Table for the duration of the miracle.

Wings of Sparrow

Community Rating: 10

Difficulty, 14

Range: self

Duration: 18 (one hour)

Effect: improves target's dodge

Attainment Rating: 19

The sparrow, it is said, was gifted by the gods with the ability to sense the approach of danger and fly before it arrives. This miracle conveys part of this advantage to the target, helping him to better anticipate, and thus avoid, blows. If successful, the target gets a +1 increase to his dodge value per success level.

Wisdom

Community Rating: 7

Difficulty: 13

Range: touch

Duration: 18 (one hour)

Effect: increases subject's wisdom

Attainment Rating: 18

When successfully cast, the target's

Mind value and related skills are increased by +1 per success level.

Wither Plant

Community Rating: 9

Difficulty: 8

Range: 5 (ten meters)

Duration: 18 (one hour)

Effect: destroys plant life

Attainment Rating: 13

When this prayer is invoked, all plant life within range withers and dies. The densest jungle will be withered into non-existence in a matter of seconds.

Rituals

Battle Vigil

Spiritual Rating: 11

Community Rating: 14

Difficulty: 20

Range: self

Duration: length of battle

Ritual Length: 22 (six hours)

Attainment Rating: 25

On the night before an impending battle, the Templar must stand vigil the entire night in prayer to God. The vigil must be at least six hours long, during which time the knight can neither sleep, travel, eat nor join conversation with any of his comrades, lest his prayers be interrupted. He may fight to defend himself and his fellows should they be attacked by any manner of foe or beast during the vigil, and this will serve to focus his attentions for the coming day's task. At dawn on the day of battle, the focus total for the miracle is generated, with a +1 bonus for every two hours the vigil lasted over the required six, up to a maximum increase of +3. If the miracle fails, the Templar will find himself both physically and spiritually drained, subject to the following penalties until his faith is restored and he has received a full night's sleep: 1) the Templar will have three shock points which cannot be reduced by Hero Points. Miraculous healing of the spiritual damage will remove them, however; and 2) the Templar will suffer a penalty of +3 to the difficulty of all Dexterity and Strength actions – if the difficulty of the miracle is missed by more than eight points, the penalty is +5. If the Templar's prayer is successful, however, he will be strong a fierce in the coming battle. He will receive benefits dependent upon his success level, and these benefits will last for the duration of the battle. Only the caster may receive this divine help. Minimum-Average: Fatigue and DEX penalties from the Templar's armor are ignored. Also, the Templar can ignore two shock points from each attack; Good: As Minimum/Average, but the Templar can ignore threes hock points from each attack.

Superior: As Good, but the Templar can ignore four shock points from each attack. Spectacular: As Superior, but the Templar is immune to KO damage. A battle is considered to begin when the first effect value, whether a condition of surprise exists or not, is generated. The battle is usually considered over when action leaves rounds.

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.

Bless Battle

Community Rating: 10

Difficulty: 30

Range: voice

Duration: 32 (one month)

Ritual Length: 19 (two hours)

Effect: increases battle readiness of unit

Attainment Rating: 35

Bless battle brings the blessings of the gods on an entire unit preparing for battle, up to a full battalion (maximum 1,000 troops). Every member of the unit has their Toughness increased by the result points read on the "Power'" column of the Push Results

Table. The priest can cast this miracle on a unit more than once. The first miracle increases Toughness, each subsequent miracle increases one combat skill of the cleric's choice.

Bless Holy Water

Community Rating: 9

Difficulty: 11

Range: Touch

Duration: permanent

Ritual Length: 16 (30 minutes)

Effect: Turns regular water into holy water

Attainment Rating: 16

This ritual turns fresh, clean water into holy water. The ritual must be invoked in a church or on other hallowed ground. The water must be pure (either boiled or from a clean running stream). One

Cannot make holy water out of puddles, ponds, or a glass of water from which someone has drunk a portion. The miracle creates enough holy water for four vials, and cannot be invoked more than once per week.

Bless Missile

Community Rating: 10

Difficultly: 18

Range: voice

Duration: 32 (one month)

Ritual Length: 21 (four hours)

Effect: imbues bullets, arrows, bolts and the like with the faith of the firer

Attainment Rating: 23

Bless missile is a ritual, typically performed before a large battle. The missiles are piled in a sacred spot. After sprinkling them with holy water, the priest calls the community to pray for their weapons to have divine power. If successful the missiles are imbued with a faith value equal to that of the priest performing the ritual. Up to 100 bullets may be blessed at one time. Arrows are equal to 10 bullets. When a blessed missile hits a target, it does both physical and spiritual damage. The physical damage is as normal for the missile type; the spiritual attack has a damage value equal to the faith value imbued into the missile plus the bonus.

Note: the blessed missiles are only effective in the hands of a firer who took part in the ritual. They are normal missiles when fired by anyone else.

