Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Magical Powers

Magical Powers

Divine Skills and Endowments

    Has Prerequisite
  Group Effort Potential

SkillCostNote or Province
Ceremony250Non-Magical Rites
 Scroll Reading (Incantation)300Use Incantation Scroll
 Weapon of Justice300Bless Weapon
Laying on HandsGracedHealing
Divine Accord300Incantations
 (Individual Incantations)n/a[Other Section]
 Benison200Holy Potions
 Commission300Consecration
  Desecration500Remove Consecration
  Forbiddance750Secure Area
 Divine Preservation 500Defense Magic
 Divine Translation250Read Language
 Imbue 300Enchant Token
 Necromancy †500Death/Afterlife
  Beckon Shadows †300Necromancy
  Graven Likeness †300Necromancy
  Raise Ghoul †350Necromancy
   Animate Monster400Necromancy
  Sap †500Necromancy
   Energy Drain600Necromancy
    Vampiric Gaze750Necromancy
 Prescience300Prediction
 Scroll Writing300Empower Scroll
 Trionfi300Foretelling
 Divine Accord II600Incantations
  (Individual Incantations)n/a[Other Section]
  Aura of BenevolenceGracedArea of Benefit
   Abundance GracedTerrain Blessing
  Aura Linking †GracedRapport
  ClairvoyantGracedMinor Scry
   Astral DreamingGracedAstral Projection
  Divine Wisdom †800Base Skill
   Artifice Discipline800Craft Magical Item
  Etherwalk500Dimensional Shift
  Holy (Unholy) Turning400Chastisement
  Infuse 500Stronger Enchantment
  Lifesong WhisperGracedLocate Being
   Path ProphecyGracedOptimal Navigation
  Prolongation400Extend Incantation
  Vision Quest600Divination
 Ritual Abettor350Ritual Participant
  Banishment Ritual600Conduct Ritual
  Exorcism Ritual300Conduct Ritual
  Return to Life Ritual500Conduct Ritual
   Tether Soul600Conduct Ritual
    
 
Rebirth
750Conduct Ritual
  Divine Accord III600Incantations
   (Individual Incantations)n/a[Other Section]
   Tree-incarnationGrantedDeity Specific
   Greed SacrificeGrantedDeity Specific

Fey Influence

† Has Prerequisite

SkillCostNote or Province
Fey Magic250Fey Magic
 (Individual Cantrips)250[Other Section]
 Dendrosophy: Heat-Blossom †350Fey Flora
 Dendrosophy: Off-Season †350Fey Flora
 Dendrosophy: Strange-Fruit †350Fey Flora
 Extraplanar Bias500Form Pacts
 Green Stitching300Stitch DarkLeaf
  Arbor-Forging600Create Feywood Armor
 Spiritual Nature †500Review
  Wilder-morph, Land400Morph, Land Beast
  Wilder-morph, Water500Morph, Water Beast
  Wilder-morph, Flight600Morph, Flying Beast
 Summon Pests200Vermin, Insects
  Call Mount250Beckon Steed
  Summon Small Beast350Fey Beast
  Team of Pixies350Pixie Servants
  Conjure Minor Chaos500Summon Fiends
 Summon Vines200Animated Vines
  Call Mount250Beckon Steed
  Summon Small Beast350Fey Beast
  Team of Pixies350Pixie Servants
  Conjure Minor Chaos500Summon Fiends
 Urge Familiar Spirit250Bond with Fey Spirit

Occultic Powers

The occultist is able to find substitute powers and prerequisites to use a different path of progression to obtain metaphysical, magical and divine-like powers. When starting the journey towards the occult, one may not realize into what other-worldly powers he or she is stepping. However, eventually the occultist will gain the attention of some Patron power, be it a emas kami, perhaps a noble fey or even a demon prince. Only upon gaining the Commune with Patron and speaking with the power “behind the curtain” with the identity become revealed.

