Community

Community powers deal with very common spells, as well as spells that involve groups of people.

Befriend

Modify an encounter situation.

Command

Command a group of people, assume the role of leader.

Communication

Communicate with lots of people.

Confusion

Confuse your enemies by blending into the community, making ti difficult for them to find you.

Fear

Create a fear level in a community. May be increased with time and events.

Morale

Motivate a communities morale.

Pacify

Keep the peace within a community, lower general aggression levels.

Truce

Binding spell for a truce.

Binding

Group binding

Adopt

Add individual to family or community. right of passage

Courage

Raise the community courage levels.

Grant

Inherit

Heirloom

Question

Revenge

Skill

Summon Spirit

Swear

Augments, allow help rolls

The ancestor god is not really a true god but a manifestation of the heritage of a family line that has existed for many generations. The longer the family line the more powerful (potentially) is the ancestor god. Accordingly creatures that worship their ancestor god tend to do so to the exclusion of most other gods. In effect that are raising an ancestor spirit to the position of a god, something the other gods are not keen on. Ancestor gods are commonly linked to a clannish family with a clan homeland and site of the family home, along with a family cemetery etc etc. The characters loyalty should be to their family and its members, and obedience to the head of the clan. This does not prevent the person from worshipping other gods, just that their ancestor is the one they have PIETY with.

The definition of family can be very broad. It does not have to be blood family if sufficient bonds exists. Eg: The Sword King of Norgard is followed by most of the citizens of that city, even though they are not related by blood. They are bound by locality and purpose and belief. In this case you could define it as a City God, such a term would be interchangeable.

The power of the ancestor god is based directly on the age and history of the family. History is a reflection of the success of the family (which can be in any particular fashion appropriate to the environment). The size of the gods following may also provide a bonus rating of around +1 per 2,000 people. The GM will have to decide some of these aspects but the following table is a guide for randomly generated ones.

Die Roll

Family Age 100's years

History

2-3

1

0

4

2

1

5

3

2

6

4

3

7

5

4

8

6

6

9

7

8

10

8

10

11-12

9

12

Two rolls should be made and the values added together to yield the current power of the ancestor god. The power level is used to determine the range of common, specific and special spells available to the family from its ancestor. For each 5 points, or part of 5, one level of spells will be available. Thus 11 points will allow I,II and III level spells. Any further levels that would be gained above V are instead taken as unique spell powers (Of that ancestor). (Thus the Darklord has level V spells and 11 special spells, meaning he has a value of 76. Such a value isn’t really applicable to a true divinity, but is usable as a guide to power levels. The One God has 15 special spells, but actually gains some of these due to hidden relations with the other gods).

Note that humans have only been on this continent for 950 years if you follow the time line in Chapter Sixteen, limiting the range available. It is possible that some may be much older but they would be weak in history as they have been defeated and cast out of their homelands. It takes time to recover.

As an ancestor god is not a true divinity there is a chance that its power can be reduced. Every time a spell is cast and three 1s are rolled the ancestor will lose one power level. See Religion for how to gain power levels and other details. Normally this will average out and you could treat it as a six monthly roll, but players can be treated as special cases if you wish.

Ancestor spells above level I will ONLY work for Priests and specially anointed members of that family. Merely getting PIETY is NOT sufficient. Quite often access will only be granted to specific levels of spells, or even specific spells, see the GRANT spell. Ancestor gods are not a normal option for players due to their limitations, but they are not uncommon.

You can only have one Ancestry god at a time. The One God Church also does not approve of Ancestor worship, and any continued support of an Ancestor may have repercussions within the church. Note that the One God himself has no such restrictions. Worship of the Old Gods normally is acceptable.

The strength of the ancestor god wanes with distance from their heartland. Any casting roll made outside the heartland will suffer the following penalty, depending on the distance and location.

• Upto 100 miles outside heartland: -1

• Upto 300 miles outside heartland: -2

• Any further distance, or on any other plane: -3

This penalty can be ignored by expending a permanent PIETY point prior to making your casting roll (the same as accessing higher spells). The access a higher spell AND ignore a casting penalty would cost 2 PIETY.

ADOPT

This spell is the only non-hostile one that can be cast on a non-member of the family. It effectively makes them a member and initiates them into the faith. The target must be willing and is normally required to renounce other gods, in particular other Ancestor gods, or at least acknowledge the ancestor as their primary god.

