Faithful

TOC
1. Glossary
2. Magic Commonality
3. Faithful Magic
4. History of the Faithful

Vows and Potence, see separate file

1. Glossary, see Magic

2. Magic Commonality, see Magic

Common Magic Spells: see Common Magic

3. Faithful Magic

Faithful Magic Skills:
Maximum Modification: Spell Skill divided by three is the maximum number of points that can be put into casting the spell.

Distance: maximum range the spell can be initially cast, with the limitation that the target must be in sight. Spell target can later move closer or further away with no effect.

Maintain: skill is the number of spells that can be maintained with a duration by the caster. If the caster casts another spell beyond maintain skill, they must choose a spell to let dispell.

Time: skill minus ten is the maximum amount of duration that can be placed on a spell. Casting spells without time will not dispell the same spell with time. Casting a spell with time on top the same spell, will dispell one of the spells. Potence can be used to add time also.

Example of adding Time: caster has the skills Damage Shield 18 and Time 18. They want to cast a long-duration spell, but normally they could cast Damage Shield 5 for 1 week or 4 for 2 weeks or so on. Because the target will be gone for a long time, the caster adds 3 Potence to increase the Damage Shield 4 for 2 weeks to one year (+3 time = 3 Potence).

Distance Mana

10 meters

0

30 m

1

100 m

2

300 m

3

1.5 km

4

5 km

5

20 km

6

75 km

7

300 km

8

1000 km

9

5000 km

10

Time

Mana

1 Hour

0

1 Day

1

1 Week

2

2 Weeks

3

1 Month

4

7.5 Weeks

5

1 Year

6

5 Years

7

25 Years

8

100 Years

9

500 Years

10

Faithful Spells (34+ spells)

Aid: (common) First Aid & heal over a day, power of the spell must be equal to current damage, lower power has effect once total spell power equals current damage.

Aura: (uncommon) Increases PM for purposes of attack and defense for both magic and spiritual combat. The PM of the target can only be increased by one maximum, but the spell power must be equal to that PM. Example, Rodrigo has 6 Spirit and wishes to increase PM using this spell. Rodrigo can have 7 PM with the spell for 7 spell power.

Bind Ancestor: (uncommon) potence enchant. Spell allows Teutan Adept to bring an ancestor back from the dead to inhabit an object (mandala) or friendly animal (familiar). The cost of the ritual is one Spirit. The bound ancestor is used as a source of knowledge or teacher, allowing the enchanter to increase their skill over time with the assistance of the ancestor. Each bound ancestor has one skill they can impart, up to the limit of the ancestor's skill. The effect is the enchanter gets a check in the skill seven times a year, until their skill is as high as the ancestor's. If one's ancestors are known, a specific one with a specific skill can be summoned. Most ancestors do not have rare skills or skill above 20-30.

Ceremony: (common) Potence enchant, touch range: This spell and Potence can remove sins related to vows. Spell can also be used to add or remove vows.Target must voluntarily choose to make the changes. Can also be used to link person to specific Faithful sect. Spell is mainly used in combination with the Ritual spell to integrate new members into the Faithful and to sell indulgences to sinners by removing their sins.

Chain Spells: (common) Potence enchant: ability to combine multiple spells to cast all at once. All the spells must be powered with Mana (not Potence) and a point of Potence is used to link the spells. The total Mana spent for all the spells cannot be higher than the caster's Capacity skill. Example,

Counterspell: (common) When cast, the target's PM does not need to be overcome and all the spells that can be countered are. A variable or stackable spell is not partially dispelled. Example. Counterspell 2 cast at a target with three spells: Confuse (1 spell power), Improve Admin 2 (4 spell power because it is two points of god spells), and Flaming (2 spell power). The Confuse and Flaming are dispelled and the Improve is unaffected. If the spell was Counterspell 4, the Improve Admin would be temporarily dispelled for one hour (or whatever the duration is).

Create Monster: (rare) Potence enchant. Special rare spells used to permanently transform living creatures into horrible monsters at the whim of the caster. Cockatrice, basilisk, dragons, and other fantastic creatures are examples.

Damage Barrier: (common) Each point provides one AP that goes away after being damaged. Example, Damage Barrier 18 casts 6 power version. Target takes 4 damage so Damage Barrier drops to 2 power version. Damage Barrier Improved is the same spell (uncommon), but AP blockage is 1.5 times spell power. Research is underway in several regions to increase power even more.

Damage Shield: (common) Each two points increases AP by one.