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.

Blessing Vow

Community Rating: 6

Difficulty: 15

Range: voice

Duration: until vow is broken

Ritual Length: 18 (one hour)

Effect: adds success levels to one attribute for one character.

In this ritual, the blessed agrees to uphold an institution, or virtues important to the mythos, for as long as he shall live. In exchange, the blessed receives an increase in one chosen attribute equal to the number of success levels achieved by the blessing for as long as he maintains the vow. Unlike the bless miracle, this is an actual increase in the attribute so all values derived from the attribute are affected by the blessing. A character may only have one blessing vow on him at one time. A blessing vow is only given to characters that have proven themselves worthy to spiritual leaders and the community.

Blight

Community Rating: 12

Difficulty: 18

Range: sight

Duration: 38 (one year and a day)

Ritual Length: 29 (one week)

Effect: ruins land

Attainment Rating: 23

Blight greatly reduces the aridity of land. Crop yields, or plant growth, in blighted fields fall according to the success level of the miracle. Minimal success reduces the yield by 10 percent, while Average success reduces yields by 25 percent, stunting the growth of most plants and killing some. Good success stunts about half of the plants, killing an additional 10 percent. Superior success stunts half and kills half, while Spectacular success kills every plant growing in the blighted soil. The ritual must be performed within sight of the field to be blighted.

Blood Brothers

Community Rating: 14

Difficulty: 10

Range: touch

Duration: permanent

Ritual Length: 19 (two hours)

Effect: binds the thoughts of two individuals together

Attainment Rating: 15

When two individuals are bound as blood brothers, their spirits are irrevocably tied together. Each individual gains the ability to sense the emotional state of the other being. If one is in danger, the other knows, and vice versa. A blood brother also gains a +5 bonus to tracking when attempting to locate the other brother. If one brother is killed, the other immediately goes into a berserker fury.

Blood Curse

Community Rating: 17

Difficulty: 20

Range: unlimited

Duration: permanent

Ritual Length: 23 (twelve hours)

Effect: calls down the vengeance of the gods upon mortal enemies

Attainment Rating: 25

When a blood curse is invoked, the gods pour down their wrath upon the subject of the curse. If the reason for invoking the curse is good, such as betrayal, murder, or personal injury, the subject of the curse is inflicted with a setback once per act. If the reason for invoking the curse is poor, such as a bad deal, an insult, or an argument, the subject has a stymie inflicted upon him for one scene per adventure. The curse is broken if the invoking priest is slain, or through the dispel curse miracle. Record the faith total achieved when invoking this miracle.

Blood Oath

Community Rating: 10

Difficulty: 16

Range: self

Duration: until fulfilled

Ritual Length: 14 (10 minutes)

Effect: aids individual in exchange for the performance of a deed

Attainment Rating: 21

When a blood oath is sworn it must be done in full sincerity. The priest vows to accomplish some mighty dead, and asks the gods to aid him in his quest. If successful, the priest gains advantages dependent upon his level of success. A Minimal or Good success allows the priest to inspire himself once per adventure. A Superior success allows him to inspire the entire party once per adventure. A Spectacular success has the same effect as a Superior one, but also gives the priest a free up once per adventure. The advantages are gained so long as the priest continues to actively pursue the fulfillment of his oath. Only one blood oath may be held by an individual at any given time.

Bounty

Community Rating: 12

Difficulty: 16

Range: sight

Duration: 38 (one year and a day)

Ritual Length: 29 (one week)

Effect: blesses growth on land

Attainment Rating: 21

Bounty is the opposite of blight. It raises the yield of a crop field, or the lushness of vegetation, in the area blessed by bounty. The effect is based upon the success level of the miracle:

Minimal increases yields by 10 percent, Average increases yields by 50 percent, Good doubles the yield, Superior triples the yield, and Spectacular success quadruples the yield. The ritual must be performed within sight of the field to be blessed.

Bow Master

Community Rating: 9

Difficulty: 15

Range: touch

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: betters target's skill with a bow or other missile weapon

Attainment Rating: 20

The cleric lays hands upon the target and his weapon while reciting the proper incantation. If the rite is successful, the target will find his ability to handle the weapon improved by +1for each level of success.

Common Ground

Community Rating: 12

Difficulty: 12

Range: faith total

Duration: performance

Ritual Length: 18 (one hour)

Effect: improve relations between targets

Common ground is used to mediate between individuals. In Order for the miracle to work, the characters influenced by the miracle must have some common interest. If the characters share no goals or have no desires that are not mutually exclusive, then the miracle automatically fails. Only where mutual gain is possible will the miracle work. When successful, the miracle provides a temporary boost to relations. The faith total is compared to the difficulty of the miracle. Each success level achieved improves the attitudes of all involved characters one step each (see Chapter Four) to a maximum of friendly. Attitudes are only improved towards the other side of the situation; it will not improve attitudes unrelated to the matter being mediated.