† Has Prerequisite

SkillCostNote
Contortion200Small Spaces
Feel Poison250Detection
Hexation500Curses
Hydromancy †250Revelation
Meditation300Mind over Matter
 Disease Resistance300Advantage vs Contagion
 Fish Gills250Hold Breath
 Laying on Hands250Healing
 Poison Resistance400Resist Toxins
 Enoptromancy400Prognostication
 Extraplanar Bias †500Bind Demons
  Commune with Patron750Divination
   Elemental Swarm750Elemental Gate
   Heart of Stone500Charm Resistance
    Dark Mind600Mind Shielding
    Era of Stone750Resist Aging
   Life-Chanting †800Golems
   Fire Proof350Fire Resistance
    Pyromaniac500Fire Connection
   Inner Fire350Cold Resistance
   Tell-Tale750Detect Lies
    Silver Tongue †750Tell Lies
 Scroll Reading (Incantation)300Use Incantation Scroll
 Scroll Reading (Axiom)300Use Axiom Scroll
  (Individual Axioms: Cost 1 to 2)Varies[Other Section]
 Weight Shifting350Movement
Phrenology †250Cerebral Reading
 Phrenology II500Preternatural Psychology
  Psionics800Mental Powers
Rhabdomancy100Dousing

Rune Skills

The power of runes is explained in a future section.

† Has Prerequisite

SkillCostNote
Rune-Crafting †500Rune Magic
 Rune-Renewal250Restore Rune
 Rune-Creation500Craft Rune

Sorcery Skills

† Has Prerequisite

SkillCostNote
Sorcery300Arcane Magic
 (Individual Axioms: Cost 1 to 2)Varies[Other Section]
 Scroll Reading (Axiom)150Use Scroll
  Scroll Writing250Empower Scroll
 Sorcery II500Arcane Magic
  (Individual Axioms: Cost 3 to 4)Varies[Other Section]
  Dactyl Procedure† 600Graft Ductilium
 
Abundance Aura of BenevolenceSpirit 24+
This power can be performed as a single priest or as a group. The more priests with this ability who work in conjunction, the greater the area of effect. The ritual quickens the ripening of a harvest or the growth of woodland. The priest stands anywhere within the area to be affected and designates the exact size and shape of the area. Fields of crops in the affected area grow, ripen, and will be ready for harvest in a single day. Seed must be sown before the ceremony. A woodland achieves 1 year of growth in per day of the ritual. The ritual for woodlands can continue for any number of continuous days so long as the members involved in the ritual remain the same. Soil capable of supporting the woodland is required for the growth to remain healthy thereafter. The ritual affects 1 acre of cultivated fields or potential woodlands for a single priest; however, the area increases to the number of acres equal to the square of the priests performing the ritual. Thus, two priests affect four acres, while five priest alter 25 acres. Ten priests are the maximum number who can work on this effort together.
Unskilled: This is a divinely granted ability
Karma Attainment: Requires a week of prayer
Animate MonsterRaise GhoulWill 15+
When learning this dark skill, the necromancer can choose to create one zombie monster rather the skeletons and zombies when casting crown of the grave. However, the time of animation for a zombie monster is longer than a typical zombie, lasting three months rather than the standard one. This creature counts as one creature under the priest’s control.
Unskilled: Impossible
Karma Attainment: Requires the consumption 6 pounds of a mutant-type monster, which will require between 12 and 18 days
Arbor-ForgingArmoring; Green StitchingAgility 14+
With this skill, one can use feywood to create elfin-chain, which is a light armor. It can be crafted into the form of either an elfin hauberk or a suit of elfin-mail.
Unskilled: Impossible
Karma Attainment: Week honing the skill with the one who reveals the method of the skill
Artifice DisciplineDifferent Skill PathsMuse 15+
This is the skill used to actually craft magical weapons, armors and devices; however, it is specific to a particular discipline of artificing. It can be obtained by three different paths: a focus from sorcery, a focus from divine wisdom, or a focus from metallurgy. More details can be found in the Artificing Skills section.
Unskilled: Impossible
Karma Attainment: Varies
Astral DreamingClairvoyantSpirit 18+
Priest who are graced as clairvoyant may be granted this further ability from their deity. When using this ability, the priest can enter a sleep and dream of the places and events around him. His astral form is projected from his body and he can move about from his place of slumber at his normal rate of movement. The dream spirit can pass through solid objects with no difficulty but cannot enter areas which are magically or spiritually protected; further, no sound will emanate from a protected area to his spiritual form. While in this form, the priest is considered a fey for any effects that might be cast upon him or her. This also limits the priest from entering holy ground that is not directly consecrated to the priest's deity. Performing astral dreaming cannot occur when his or her physical presence resides on different consecrated ground or other blockage against fey or planar travel, such as forbiddance. Finally, while dreaming, the priest’s body cannot protect itself from physical attack. The dream lasts for 10 minutes and can only be performed once before requiring a long rest.
Unskilled: This is a divinely granted ability
Karma Attainment: Obtain the kiss of a unicorn
Aura LinkingPrescience; Divine Accord IIWill 13+
Some priests can be granted this special ability. With it, as an action, a connection can be made with either friend or foe. The priest reaches into the unshielded mind of any creature seen within 60 feet to initiate this connection. Any protection of the Mind, from psychic shield to dark mind, no matter how minor will prevent this connection; however, neither discipline nor mental fortitude will outright block it, but both allow +2 on the save if resisting. The victim may choose to resist, which grants a Will save (TM:15) to avoid. If the priest successfully connects, then the cleric will know the target's location for the following hour, assuming the two are on the same plane of existence. While the priest has this connection, the target cannot become hidden from the priest unless an effect to shield the target's mind is used or the targets enters an area of forbiddance, anti-magic, quasi-dimensional space or other significant magic-disrupting field. Even if the target becomes invisible, it gains no benefit from that condition against the priest. No more than one creature can be linked at a time. The effect can be terminated early at the discretion of the priest. However, after using this power, a long rest is required to use it again.
Unskilled: Impossible
Karma Attainment: Long Rest
Aura of BenevolenceDivine Accord IIFaith 14+
Whenever a friendly creature within 10 feet must make a save, the recipient gains a bonus of half the priest’s Faith bonus (rounded down) is added to any saves, regardless whether it is against Mind, Body or Spirit. However, the priest must be conscious. Once gained, this ability is in constant effect and acts passively.
Unskilled: This is a divine blessing
Karma Attainment: One must donate one-tenth of current wealth to a charitable cause
Banishment RitualRitual AbettorWill 14+
Once becoming a ritual abettor, being the leader of different rituals becomes an option. Through this ceremonial ritual, a group of devout worshipers can tap into the universal forces that tie beings their cosmological origins. It can only be used against avatars, fey and fiends of a differing ideology of the priest's church. Deities of good can affect fey and fiends; neutral avatars or fiends; and evil powers can banish avatars and fey.
 