BINDING

As an alternative to the Inherit spell, the spirit of a slain family member can be transferred to an item of family honour, usually a weapon or magical device. This gives the item a soul and an intelligence along with a free will. The soul will remain with the object as long as it remains intact. Adding a another soul will result in a contest of MINDs between the spirit, the loser moving to the Astral Plain as per a normal spirit, whilst the winner remains in the object. Breaking the object may free the spirit also, at the spirits choice.

Anyone not of the family that touches the item will be unable to use any of its powers unless the spirit agrees. If the spirit is opposed to the new owner then it may also impose a 1 modifier to anything done with the object.

A bound spirit retains only its MIND, WILL and SPIRIT CHARs, but these will increase at least one point (each) every 50 years it remains active in the world. If buried away then this benefit requires 100 years per point. Every time the point is gained the GM should roll 3d6, if all 1s show then the spirit has gone insane. This roll should also be made at the time of binding.

COURAGE

The target gains +1 morale level and +1 to all To Hit values. The bonus ToHit value cannot be combined with any other magical ToHit bonus.

GRANT

A Priest of the Ancestor Spirit will be able to bestow the use of the Ancestors spells onto properly anointed others (who must have PIETY to be able to cast them). Use of this spell requires the presence of three others with the Grant spell, the other two to confirm the grant, or the presence of a properly assembled and supportive Elders Council (or equivalent). The Grant will be laid out at the time of casting and may involve numerous restrictions at the GMs discretion. Warriors of a clan are often given their first grant at puberty, another at manhood, another at warrior initiation etc. It is often used on those undertaking specific missions.

A normal Grant is only effective in the geographical area the god is most common to (family hearth etc). This form of grant is less stressful on the gods resources. If the user leaves the area a progressive penalty is applied to casting the spell (-1 upto 100 miles, -2 upto 300 miles, -3 everywhere else).

Grant can be cast in reverse to cancel the previous spell, but requires the presence of at least one of the priests, or the council, to be successful. It is also cancelled if all those who participated when it was cast die, or if the recipient denounces their faith.

INHERIT

If cast on the dead body of a family member, within 5 minutes of death, the spirit of the dead person is taken up by the caster. It is retained within their body until they can return to the family home, where it can be placed within the body of a newly conceived child (spell is cast again). This will ensure that the new child will inherit many of the features of the slain family member and quite a few of their memories, which manifest throughout their life upto the age of 18. They will inherit all the possessions and rights of the slain member, in effect becoming them in the eyes of the family (within reason).

An individual may only hold one spirit at a time in this fashion.

HEIRLOOM

The caster may use this spell to activate an heirloom item, that they are in contact with, that has a family soul Bound within it, resulting in the bound spirit taking possession of the casters body (which is stored within the item for the duration). The spirit will have complete control but is compelled to return to its object after 10 rounds, or if the caster and the item lose contact.

The newly possessed body will have the same physical values but will inherit the mental values of the spirit, along with their skills etc.

QUESTION

The caster can ask their ancestor one 20 word question about events that their family has seen or knows about at sometime in its history. The ancestor will be limited to a 20 word answer and the GM must answer to be best of their ability within the word limit. Repeating the same, or similar question will merely get the same answer. Each casting of this spell will cost the caster 1 experience point or 1 piety point.

REVENGE

The caster follows the casting of this spell by loudly declaring the creature (singular) who is the target of their revenge, and the reasons why it has been activated. The target must be present at that time.

At a later time, within 28 days, the caster must present themselves to a forum of their family elders and repeat the spell. They must then convince the elders to except the Revenge as valid. If they agree then the spell is repeated a third time by the family head and 1 point of power is lost by the ancestor god. In return a modifier of 1 is gained to all rolls by family members, that are directly enacted against the target until they are slain. Rolls such as To Hit values, spell attack castings etc are modified. The GM will be required in many cases to adjudicate. Effects of rolls must directly impact on the target to be suitable.

An alternative to post approval is to gain approval first and then present oneself to the target and declare the spell.

SKILL

Each family will be given one skill at which they will excel, for which they are noted for as naturally gifted experts. This skill is usually chosen by the family back in its beginnings and modern members have little control over it. Casting this spell will add 1 to all base values relating to that skill for the duration of the spell. If the caster does not have the skill (very unlikely) then it will instead give them a skill rating of 9.

SUMMON SPIRIT

This spell summons forth the manifest incarnation of the ancestor god. This is usually in their warrior form, although it could be in others, such as a healer. See the Religion rules for the forms available.

The manifest spirit will aid the caster in as many ways as it feels is appropriate, but it will always try to leave some task to the caster, allowing them to complete it and show their worthiness. The final task should be a challenge for the caster but not too harsh, and the ancestor may chose to step in at anytime to aid them further.