Diminish: (common) Each point can lower target's bonus for Appeal, Learn, Study, or Focus. All the points of one casting are applied to a single ability, chosen by the caster at the time of casting. Mana of target must be overcome.

Diminish Damage: (common) Each two points can lower target's Damage bonus.

Disrupt Link: (uncommon) Spell can sever link between god and worshipper, preventing them from casting any spell from a god. Spell power must be equal to or greater that PM of the target plus magical defenses. Mana must be overcome too. Spell lasts for the duration, even it target's Spirit or PM change.

Drain Mana: (common) Causes Mana from target's personal mana to transfer to the caster's personal mana if the target's Mana is overcome. Amount of Mana drained is equal to the power of the spell (equal to the Mana put into the spell), up to the maximum personal Mana of the target. If target is dropped to -1 Mana, the target passes out. Example, Lich with Drain Mana 21 spends 7 Mana (2 from personal Mana and 5 from other sources) and suceeds with the spell.

Drain Potence: (uncommon) Target must not resist or not have the ability to move/resist. Capture and binding, paralyzation, unconsciousness, etc. can all allow the caster to target a person. Spell requires the caster touch the target and overcome the mana of the target. If successful, Potence up the power of the spell can be drained from the pool of the target. The target cannot loose more Potence than they have. If the target has zero potence, then the target looses a point of Spirit and the caster looses Potence equal to the power of the spell (and if the caster has zero Potence, they loose a point of Spirit.)

Embody Ancestor: (uncommon) enchant ritual. Spell brings an ancestor back from the dead to inhabit the body of a willing descendant.

Empathy: (common) transfers damage from touched target to caster. Maximum transfer is to lower caster hits to 0 (making caster faint), final amount is caster's choice

Expert [Appeal, Study]: (rare) Each two points increases appropriate ability by one.

Extract Potence: Skill/spell is used to extract the potence from a dead magical animal or plant into a physical form. Can also be used to extract Potence from self. Self extraction results in one physical Potence for two internal Potence spent.

Flash: (uncommon) Spell requires one Potence to cast. Area affect for all within (spell power) meters of caster. Spell causes bright flash and bang that prevents the caster from being targeted by spells or attacks that round by all who the caster overcame in the opposed roll. Note spell defenses on those opposing the caster have no effect. Those affected can still act normally toward everyone else.

Halt: (common) Each point lowers base move of target by one point.

Haste: (common) Each point raises base move of target by one point.

Holy Trinity spell: (uncommon) (self only, mastery spell) single spell combining three shield spells (damage, magic, spirit) into one. The skill in this spell adds to the lowest of the three spells for total skill for all three. The skill increases by experience as if it was over 20. The spell cannot be used unless all three resist spells are already mastered (18+). To calculate ability maximum skill, add the Holy Trinity skill to the lowest skill of the three and that is the effective skill.

Homonculus: (uncommon) potence enchant. Creates spiritual spy, allows access to restricted areas.

Keen [Athletics, Avoid, Negotiation, Perceive, Sense]: (common) Each point increases appropriate skill by one.

Link Ancestor: (uncommon) spirit enchant. Links a character and an ancestral spirit permenantly. Allows the mana of the ancestor to be available to the character.

Mage Eye: (rare, can only be learned by magi). Allows caster to see all spells cast a person and their equipment.

Magic Shield: (common) protection vs. spells cast by other than target. Ex. Iho has Magic Shield 2 cast on him by his wife. If she casts a 2 power spell at him, it will have not get through. If he or one of his spirits casts any spell on him, his Magic Shield will not affect him.

Make Goblin Bow: (uncommon, goblin) potence enchant. Enchant 5+ (required and results in automatic success) and one Potence. Creating a goblin bow conjures an ancestor of the goblin and binds it in the enchanter's bow and links the ancestor and castor. The ancestor cannot cast spells, only supply Mana. The amount of Mana varies by the background of the caster: 4 for Hobgoblin, Goldskin, or noble, 3 otherwise. The creation of a goblin bow symbolizes the transition to adulthood for goblin warrior and is done on the 15th birthday. If the goblin leaves their family/clan for any reason, the ancestor leaves the bow. If the goblin disappoints their ancestor, it will refuse to supply mana (this is rare.) When a goblin joins a new family, they can usually immediately make a new goblin bow (unless the Grandmother prevents it.) Non-goblins can make goblin bows (if they can learn the spell), but must be official members of a goblin family (in order to have an ancestor that can enter the bow.) Non-goblins must spend 2 Spirit to make a goblin bow. Goblin bows turn black, unless gold skin, fairie connection, or non-goblin (then they turn yellow). Note: non-goblin with fairie connection make black goblin bows.