This ritual is a chanting that requires one minute (60 seconds) to recite in full. During the liturgy, the target must remain in full site of the leader. Further, should anyone involved with ritual becomes injured, by Body, Mind or Spirit, then chanting start over which will occur on the leader’s next turn. As such, this is most often performed after target has been captured in some sort of magic circle or holy turning. Once the divine chant has been completed, the target must roll a Will save. The TM is base 12 plus the Faith modifier of the leader of the ritual. For each abettor in the ritual, an additional +2 counts towards the TM. If the save fails, then the creature is forced back to its plane of origin and is unable to leave under its own power for a number of years equal to the square of the difference short. (This is more a GM concern, but if the save fails by 3 points, the supernatural being is grounded to its plane for nine years.) If the target succeeds, the ritual may be attempted again at no penalty.
 
As with all rituals, those with ritual abettor training can assist in the chant to increase the difficulty of the save. Of course, this assumes the morality schema permits the ritual abettor to join. While additional participants of the ritual help in the success of the ceremony; the more people involved, the less likely to complete the liturgy without injury.
Unskilled: This is a divine ritual
Karma Attainment: 23 Days of study, followed by the candle ceremony, where the priest gathers four different citrus fruits, one per day, then used to scent a candle on the final (28th) day and burning it to complete the training.
Beckon ShadowsNecromancyFaith 12+
This skill allows a special summoning from between 2 and 4 (d3+1) undead shadows to come forth under the mental command of the necromancer as a substituted effect when casting crown of the grave. After being summoned, starting on the priest’s following turn, the existing shadows will take actions as the priest chooses during his or turn and move under the necromancer’s command. The shadows exist for two minutes (120 seconds from the summoning action). If a shadow is destroyed before that time, it will cease to exist. This ability can be used once, after which a long rest is required to summon the shadows again.
Unskilled: Impossible
Karma Attainment: Stay in total darkness for three days
BenisonCeremonyFaith 9+
This skill gives the priest the ability to bless water in one of three ways: Anointing Spirits, Holy Water, or Invigoration. Each requires a few days to create. This is not alchemy but rather a mystical transformation. This is a process, requiring to be performed on holy ground and cannot be performed “on the road.” Material cost is about 10 bits. Similar to brewing, there is a d20 roll against TM:6 each day with Faith bonus added. When successful, the raw score of the die is tallied until the sum reaches 18 or higher - at which point the holy blessing is complete and the solution is good, producing 6 viable uses. So long as the process continues, success is guaranteed, the only variance is how much time is required to produce the batch. Shelf lives of the blessed waters are listed in the apothecary table under the market.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability
Call MountSummon Pests or Summon VinesWill 14+
This fey magic summons a disembodied fey that assumes the form of an intelligent, strong, and loyal steed. Appearing in an unoccupied space within 30 feet, the steed takes on a chosen form: a horse, a pony, a camel, an elk, or a lizard steed. (The GM might can other animals to be summoned as steeds.) The steed has the statistics of the chosen form. Additionally, if steed form normally has a Mind score of 5 or less, its Mind becomes 6; further, it gains the ability to understand one language of the summoner’s choice, spoken by the summoner of course. The steed can serve as a mount to be used with any existing skills designed for that type of mount. If the fey-mount drops to zero Body points, it will disappear, leaving behind no physical form. The steed can be dismissed at any time with an action, causing it to disappear. Otherwise, the spirit steed will persist for eight hours. The steed can only be summoned once until requiring a long rest to call again.
Unskilled: Impossible
Karma Attainment: Long Rest
CeremonyNo Skill RequirementFaith 8+
This skill trains a clergy member how to conduct marriages, rites, funerals, coming of age services and other religious observances. The ceremony skill can be learned and performed by any person, even without the divine accord justification; however, the church may not recognize the union, protocol or legalities if the performer of the ceremony is not at least associated with the sect. However, if the ceremony is used by someone with divine accord, then an extra sanctuary-type ceremony can be performed that can create a 10ft by 10ft area of temporary “holy ground” for 8 hours. However, a long rest is required before performing again on the same location. This same location can be maintained by the ceremony if no more than 24 hours pass from its previous blessing ends. However, if choosing a different location, the one week must pass from the previous use of this type of ceremony. While there are no requirements for this skill, acquiring it is obviously social implications.