Once the current situation is over the spirit leaves. Use of this spell will expend a Piety Point or Experience Point, and can ONLY be cast by Priest or Clan Heads. It also expends a point of the Ancestors power. This is an extremely powerful spell and quite often attracts the direct attention of all beings of a similar nature short of real gods. It is usually only cast as a last resort.

SWEAR

This spell can be used by the caster to make a binding oath to their family, or to any single creature of their choice. The oath will include an appropriate penalty if it is not kept, such as "may my right arm drop off". What ever is stated will happen, but should be limited to personal mutilations or afflictions.

The target of the oath may call on the GM to rule it has been broken at anytime, and if the GM feels it has then the punishment is enacted. If the GM does not feel the oath has been broken then the caster is free to renounce the oath, but may elect to tell the GM in secret so the others cannot be sure. If they keep the oath then the GM should consider awarding an immediate Piety Point (punish contrived events).

Example of Ancestor God.

SwordKing of Norgaard.

Norgaard is a City State created in a strategic pass linking the Northern Plains to the Northern Kingdom lands. The barbarian centaurs raided through this valley at various times, so the city was created to curtail their activities. The first Lord of that city was a great general who demanded from his King specific boons to allow him to properly fulfil his function. To that end citizens of Norgaard are exempt from Kingdom taxes whilst within the city. The city itself is independent of the Kingdoms laws, having their own. The city is answerable to no-one except the King. The leader of Norgaard was to be elected by the citizens on advice from the ruling City Council.

The King who granted all this was Leonidas, the Sword King. He died of old age shortly after the city was begun. Part of his bequest was that a suit of golden armour that he had worn in his later life, be kept at Norgaard.

As the city was being built a small advance guard of centaurs attacked it, a heroic struggle followed and legend has it that Leonidas ghost appeared inside his armour to give strength to the warriors and builders. So the Sword Kings legend began.

This title was adopted by the city (if not officially). The Kings sword and armour were taken by this cities people as a potent symbol to their enemies. Norgaard has never been taken despite several epic sieges and battles, thus extending the legend.

Citizens of Norgaard are all soldiers in the service of their Leader, including women. They are expected to lay down their lives if required in return for land and rights. They swear loyalty to the Sword Kings spirit and the city itself. They undergo compulsory military service. Sparta is a good model to base the city around, except that they do not have slavery.

Citizens of Norgaard are trained extensively in the use of spear and shortsword, gaining these weapons as Ancestor skills. Priests of the City are warriors of outstanding ability (warrior monks). The powers of the Ancestor Spirit only exist within the area of the city's influence (outward some 40 miles), waning as normal after that.

Norgaard was founded some 450 years ago and has a glorious and bloody history. Its age gives it 7 points and its history 10 points. The population of 20000 adds a further 10 points. This total of 27 means the Ancestor God has common and specific spells upto level 5. The God also has a bonus spell as follows:

GOLDEN ARMOUR

This spell may be cast on any believer who is wearing any plated metal armour (breastplate, banded mail etc, but not chain or scale). It makes the armour glow golden and impressively, giving the wearer +1 to all base numbers used for Leader, Officer or Soldier

Very common spells that eveyone can use.

ALARM/WAKE

This spell has two uses. The first is as an alarm to warn of anything passing over or near (1 zone) the place where the alarm is set. The second is to trigger an alarm after a specific period of time has elapsed. In either case only the caster of the spell will hear the alarm. Will last one day or one use. The caster must stay within the same zone as the target.

CELEBRATIONS

The caster of this spell does so to give his blessing and good will to those present (whomever he touches). The effect of this blessing will last one day and basically bestows good luck to those affected. The more people that do this the greater the luck gained. In general it needs about 10 spells to give a +1 modifier, 100 to give +2, 1000 to give +3 etc.

Only one casting, per caster, is effective per target at any time, so repeat castings on the same target by the same person have no effect.

This spell is most commonly used at annual or special celebrations, such as weddings. Commonly the bride and groom are given the spell so that their wedding night will be memorable.

CLEAN

This is used to clean dishes, to clean clothes etc. Anything that has common stain can be returned to near normal by the use of this spell. It does not polish or do windows. Limited to an area of 1x1x1 feet. It has a mild antiseptic component, equivalent to soap. Cannot be used to control Comfort Levels.

DRY

This spell is used to dry things that are damp. If they are damp (1), wet(2), soaked(3) or saturated(4) then multiple castings will be required. Drying area is limited to about 1x1x1 feet per casting. It cannot be used to dehydrate living things.