Communication with Spirits

Each of the four miracles below allows spoken communication with any of the appropriate spirit that is in range. If no animal, plant, or 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.

Communicate with Animal Spirit

Community Rating: 12

Difficulty: 12

Range: voice

Duration: performance

Ritual Length: 14 (10 minutes)

Effect: speak to the spirits of animals

The spirit of an animal is considered to be more intelligent than the animal that houses it. While seeing things from the perspective of their animal host, the spirits can equal human intelligence.

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.

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.

Cure Disease

Community Rating: 8

Difficulty: see below

Range: touch

Duration: NA

Ritual Length: 18 (one hour)

Effect: cures a disease

Cure disease destroys an infection or affliction that is ravaging the target character. The target is cured but is not healed of any damage caused by the disease. The character must regain her strength over time or receive additional healing from another medical, magical or miraculous source. The type of disease to be cured determines the difficulty of the miracle, some examples are provided below. The Difficulty Number Scale and the provided difficulty numbers can be used to judge difficulties for other diseases. Both the focus and faith total must beat the difficulty for the miracle to be successful.

DISEASE DIFFICULTY CHART

Disease                                    Difficulty

24-hour cold bug           8

Influenza (flu)                         10

Pneumonia                   12

Drug addiction             15

Cancer                                     18

Alzheimer’s                 25

Curse

Community Rating: 12

Difficulty: 14

Range: Sight

Duration: 18 (one day)

Ritual Length: 18 (one hour)

Effect: additional difficulty of all tasks

Attainment Rating: 19

A curse directs the ire of the gods to a single individual. He or she suffers a +1 to the difficulty of all actions for the next day.

A curse is removed when a priest of the target's religion, or a friendly religion, invokes a dispel curse miracle on the target. No more than one curse may be placed on a victim by the same priest, although multiple priests may place multiple curses on the same victim. Modifiers to difficulty from multiple curses are cumulative. When a curse is invoked, the faith total of the curse should be noted.

Damn

Community Rating: 8

Difficulty: 17

Range: voice

Duration: until removed

Ritual Length: 25 (one day)

Effect: reduces bonus of recipient by level of success

Attainment Rating: 22

A Damn miracle is used on heretics.

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

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

Dispel Curse

Community Rating: 12

Difficulty: 12

Range: touch

Duration: permanent

Ritual Length: 18 (one hour)

Effect: removes curse

Attainment Rating: 17

Dispel curse removes a curse that has been inflicted upon the target. The difference between the curse's faith total (which should have been noted; assume 12 if it was not), and the faith total of the dispel curse should be indexed on the General Results Table. If a Good level of success or better is attained, the curse is removed.

Divine Intuition

Community Rating: 9

Difficulty: 10

Range: self

Duration: one question

Ritual Length: 18 (one hour)

Effect: allows cleric to have a flash of intuition about a topic

Attainment Rating: 15

When this miracle is invoked, the priest gains a flash of divine intuition, and things will become clear concerning a topic. The cleric will gain the answer to one question. The answer will be in agreement with all existing doctrines of the religion of the character, and others will see that this answer was divinely inspired. The answer will always be true, but depending on the success level of the miracle, it may not have a clear meaning. A Minimal success will elicit a very cryptic, or partial, response. An

Average success yields a response couched in some sort of riddle or parable. Good results get a clearer answer, with only slight vagaries, and a Superior success will be very clear. The Spectacular success will get a completely clear answer and additional unasked for (and sometimes unwanted) advice.

Remember, the gamemaster should not allow this miracle (or any other) to spoil a good adventure, but he should give the character as much leeway as he can.

Enslavement

Community Rating: 15

Difficulty: 13

Range: touch

Duration: until the enslavement is broken

Ritual Length: 25 (one day)

Effect: enslaves target character

Attainment Rating: 18

Enslavement forces the target to become totally obedient to the will of the focus character. This happens if the faith total exceeds the target's faith, or Spirit if the target has no faith adds. The slave can only resist the orders of the master by generating a Spirit total of 20, and he is only allowed to make this check if given an order abhorrent to him. If the slave does successfully resist an order, he may try to throw off the miracle's effect completely, generating a Spirit total equal to or greater than his master's faith. If unable to resist an order, the slave carries it out to the best of his ability, without reservation or hesitation.