Unskilled: Someone with an acting skill could perform the ceremonies without having the skill with a believable performance on a successful Judgment check (TM:9). However, no actual benefits would occur such as creating temporary holy ground. The other portions are merely recognitions of authority and could remain legitimate if the rouse lasts.
Karma Attainment: A three-day church class is taught to grant this skill with karma
ClairvoyantDivine Accord IIPerception 12+
This ability is a minor version of scrying. It can only be used to view a location very familiar to the priest or in an obvious location which might be unfamiliar, such as behind a door or around a corner that is within 100 feet. It is also possible to view locations that have been visit only once before; however, these less-familiar areas must be currently within two miles. The initial connection of viewing is automatic on one’s turn, if in combat; however, it requires concentration, meaning no spell-casting or reactions can be used while maintaining the scry. At the start of each of the priest’s turns (use ten seconds if in a non-combat setting), he or she must make a successful Perception check or lose the connection. For very familiar, use (TM:6), but for others use (TM:13). This skill can be used repeatedly; however, a short “cool down” must transpire, which is equal a minimum of ten minutes, based on the calculation of five minutes of rest for each minute of viewing. Thus, if the priest divinely spies on an area for only one to two minutes, then ten minutes must pass before another clairvoyant activity may be attempted again; however, if able to maintain the vision for five minutes, then 25 minutes would be required for the cool-down period.
Unskilled: This graced ability is divinely granted
Karma Attainment: Wine from a silver cup must be drunk every day for four days
Commission Divine Accord and CeremonyFaith 12+
FaithArea FaithArea
12400 sqft (20x20)  186,400 sqft (80x80)
13900 sqft (30x30)  198,100 sqft (90x90)
141,600 sqft (40x40)  2010,000 sqft (100x100)
152,500 sqft (50x50)  2112,100 sqft (110x110)
163,600 sqft (60x60)  2214,400 sqft (120x120)
174,900 sqft (70x70)  2316,900 sqft (130x130)
The act of commissioning a structure or area creates it to be defined as ”holy ground.” This involves a several church rituals, requiring a full day to commission an area. The size of that area is dependent on the priest. Total square footage includes separate floors of a building not just the actual ground. It also requires one vial of holy water for every 500 sq feet, plus herbs and incense valuing at 1 bit per 10 sq feet. While the area can conform to any shape of square footage, the table also shows the size of a perfect square of commissioning. For each extra priest joining in the commissioning, up to a maximum of six priests, each individual acts as if one point higher in Faith for calculating the area blessed.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability
Conjure Minor ChaosSummon Pests or Summon VinesJudgment 13+
There is an important material resource needed to use this skill; it is a vial of blood from a hominoid which has been killed in within the last day. With this fey magic, two moon demons appear. These will disappear when dropped to zero Body points or after five minutes (300 seconds of combat). The demons are hostile to all creatures. A demon attacks the nearest non-demons to the best of its ability. When conjuring the demons, the summoner swirls the blood in a circle, roughly a 10-ft radius; the demons appear outside that circle but within 40 feet of the summoner. The summoned demons cannot cross the circle or target anyone in it. It requires a long rest to perform this ability again.
Unskilled: Impossible
Karma Attainment: Long Rest
ContortionNo Skill RequirementAgility 10+; Will 10+
Adj ScoreResult Adj ScoreResult
20+Escape in 1 min12Escape in 10 mins
18-19Escape in 2 mins10-11Escape in 20 mins
16-17Escape in 3 mins7-9Escape in 45 mins
14-15Escape in 4 min4-6Escape in 90 mins
13Escape in 5 min3 or lowerNo escape
This allows a person to fit into and move through a smaller space than normally would be allowed, effectively acting as a size category smaller with a Black Tier movement. Further, there is a chance to remove oneself from being tied or shackled, similar to the knots skill but due to a different method. When bound, escape can be attempted with an Agility check (TM:13) for rope; for shackles using the same TM but include a -5 penalty to adjust the roll. If the binding are even more difficult then use an appropriate penalty for the roll to keep the success chart easier to read. If someone also has knots as a skill in addition, then escaping being bound by rope (not shackles) gains +2 to the roll. Further, one can spend two minutes in preparation to dislocate the restrained limb, then one can roll with a +3 for escape; however, if failing, the limb is unusable for the next hour.
Unskilled: Impossible
Karma Attainment: No activity required, but must sleep in a square box half the character’s height for 5 consecutive nights