Mana Trap: (rare) potence enchant: Causes an area or object to drain mana from anyone touching or entering. The spell cannot have conditions and even the caster can be affected by the spell. If cast on an object touching the object with a gloved hand will set off the trap, but grabbing it with a tool will not. Area version of the spell is limited to Potence meters squared, ex. 5 Potence equals area up to 5 meters squared (25 square meters.) Amount of mana drained is equal to Potence remaining. Spell lasts for number of one year per Potence spent and dissapates one Potence per year. Fairie sight, Mage Eye, and similar spells will reveal the Trap. Spell only works if target voluntarily touches object or enters area, ex. spell cannot be cast effectively on arrows or a sword for combat use, because the target did does not voluntarily get stabbed or shot. Spell power is equal to current Potence and can be dispelled. Any dispelling will dispel a portion of the enchantment. Ex. Counterspell 3 vs. Mana Trap 5 would lower the Mana Trap to 2. Mana from a Trap immediately dissipates into the void.

Paralyze: (common) If spell power is greater than current hits, target is paralyzed. While paralyzed, target does not need to eat or drink (target is in hibernation.) Multiple paralyze spells can stack. Multiple counterspells cast in the same round with a power equal to target's hits or more will dispell the Paralyze effects. If Paralyze and Wither spells are stacked in the same round, the Paralyze spells are blocked by the spell defense first.

Poison Weapon: (uncommon)Each three points increases damage (poison) by one on any weapon.

Regenerate: (rare) [evil] Touching unconsious target allows reverse healing touch, transferring hits on caster to unconsious victim (limited to full healing of caster or points in spell). This may kill victim.

Spirit Shield: (common) each two points increases Spirit by one for purposes of defending against Spirits

Tire: (uncommon) Each two points lowers all target skills by one.

Weapon Damage: (common) each two points increases Damage by one.

Wither: (rare, can only be learned by adept or higher). Each two points does one hit. Can stack to overcome spell defense. If Paralyze and Wither spells are stacked in the same round, the Paralyze spells are blocked by the spell defense first. 

 

4. History of the Faithful

Early History:

The Prophet Samah was born over 600 years ago and within 20 years brought a new mysticism and magical tradition to the world. This magical tradition preaches independence from spiritual potentates and a reliance on self and group. By age 30, the Prophet had spread her faith wide enough to cause the priests of divine gods to feel threatened. The cult of Amaron excommunicated the Prophet and sent cult demons and spirits to rip her asunder. The Prophet recruited these spirits and demons to her faith. The gods, led by Helia, met and decided to destroy the prophet together.

The powers of the gods ripped Samah to pieces and these pieces burned to vapor. Even though the Prophet was dead, her followers carried on her tradition. Many of those followers became saints and have religious orders associated with them. Over the following centuries the Faithful were persecuted and almost destroyed, but an accomodation with the gods was reached. The followers of the Prophet Samah now are numerous and divided into many factions.

Middle History:

[Evolution of the Faith and the Schism]

Due to the Extract Potence spell, conversion of spirit magic related areas was sometimes simple due to the large amounts of stored Potence that was available to power powerful spells capable of counter local spirits, andthe fact that often local spirits do not really care what the locals worship.

Vercen scholars had a significant impact on the early research and transmission of knowledge between the sects, schools, monasteries, etc. Over time the Faith became more homogenized by the efforts of Vercen scholars and others.

The Schism occured due too many disparate beliefs being integrated into the Faith too quickly. In the search for a unifying set of beliefs at the Council of XXXX, the early cooperation disinegrated in rancorous disputes and petty disagreements. Each group, feeling the majority wished to impose its beliefs on them, wished to separate from the community of the Faith. The Schism . . .

Recent History:

The Pope, the leader of the Faithful ended the Dark Ages by killing the hun shaman maintaining the crop-destroying clouds over the world.

Reformation: Once the undisputed leader of the Faithful, the Pope is now a leader struggling to maintain control over the many factions, religious orders, archbishops, and others who no longer feel the need to follow central authority or at odds with the methods of the central authority. Accommodation with the gods has removed the mortal threat and shattered the unity that once held the faithful firmly under the leadership of the Pope and the Cardinals.

The growth of the church changed the character and perspective of the Faithful
[Essay on the disunity of the church]


  • Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

    Updated 29 MAY 02