Exorcism

Community Rating: 15

Difficulty: 13

Range: voice

Duration: NA

Ritual Length: 29 (one week)

Effect: drives possessing spirits out of the target’s body

An exorcism pits the faith of the character performing the ritual against the faith or Spirit attribute of the creature possessing the target’s body. Spirits may possess objects as well as people (see communicate with spirits miracles above.) The end of the ritual triggers a use of the Dramatic Skill Resolution rules (see Chapter Four.) Most exorcisms require steps A, B and C while particularly powerful entities by also require step D. Characters who supported the focus character in performing the miracle may continue to aid him during the Dramatic Skill Resolution but they must make a new faith check against the Community Rating every time the focus character attempts one of the steps in the Dramatic Skill Resolution. Every time the appropriate letters come up, the focus character generates a new faith total against a difficulty equal to the faith or Spirit attribute of the possessing entity. When the exorcist completes the required steps, the entity is driven out of the target’s body and it cannot return. During every round of the Dramatic Skill Resolution the possessing entity may make a spiritual attack on the focus character or on anyone supporting the focus character. The spirit generates a faith or Spirit total against the faith of the person it is attacking with positive result points being read as spiritual damage. Supporters who are knocked unconscious or who lose their faith skill because of spiritual wound damage may no longer aid the focus character. If the focus character is knocked unconscious by spiritual damage or loses his faith skill because of spiritual wound damage, the exorcism is a failure and the possessing spirit remains in the target’s body.

Faith Armor

Community Rating: 11

Difficulty: 17

Range: touch

Duration: 25 (one day)

Ritual length: 18 (one hour)

Effect: protects the faithful from harm

Attainment Rating: 22

Faith armor allows the faithful to greatly increase their resistance to physical damage from one-specific type of attack (bullets, blades, poisons and blunt weapons are among the possible choices). When a character is hit by the chosen weapon in combat, the faith total of the ritual is measured against the faith of the person who hit them. If the blessed character's total is higher, the damage is reduced by the number of result points. If the faith total of the enemy is higher, then the miracle is dispelled and has no further effect. A character may have only one type of Faith Armor at a time.

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.

Great Curse

Community Rating: 12

Difficulty: 20

Range: NA

Duration: 32 (one month)

Ritual Length: 25 (one day)

Effect: more powerful curse

Attainment Rating: 25

The great curse is a more powerful version of the simple curse. It curses its victim with a +1 to the difficulty of all actions, plus the victim treats all stymied results on the Drama Deck conflict line as setbacks instead, and all opponents gain a +1 bonus modifier when acting against the victim. Unlike a regular curse, a priest casting a great curse: need not touch the target, he needn't even be in the target's vicinity. The priest does need an object once possessed (for at least a week) by the victim, and a blood offering. The effects can be removed using the same method used to remove lesser curses. The faith total of the great curse should be noted for this purpose.

The effect of no more than one great curse may be placed on a victim by the same priest, although, multiple priests may place multiple great curses on the same victim. Bonus modifiers from multiple curses are cumulative.

Great Heal

Community Rating: 11

Difficulty: 21

Range: touch

Duration: NA

Ritual Length: 27 (two days)

Effect: removes all physical afflictions

Attainment Rating: 26

This is a very potent healing miracle. To invoke great heal, the priest prays over the body of the victim for two days and then makes an offering. If the miracle succeeds, all wounds the victim has suffered are healed, any diseases the victim is suffering from are cured, and any physical handicaps he or she may possess are eliminated.

Hawk of Horus

Community Rating: 12

Difficulty: 19

Range: 25 (100 kilometers)

Duration: 25 (one day)

Ritual Length: 18 (one hour)

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

Attainment Rating: 24

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

 

 

The Hawk of Horus

DEXTERITY 11

Flight 15, maneuver 13, unarmed combat 14

STRENGTH 13

Lifting 14

TOUGHNESS IS

PERCEPTION 10

Find 12, tracking 11, trick (15)

MIND 9

Test (16), willpower 14

CHARISMA 8

Charm (20), taunt (15)

SPIRIT 7

Faith (Egyptian) 14, intimidation 13

Additional Skills: two at +1 adds

Hero Point Potential: some (30)

Natural Tools: claws, damage value

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

Wings, speed value 13

Healing

Community Rating: 11

Difficulty: 15

Range: touch

Duration: NA

Ritual Length: 18 (one hour)

Effect: reduces damage and wounds by number of success levels

If the miracle succeeds at all, the target is healed of all KO conditions and shock. In addition, each success level of the effect value beyond minimal reduces the target character’s wound level by one. For example, a character with a heavy wound that received average healing would be healed one level to wounded.

Unconscious characters may not provide the faith for this miracle, even if they would otherwise be willing to do so.

Healing Miracles

Faith can have miraculous healing powers, but there is a limit even to faith. A character may always be healed by a miracle at least once per day. However, if the miracle does not fully heal the character, the same miracle may not be repeated on that character unless he is injured again and worsens to mortally wounded or until a full 24 hours have passed.