Dendrosophy: Heat-BlossomAstrology; Fey MagicPerception 10+
The fey skill combines agronomy and fey magic to produce extraordinary crops. Once per year, the disciple can plant one fruit-bearing trees or bush. The result of this sacramental rooting produces inedible orbs, when plucked from the branch produce warmth and light for about a week. The special fruit does not burn, but it will radiate both heat and light equivalent to a campfire. After the week has passed, the orb rots, diminishing in its glow until it completely decays over the next few days.
Unskilled: Impossible
Karma Attainment: Three days time naked, connecting with spirit of the forest
Dendrosophy: Off-SeasonAstrology; Fey MagicPerception 10+
This fey skill is similar to heat-blossom in that it allows a fruit-bearing plant to be rooted once per year. However, this version causes the normal fruit of the tree to bloom in the off-season; thus, cherries would blossom in winter, while grapes would grow in early spring.
Unskilled: Impossible
Karma Attainment: Three days time naked, connecting with spirit of the forest
Dendrosophy: Strange-FruitAstrology; Fey MagicPerception 10+
Like the other forms of dendrosophy, this skill allows the flora to grow and bear fruit from outside of the region, such as oranges in an arctic zone. Another option might be to grow a root-vegetable like potatoes.
Unskilled: Impossible
Karma Attainment: Three days time naked, connecting with spirit of the forest
Desecration CommissionFaith 13+
The divine power removes the “holy ground” status from an opposing deity. This is a cleansing process to remove all benefits from those of aligned worship. Cleansing is more difficult than commissioning, and thus takes longer. The rituals require two days to purify the same size area as the commission skill, according to one’s Faith. It also requires one vial of holy water for every 300 sq feet, plus herbs and incense valuing at 1 bit per 5 sq feet. Up to three priest can combine their efforts to remove commissioned ground. For each extra priest, the individuals act as if he or she had one point higher score in Faith for the calculation of area abjured.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability
Divine AccordNo Skill RequirementFaith 10+
This skill grants the ability call forth incantations from one’s deity. It bonds the character to a devout relationship with a deity, the church or sect, which may influence decisions and mindset of the character. This skill is more like a power granted from the deity and the god’s entourage of serving kamii. At this power level, the priest can invoke any incantation up to a Spirit Cost 3, subject to the limitations of his or her Faith score. This can be trained at the church (or in rare cases of extreme devotion for self-training, at the GM’s discretion) which requires 84-days of religious study, prayer, fasting and other activities relevant to the province. That said, most priests obtain divine accord during the paideia phase; however, those converting into a Church after being semi-successful as an adventurer, then there should be a reason that meets with the personality, goals and ideals of the character -- or have some sort of story explanation, such as a conversion on the road to Damascus, but it may not need to be that dramatic. Nonetheless, the GM might rule a certain minor quest be performed before being accepted by the Church and/or deity.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability
Divine Accord IIDivine AccordFaith 12+
When acquiring the power of Divine Accord II, the priest can invoke divine incantations having a cost up to 8 Spirit points. Further, certain deities and pantheons may grace a special ability when achieving this point in the priest’s walk of faith. Refer to the deity or pantheon for specifics.
Unskilled: Impossible
Karma Attainment: To obtain this degree of piety, the hopeful must complete a minor quest from the church, such as escorting a young acolyte to a distant shrine, collecting water from a sacred spring, cleanse a blight or recover a relic stolen by bandits.
Divine Accord IIIDivine Accord IIFaith 17+
Reaching Divine Accord III is the mark when the faithful is no longer seen as temple leader or professional adventurer but becomes viewed more like a hierophant. At this ranking, the priest can invoke divine incantations having a cost at 9 Spirit points or higher. Again, certain deities and pantheons may grant new abilities at this point as well.
Unskilled: Impossible
Karma Attainment: To obtain this degree of piety, the priest will be sent on a holy mission to show his or her devotion.
Divine Preservation Divine AccordFaith 13+
This defensive skill allows a priest to instantly use an incantation that is designated to be an action in a self-protecting manner. Whenever this is used, the normal amount of spirit points are consumed, and if the priest does not have enough then this ability cannot be used. However, it is an instant and one-time protection. If the incantation has a duration, it will not continue to manifest for that time, but rather only for the instant safeguard. On the other hand, this invoking the effect is performed as a reaction, assuming the priest has one available. Further, only divine abilities marked with the symbol can be used in this way. An example is a goblin prepares to fire an arrow at the priest, who has a reaction available. Using that reaction, the priest could instantly create a downpour to influence the effectiveness of the goblin’s shot. The downpour would not last the normal duration but instead only for a few seconds to impede the arrow shot. Or instead, if the goblin shot the arrow and inflicted damage against the priest, a treat minor body damage could be used as a reaction to grant an instant healing of the damage.