ENGRAVE

This spell allows the casters finger to trace out and engrave lightly, any 30 letter message. This will work just like a modern engraving tool. Engraving must begin immediately and the spell fails the instant it is stopped or 30 letters have been written. If used on a living surface it would tickle lightly only.

FIRE

This spell will create a small flame on the end of the casters finger, can be used on commonly combustible material, such as wood or paper etc. The spell has the power equivalent to a barbarque maTouch. It will not burn the caster.

HEAL

This spell will heal 1 point of wounds, and stop all but the most severe bleeding, but can only be used once per Event. IT will also add +1 to any desease or poison roll you make (which will be induced by the spells casting).

HEAT

This spell is used to create heat in non-living things. It is commonly used to raise water to boiling point or to cook food. It will effect about 1 gallon of water or equivalent wieght in food. It cannot be used on living things. The caster must be touching the target for the duration, around 1 minute.

LIGHT

This spell creates a dull light equivalent to full moonlight for an event in one zone. The light will emanate from the point touched, and may be moved with that object. It is directional light source, so may be blocked or covered up.

LOCATE

This spell will tell you to current direction to the nominated person if they are within 1 mile. The person to be located must be known reasonably well to the caster. Cannot penetrate underground.

LOCK

This spell will lock any portal, door or opening barrier against anyone but the caster. It can be physically overcome by a severe effort which requires a visible display of strength (the spell would have a STR of 9). This display would be obvious to the casual observer and would raise questions. The spell fails if broken or the caster opens the portal, or after one day.

MEDITATE

This allows the caster to rest deeply in any environment for 1 hour, allowing them to recover 10% of their normal total Fatigue points. You can only use this spell once per Session and it does not contribute to any other form of fatigue recovery.

MESSAGE

This spell creates a simple message, 10 words, that can be linked to a point and have a trigger set. It can be set to replay a numbers of times up to your Mage skill level.

You could place the spell on a door handle to say "This is a secure area, do not enter" whenever the handle is touched by anyone except yourself. It would work as many times as your mage level.

OATH

An oath is a solemn and binding agreement between two creatures. It may be a one way agreement, such as a oath to serve another, or it can be a mutual agreement. Breaking the oath will result in the breaker suffering a +1 penalty (to the worse) to all base targets until they can atone. Atonement can be gained by the other creature forgiving you (touch required), or by an Atonement spell from a priest.

PATH

This spell will mark the starting spot where you cast the spell and then keep an invisible trail from that point onward until the spell runs outs. This trail can be seen by the caster at will, allowing them to backtrack if they wish. Maximum life is about 6 hours.

PLEDGES

Similar to the Oath spell but of limited duration, although breaking the Pledge will have a lasting penalty as per the Oath.

PRESERVE

This spell will preserve upto a 2 gallon bucket of food for three months. It may only be cast once on each piece of food, so you cant keep preserving it over and over. Sort of freeze dries them.

PROTECTION, LESSER

This spell aids the caster by modifying any one die roll in the period of effect by 1 to the better. This cannot be combined with any other magical die roll or target modifier that is considered beneficial by the GM.

REPAIR

This spell will repair any mundane inanimate object that has broken as long as all parts (99%) are available and present before the caster. The size of the object may be no greater than the caster can lift with one hand.

SAFE

This spell is cast over any concealed spot or compartment or hiding spot to improve its effectiveness so that unaided perceptiveness requires a special success to see it. If a spell is used to improve your chances of spotting something then it converts the Safe spells effect to simply +1 harder to spot.

SEAL

This spell is used to creat a wax blob and imprint a unique personal seal. Everyone has there own seal and it is difficult to duplicate, however the viewer would need to be familiar with it for it to be any good.

SHARPEN

This spell simply sharpens any non-magical edge to which it is applied.

SLEEP

This spell can be cast on anyone with a direct blood link to your own (mother, son etc). It will make them drowsy and to fall asleep over the next 5 minutes unless they are strongly willed not to do so, or not in a position where it would be obviously inappropriate.

MARK

This spell allows you to mark an object for ownership purposes, it will carry an invisible sign that is uniquely individual to you. Any existing marks are wiped, so only one mark can exist on an item at the one time. It takes about one hour to mark an item, during which time you must be in constant physical contact with it. Only inanimate objects may be marked.

Marks are used in conjunction with Conjuring magic, both to aid and prevent it. A Marked item cannot be conjured.

DETECT MAGIC

This spell is used to detect if an object has any magical properties, such as powers or if it is conjured. The item will flash various colours to the user indicating the items most basic properties.