Hearth Blessing

Community Rating: 12

Difficulty: 13

Range: 9 (50 meters)

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: enhances ability of characters to defend a particular dwelling place

Attainment Rating: 18

When invoked successfully, a home comes under the protection of the gods of the cleric's faith. The "home" can be a cave, rude shelter, or building, any dwelling with dimensions smaller than

50 meters in any, direction. All of those defending the building against assault gain the favor of the gods, manifested as a +1 to their Toughness for the duration of the miracle. The invocation will have no effect on a character who leaves the building, but he can regain its benefits if he goes within once more.

Heroes' Feast

Community Rating: 9

Difficulty: 15

Range: 5 (10 meters)

Duration: Permanent

Ritual Length: 14 (10 minutes)

Effect: creates food

Attainment Rating: 20

Using this miracle, the cleric can transform any inanimate object into food. The faithful stack the goods to be transformed in front of the priest, who recites a prayer and turns it all into food.

The amount of food created is equal to the value of the difference between the faith total used to generate the miracle and the difficulty number, read as a measure on the Torg Value Chart.

For example, a total of 15 would result in a difference of two. The value of two on the Torg Value Chart is 25, so the miracle would have resulted in the creation of food sufficient for 2.5 meals.

Introspection

Community Rating: 10

Difficulty: 15

Range: 5 (10 meters)

Duration: 18 (one hour)

Ritual Length: 14 (10 minutes)

Effect: Protects against harmful miracles

Attainment Rating: 20

The introspection miracle allow the caster to protect himself from the effects of harmful miracles. The caster withdraws into himself, using his Spirit to ward off harmful miracles. The caster generates a faith total and reads the result points on the Power Push

Table. The result is added to the difficulty numbers of any harmful miracles used against him.

Mark Prey

Community Rating: 9

Difficulty: 14

Range: see below

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: provides the cleric with bonuses against a specific individual

Attainment Rating: 19

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

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

Passive and active defenses against attacks by the prey;

Resistance to interaction skills used by the prey.

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

Mental Link

Community Rating: 12

Difficulty: 10

Range: 25 (100 kilometers)

Duration: performance

Ritual Length: 14 (ten minutes)

Effect: enables cleric to make mental contact with another being

Attainment Rating: 15

To cast this miracle, the cleric must have a specific target in mind, though he does not need to know that being's location. In addition, the target must be able to understand and speak the language of the cleric, or the miracle will not have the desired results. When mentally linked, the cleric and target can communicate telepathically, and both will be able to see through the other's eyes. However, they cannot achieve control of each other's mind or body through the use of this miracle.

Multiply Food

Community Rating: 3

Difficulty: 15

Range: 10 (10 meters)

Duration: permanent

Ritual Length: 18 (one hour)

Effect: multiplies existing food

Attainment Rating: 20

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

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

Mystic Armor

Community Rating: 12

Difficulty: 12

Range: touch

Duration: 24 (12 hours)

Ritual Length: 18 (one hour)

Effect: surrounds priest with a shield of energy, increasing his

Toughness for the duration of the miracle

Attainment Rating: 17

A priest calls upon his god or goddess to provide him with holy armor, increasing his Toughness while the miracle is in effect.

Mystic armor increases the priest’s Toughness according to the level of success of the miracle, i.e. +1 to +5 for a Good to Spectacular result.

Object Blessing

Community Rating: 10

Difficulty: 13

Range: 10 (100 meters)

Duration: performance

Ritual Length: 21 (four hours)

Effect: spiritually anchors an object.

Attainment Rating: 18

Object blessing allows the faithful to anchor a particularly sacred object, and prevent the unfaithful from moving or manipulating it in any way. Generate a faith total for the caster to manipulate an object, a non-believer must generate a higher faith total. If a character of the same faith tries to manipulate the object and has demonstrated that their actions are true to the faith of the religion, they receive a +10 to their faith total to manipulate the object. Characters who fail to manipulate the object take damage equal to the negative result points of their failure (as read on the Combat Results Table).

Passing Shadows

Community Rating: 10

Difficulty: 12

Range: 5 (10 meters)

Duration: 13 (five minutes)

Ritual Length: 21 (four hours)

Effect: shows the cleric images of the past

Attainment Rating: 17

Successfully casting this miracle enables the cleric to see phantom images that reveal the past history of a particular site. The priest will be unable to communicate with the figures, nor will they take note of him.

For example, a cleric wants to determine if a murder took place on

Waterloo Bridge in London. By invoking the passing shadows miracle, with the specific event in mind, he will see ghostly figures of the murderer and the victim, as the fanner goes about his gruesome business. As these images are but impressions on the aura of the place, the actual people involved in the incident do not need to be nearby for the miracle to work. The figures the cleric sees are reflections of the past, not the ghosts of the people involved. On a Minimal or Average result, the cleric can see one day into the past; on a Good result, three days; on a Superior result, five days, and on a Spectacular result, a full week.