Unskilled: Impossible
Karma Attainment: Long Rest
Divine TranslationDivine AccordPerception 10+
For priests not granted the discern language incantation, this is an alternative. It could be granted to those with the spell, but selecting it for such priests would be a rare choice. This skill only works on written language, and the priest must remain in the presence of the scroll, book, carving or whatnot. The effort is not strenuous and can occur during a short rest; however, the priest must be conscious during the translation. For each minute in the presence of the non-magical foreign writing, one word (in order from the beginning to end) becomes known. Up to 12 hours of translation (720 words)
Unskilled: Impossible
Karma Attainment: Long Rest
Divine WisdomDivine Accord IIFaith 15+
This allows a priest to create a magic item through a divine-magic process. It is actually a prerequisite and more details can be found in the Artificing Skills section.
Unskilled: Impossible
Karma Attainment: Long Rest
Energy DrainSapFaith 13+
With this skill, the priest can add a “life-drain” onto any melee attack that physically strikes an opponent by using a reaction after a successful strike. When hitting the opponent, the “life-drain” inflicts a special necrotic penalty which will reduce damage from the opponent&rsqo;s max-Body value rather than a traditional strike. If the victim’s current Body points are lower than the drained max value, then no “current” damage is inflicted; otherwise, the “current” value is lowered to match the new max-Body value. The victim’s max score recovers only after the new max has been achieved and then it restores at the normal rate according to the rules of short and long rests. However, healing magics cannot restore the max value unless the spell or effect explicitly states so. After delivering this draining power, it cannot be performed again until after a short rest.
Unskilled: Impossible
Karma Attainment: Must observe a flower rot in hand over one week
EtherwalkCeremony, Divine Accord IIFaith 14+
This divine method of movement requires one minute of concentration to use, after which the priest can transport himself and any number of like-sized followers (or equal living mass) who are joined by hands to the border ethereal plane of existence. If the circle of connection (hand-holding/touching) is broken during the attempt, it will ruin the transport. This commute is physically stressful for the priest, inflicting d3 points of Body damage per traveler, including the priest oneself. If transporting largest creatures, such as a horse, each additional size-category counts as another traveler; i.e., the priest and an elephant would calculate as five travelers and in this case, the priest would suffer 5d3 points of damage upon arrival. It is entirely possible the trip could kill the priest. To return to the material world, the priest will have to perform this ritual again, which subjects him or her again to the same bodily stress. Finally, travel on the border ethereal results in time passage being a bit out of sync. Time at the borders of the ethereal flows at an identical rate as the adjacent plane of existence.
Unskilled: Impossible
Karma Attainment: Practice creating string figures (witch broom, cat’s cradle) for two days.
Exorcism RitualRitual AbettorSpirit 15+
This is another ritual which can be learned after becoming a ritual abettor. Leading an exorcism ritual is a long and tedious process but can yield powerful results. The procedure serves to remove possession, lycanthropy, advanced diseases and magical curses that are exempt from the incantation forms of removal. This is a ritual to be performed against a specific being or a place in the case of a haunting. After the first hour of chants, incense and other practices of the process, a special Faith feat (TM:16) is rolled on a single d20. Up to two abettors can assist in this ritual with every participant involved, including the leader, add Faith modifiers to determine success. Saves are made every hour. Once three consecutive saves are successful, then the curse, haunting or possession will be lifted. There is no time limit for this ritual other than what those involved can endure physically without food, water or sleep.
Unskilled: Impossible
Karma Attainment: Long Rest
Extraplanar Bias Lore: Creature-Specific; Fey MagicSpirit 15+
There are three specific creature lore subjects that apply as a prerequisite to be used with the gained knowledge and abilities from this skill. These could be “avatar lore,” “fey lore,” or “fiend lore.” From those lores combined with this mystic knowledge, then one gains additional methods for influencing that phylum of entities.
 