Plague

Community Rating: 10

Difficulty, 16

Range: NA

Duration: 35 (13 weeks)

Ritual Length: 29 (one week)

Effect: brings a plague upon an area

Attainment Rating: 21

This miracle allows the priest to unleash a devastating plague upon a city or town. When the plague hits, a highly contagious disease spreads throughout the town. Characters in a plagued town must make a Toughness roll against a difficulty number of 7 when they first enter the town, or they contract the disease. This means about 40 percent of the town's mook population can be expected to fall ill. After the first roll, characters must roll each day in which they come in extended contact with a diseased person (more than 15 minutes of time) although they can take precautions, which gives them a +5 bonus modifier to the Toughness total. On a natural roll of 1, the character always catches the disease. Plague causes small sores to break out all over the victim's body, tissues to swell and eventually burst, causing death. Each day the victim has the plague he is attacked with a damage value of 15 (roll again on 10 and 20, as this is a scourge from a god). The resulting shock, KO condition (the victim has fallen into a coma) and wounds may not be recovered (although, it may be lessened by spending a Hero Point, as for ordinary damage) except through a cure disease (difficulty 18) or great healing. If he takes shock damage equal to his Toughness, the victim dies. Plague can affect a city or town of any size. The priest need not be in the town's vicinity at the time the miracle is invoked. In effect, its range is unlimited. To invoke the miracle, the priest first makes an offering to his god. At that time the god sends the plague to the priest, automatically infecting him.

He must then survive one week of the infection, and complete the ritual. Any community members who give their faith for the ritual must also be infected.

Plague of Vermin

Community Rating: 15

Difficulty: 15

Range: area with diameter of 15 (one kilometer)

Duration: 25 (one day)

Ritual Length: 9 (two hours)

Effect: calls a plague of animals down upon an area

Attainment Rating: 20

When a priest calls on this miracle, he specifies the type of creature he wishes the plague to involve. The creatures must be small (insects, frogs, snakes, birds), and in themselves cannot be harmful. Thus, the priest cannot call down an army of vipers. It is the effects of the animals as a whole that makes them dangerous.

When the plague comes down, it forms an area of effect centered on the site where the miracle was cast. For the first hour, the effects of the plague are barely perceptible. After that, however, the creature specified can be spotted regularly. After two hours, the creatures are so thick in the land that one can hardly avoid seeing several at a time. From the third. Hour to the twenty-fourth, the creatures are everywhere- insects fly so thick that it is almost impossible to see, or there are so many frogs one can hardly step out into the street without crushing the amphibians underfoot. At the end of the miracle's duration the creatures begin to thin out and eventually vanish altogether. The miracle acts as an intimidation on every individual within the area of affect who is not of the invoking priest's faith. The intimidation has a value equal to the faith of the miracle worker, plus any result points of the miracle. Any other effects of the miracle on the environment are left up to the gamemaster.

Poisonberry

Community Rating: 9

Difficulty: 10

Range: touch

Duration: NA

Ritual Length: 18 (one hour)

Effect: turns fruits poisonous

Attainment Rating: 15

This miracle will tum any natural fruit that is still on the vine or tree into a poisonous sac. The fruit remains poisonous even after it has been removed from the vine. The poison has a damage value of 18 if ingested, inflicting damage for three rounds. Animals that ingest this poison are not themselves poisonous when consumed. The number of fruits poisoned by the miracle is equal to the faith total generated.

Portent

Community Rating: 11

Difficulty: 9

Range: NA

Duration: NA

Ritual Length: 18 (one hour)

Effect: cloudy glimpse into the future

Attainment Rating: 14

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

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

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

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

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.

Power of the Beast

Community Rating: NA

Difficulty: 10

Range: self

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: captures an animal's power to raise the user's attributes

Attainment Rating: 15

After a kill, the hunter invokes this miracle to both honor the dead animal and to take its life energies as his own. The miracle will raise some of the user's attributes, although the exact effects are highly variable depending on the animal. The hunter must have killed the animal without assistance, through unarmed combat attacks. When the miracle is used, compare the user's faith total to each attribute of the creature, reading any results on the Power Push Table. The attribute increases up to the corresponding

Power Push result, but cannot exceed the animal's attribute.

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.

Prowess

Spiritual Rating: 8

Community Rating: 12

Difficulty: 11

Range: touch

Duration: 25 (one day)

Ritual Length: 19 (two hours)

Effect: greatly increases one ability

Attainment Rating: 16

A prowess miracle allows a priest to temporarily augment the abilities of a friend or comrade. Upon finishing the associated ritual, the priest touches the beneficiary and selects a single skill or power. The beneficiary receives a +5 bonus modifier for this single ability for the next 24 hours. A character cannot be the beneficiary of more than one prowess miracle at a time.

Purify Body

Community Rating: 10

Difficulty: 21

Range: touch

Duration: NA

Ritual Length: 25 (one day)

Effect: restores body to natural state

Attainment Rating: 26

This ritual allows the priest to rid the recipient's body of all unnatural physical conditions. All wounds, shock, disease, and poisons are eliminated, as are drugs, addictions, undigested food, parasites, and other organisms. From the start of the ritual, the recipient enters a trance-like state and does not experience the passage of time. Thus, disease and poisons will not progress during the purification of a body. This miracle does not affect mental or spiritual conditions, including possession and mental or spiritual wounds.

Reanimate Dead

Community Rating: 11

Difficulty: 18

Range: touch

Duration: permanent

Ritual Length: 18 (one hour)

Effect: restores a semblance of life to a corpse

Attainment Rating: 23

To work this miracle, the cleric must lay his hands upon the forehead of a corpse, dead for no longer than one week. After reciting the proper prayer, the corpse will return to something akin to life. Its Strength will increase by +1, it will be incapable of feeling pain, and only by destroying it (inflicting seven wounds) can it be stopped. The Perception and Mind levels remain the same as they were in life. The undead will, however, hold a loyal attitude toward the necromancer, and will react to his attempts at persuasion accordingly.

Refresh

Community Rating: 8

Difficulty: 12

Range: 5 ()

Duration: NA

Ritual Length: 18 (one hour)

Effect: restores lost mental faculties

A character that is refreshed regains the use of mental skills and knowledges (such as arcane knowledges or magic skills) lost due to mental damage. A minimal to good success restores one such loss, superior or better success restores all lost mental abilities.

Ritual of Hope

Community Rating: 5

Difficulty: 12

Range: voice

Duration: NA

Ritual Length: 17 (30 minutes)

Effect: restores lost faith

The ritual of hope restores a character’s lost faith skill, whether it was lost due to a failed miracle or spiritual damage. Once the character has undergone the ritual, he may use his faith skill again and may now be fully healed if under that restriction.

Ritual of Power

Community Rating: 8

Difficulty. 12

Range: voice

Duration: NA

Ritual Length: 18 (one hour)

Effect: restores lost faith

Attainment Rating: 17

Identical in result to the ritual of hope, but grimmer in execution. The ritual of power restores faith lost due to a failed miracle or spiritual damage. The miracle requires the priest to defeat an enemy in single combat. The combat need not be equal, and most often is not.

Ritual of Purification

Community Rating: 15

Difficulty: 10

Range: voice

Duration: NA

Ritual Length: 17 (30 minutes)

Effect: restores lost focus

The ceremony of purification heightens the character’s awareness of his religion and removes any impurities from the spirit, whether they are from mundane and material concerns or due to spiritual struggle. The target regains the use of his focus ability whether lost to spiritual damage or a failed miracle.

Ritual of Tree Weaving

Community Rating: 12

Difficulty: 8

Range: touch

Duration: 18 (one hour)

Ritual Length: 20 (three hours)

Effect: makes the branches of a tree soft and flexible

Attainment Rating: 13

This ritual is used to make a tree soft and pliable. After the ritual, the tree gradually begins to harden. The tree can be manipulated by human hands for one hour.

Sacred Barrier

Community Rating: 14

Difficulty. 15

Range: touch

Duration: permanent

Ritual Length: 14(10 minutes) to 38 (one year)

Effect: confines supernatural entities

Attainment Rating: 19

The sacred barrier is generally a complicated pattern drawn, carved, or etched onto a surface. One common manifestation of this miracle is the pentagram as used to confine summoned demons. Treat the barrier as a ward with a Strength equal to the faith total of the invoking priest. The surface onto which the barrier is drawn also modifies the strength of the ward. See the "Surface Modifier Table."

Surface Modifier Table

Type                                        Ward Strength            Ritual Length

Drawn in dirt or sand               -5                                14 (10 minutes)

Drawn on wood or stone         +0                                18 (one hour)

Carved in wood                                   +5                                25 (one day)

Carved in stone                                    +10                              32 (one month)        

Etched in metal                                    +15                              38 (one year)

Sanctum

Community Rating: 9

Difficulty: 10

Range: touch

Duration: 25 (one day)

Ritual Length: 21 (four hours)

Effect: sanctifies area around the target

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

Shadow Hunter

Community Rating: 10

Difficulty: 10

Range: NA

Duration: 25 (one day)

Ritual Length: 20 (three hours)

Effect: forms a shadowy hunter to track prey

Attainment Rating: 15

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

Snake Staff

Community Rating: NA

Difficulty: 10

Range: touch

Duration: 18 (one how)

Ritual Length: two combat rounds

Effects: turns staff into venomous serpent

Attainment Rating: 15

Egyptian version of transmute staff, successfully invoking this miracle allows a priest to temporarily turn a wooden staff into a serpent.