Diameter-FootBitsMinutes
25010
310015
420020
540025
680030
71,60035
83,20040
96,40045
1012,80050
• Protection From…: By spreading a two-foot diameter sigil of glyphs and symbols made from herbs and silver shavings (cost: 50 bits), the occupant inside the circle gains a preternatural protection from the type of foe. So long as the being on the interior does not cross the circle or reach outside of it, then no creature against which the circle has been designed to prevent can physically enter or harm the occupant. Further, any charms, fear or spell-effects originating from the foe are at disadvantage to affect the protected being. Each protective circle is specific against a phylum; thus, if a practitioner has lore for two different types, no one circle can protect from both. However, the diameter can be increased up to ten feet, but the cost doubling for every additional foot. Thus, a five-foot sigil would cost 400 bits. Lastly, the time to construct is 5 minutes per diameter foot.
 
• Geometric Cage: This esoteric knowledge permits creating a shape that can trap a foe, who once entering it cannot easily break free from it. For fiends, a circled pentagram is used. For fey, a unicursal hexagram; and a regular obtuse heptagram for avatar. The materials needed are herbs, silver shavings, and powdered rubies. The circle can be from two-feet in diameter to a maximum of ten-feet. The cost increases according to size (the same as above). Tiny foes, such as imps, can be trapped by a two-foot diameter; small require three-feet; a medium entity can be trapped by a six-foot diameter circle; and the maximum is required for large-sized beings. The foe is guaranteed to be trapped for one hour. However, after that, each hour it may make a Will check to fine a weakness in the cage. When creating it, the GM secretly rolls the TM value, which is 2d4+12 plus the creator’s Judgment modifier (and it remains that TM for every attempt to escape).
 