Serpent

DEXTERITY 11

Maneuver 12, stealth 13, unarmed combat 13

STRENGTH (faith of priest)

TOUGHNESS 15

PERCEPTION 1

Trick (8)

MIND 1

Test (10)

CHARISMA 1

Taunt (8)

SPIRIT 3

Intimidation (to)

Inclination: Evil

Hero Point Potential: some (75)

Natural Tools: fangs, damage value STR+5/20; venom, damage value equal to faith value of priest. Once introduced into the bloodstream, venom causes damage each round. Once venom causes a wound, the victim has six rounds to neutralize poison before death occurs. If the victim generates a Toughness total against the venom's damage value, and achieves a Superior or better success, the poison is neutralized.

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.

Spirit Quest

Community Rating: 6

Difficulty: 15

Range: self

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: increases caster's Spirit value

Attainment Rating: 20

To cast this miracle, the cleric must sit alone in the center of a dark room. He allows his mind to turn inward, shutting out all outside stimuli, seeking the center of his being, if the miracle is successful, the caster receives a +1 bonus, for each level of success achieved, to all Spirit-related skills.

Staff of Swift Iron

Community Rating: 8

Difficulty: 17

Range: touch

Duration: 25 (one week)

Ritual Length: 23 (twelve hours)

Effect: strengthens priest's staff

Attainment Rating: 22

A staff of swift iron strikes with rapid and mighty blows. For each level of success attained, a +1 bonus to damage is gained.

Additionally, on a Superior result or better, the wielder of the staff may haste, as if the card was played, once per scene, however, this may only be done for the purpose of striking with the staff.

Stay Disease

Community Rating: 10

Difficulty: 9

Range: touch

Duration: 36 (six months)

Ritual Length: 22 (six hours)

Effect: stops the symptoms of a disease

Attainment Rating: 14

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

 

Summon

Community Rating: 8

Difficulty: 19

Range: NA

Duration: NA

Ritual Length: 18 (one hour)

Effect: allows the summoning of supernatural entities

Attainment Rating: 24

This ritual will summon a supernatural being from the dimension chosen by the focus character. Compare the faith total of the ritual to the Spirit or faith of the being to be summoned. On a Good result or better, the being appears. The being can actively resist by generating a bonus to Spirit or faith. This miracle does nothing to either confine or influence the summoned being. Additionally, if the difficulty number is missed by10 or more points, the focus character is immediately transported to the being he was trying to summon.

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.

Sword Master

Community Rating: 9

Difficulty: 15

Range: touch

Duration: 25 (one day)

Ritual Length: 18 (one hour)

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

Attainment Rating: 20

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

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.

Temptation

Community Rating: 16

Difficulty: 19

Range: voice

Duration: 25 (one day)

Ritual Length: 21 (four hours)

Effect: makes target vulnerable to interactions

Attainment Rating: 24

Temptation may be invoked against a given character only once in a single day. It automatically fails if the target has already been tempted during the day. The target's Mind or willpower is compared to the faith total of the miracle, and the result is read on the General Results table. It the success level is Good or less, the miracle gives the focus character +5 bonus modifier to charm and persuasion attempts on the target character for the duration of the miracle. If the success level is Superior, the focus character gains +7 bonus modifier. A Spectacular success breaks the target free of any submission he or she might be under. The invoking priest also gains a +10 bonus modifier to charm persuade the character. A character can resist temptation by clearing his mind, generating a Perception total against his own Mind. If the result points are greater than the result points of the priest's charm or persuasion, the charm or persuasion is negated. The character gets the +3 bonus modifier for dealing with an enemy.

Tongues

Community Rating: 9

Difficulty: 7

Range: voice

Duration: 25 (one day)

Ritual Length: 14 (to minutes)

Effect: allows communication in any language

Attainment Rating: 12

With this miracle in effect, the character can understand the language of anyone intelligent species or character within range, and can be understood by any intelligent creature who speaks that language. There is no guarantee that the creature or character will wish to speak to the caster. Efforts at persuasion may be necessary to get a conversation started. The tongues miracle affects the person invoking the miracle only, and allows him to understand one language per invocation. The tongues miracle has no effect on written or signed language.

Transmute Staff

Community Rating: 11

Difficulty: 10

Range: touch

Duration: performance

Effect: transforms staff into serpent

Attainment Rating: 15

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

Cobra

DEXTERITY 11

Maneuver 12, stealth 13, unarmed combat 13

STRENGTH (Faith of priest)

TOUGHNESS 15

PERCEPTION 4

Trick (8)

MIND 4

Test (10)

CHARISMA 4

Taunt (8)

SPIRIT 5

Intimidation (10)

Hero Point: some (70)

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

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

Trap

Community Rating: 13

Difficulty: 16

Range: touch

Duration: permanent until triggered

Ritual Length: 16 (30 minutes)

Effect: form an undetectable trap

Attainment Rating: 21

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

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