• Binding Pact: Once trapping a foe in a pentagram cage, a sage with extraplanar can recite a supernatural binding ceremony to create a pact with the captured creature. This is an hour-long process, which upon completion the first save is granted (if applicable). This becomes an agreement in exchange for being set free from the cage. This could be knowledge or a specific act. Entities with a total Spirit score of 7 or lower are immediately bound. Those with a Spirit score from 8 to 20 are permitted an immediate save with one following every hour after against Will (TM:14). Foes with higher Spirit scores have advantage on the saves.
Unskilled: Impossible
Karma Attainment: One month of study
Feel PoisonNo Skill RequirementPerception 12+
This skill is often believed to be powered by the supernatural; however, it is an intense training of being in-tune with one’s senses. This endows the person with a sensitivity to the presence of poison. Acting like a passive sensation, whenever a poison, whether bottled, on a weapon or in the fangs of a venomous creature, comes within 30 feet of the one with the skill, a secret Perception feat (TM:10) is made by the GM to see if the character is aware of it. This will not give the location of the poison, however, but the person will sense a mild bit of nausea due its existence. The discomfort is not strong enough for penalties to incur. If other poisons are routinely around, such as carried by a party member, then this will cause the Perception roll to be made at disadvantage. However, if a second or third dose of poison comes within the area shortly after the presence of the first poison detection, then the chance of becoming aware of those will be rolled normally.
Unskilled: Impossible
Karma Attainment: Long Rest
Fey MagicNo RequirementsAglity 9+
This is the base skill required before one can use cantrips. While there are no requirements, it should be noted that fey magic is rather secretive. Some elven groups have traditions of passing this skill down to the next generation, which is why it is cheaper to acquire for an elf in the paideia phase of character development. This is an initial development of attuning one’s body to sense the fey energy that flows between the Hinterfae and the Umbralspance. To acquire future cantrips, one must purchase a cantrip through karma and have this required ability. Fey magic permits up to the maximum number of cantrips, which by default is equal to half (round-down) of one’s Agility score.
Unskilled: Impossible
Karma Attainment: Find a mentor willing to help obtain, then follow the mentor’s tutelage for two months.
ForbiddanceCommissionFaith 14+
This ritual creates a ward against magical travel that protects a space up to 30,000 cubic feet (which is roughly 30 feet by 30 feet by 30 feet). For the following month, creatures cannot teleport into the area or use portals, such as extradimensional gates, to enter the area. This ritual protects the area against planar travel and access from either the astral or ethereal planes. If the ritual is performed every month for 5 years in the same location, then its effects are permanent, unless somehow dispelled. The repeated ritual does not have to be performed by the same person; however, a priest of the exact deity would be required to count towards the 5 year requirement of permanence.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability
Graven LikenessNecromancyFaith 12+
For those who have specialized in necromancy can cast the crown of the grave incantation with a different outcome. Rather than creating skeletons or zombies, a single undead creature of small or tiny size can be animated from either animal or fey origins. Obviously the corpse of the creature must be present. While this seems like a bad trade, it allows the undead enslaved creation to maintain the movement of its former self in life. Such as an undead bird could fly, a zombie-worm could burrow and an undead fish could swim, all at the movement tier speed as in life. This allows such an undead slave to perform certain simple tasks that traditional skeletons cannot perform. No special communication or link exists, as this new creation effectively acts as a zombie but with fewer Body points. Tiny undead have only 3 Body points while small ones have 6 points. Its Defense score and any methods of attacks the creature had in life would be the same as the undead being. However, there is an upper limit; no more than 2d20 can be used in any single attack, and the highest Defense possible is 10. These limitations exist even if its living form had better stats. This alternate creation counts towards the total of undead capable of being controlled simultaneously, and like their counterparts, these undead also only remain intact for one month.
Unskilled: Impossible
Karma Attainment: Eat worms for one week while revering death in prayer
Greed SacrificeDivine Accord III; Priest of RahdjiFaith 18+
This is a special power gained by dwarven priests of Rahdji once having a Faith score of 18 or higher. Through a special hour-long ceremony known to the Rahdji priest, the can restore Spirit points like being healed; however, this healing occurs as a sacrifice. Upon its completion, gems, trade bars, and/or coinage are transformed into Spirit points. For each value of 250 bits sacrificed in a hollowed fire burned in a special kiln, one bonus point of Spirit is restored. The materials sacrifice are divinely disintegrated in the process. This ritual cannot take the score above the maximum, and 6 points, at most, can be regained by this ceremony. Additionally, the special kiln weighs over 1,000 pounds; thus, it is technically movable but not really considered mobile. The cost of such a kiln is 2,500 bits. Once performing this ritual, it cannot be performed against until after a long rest.
Unskilled: Granted only to dwarven priests of Rahdji
Karma Attainment: Freely acquired upon reaching Faith 18 at no karma expense
Green StitchingFey Magic; LeatherworkingAgility 11+
With this fey skill, the lateral appendages of the darkleaf tree can be sewn together to create armors equal to leather or even studded leather armor. Such armor is often referred to as goluka armor. The return for using darkleaf plants over actual leather is the lack of maintenance for the armor and minor healing properties it offers.
Unskilled: Impossible
Karma Attainment: Wrapping one finger in darkleaf for 1 Week, not permitting it to dry out. There is a 1 in 20 chance the finger will be permanently stained green.
HexationNo Skill RequirementFaith 13+
This skill is such that one learns how to place curses upon a target; most churches have the secret of the training for this skill; however, divine accord is not necessary to learn this skill; gaining access to the training is a different story. Politics of the game world can factor its availability.
 
The curser can attempt to inflict the following curses: ageusia, bio-nonspecto, gauchiste, gluttony, malglossima, mock feratu, portclaudo, and thunderous step. When targeting a victim, the hexer selects the curse, then his or her Faith modifier is added to the base TM. The base values can be found in the Curses section. The victim must roll a save with the appropriate attribute against adjusted TM; if failing, the target is cursed. The hexer can place only one curse at one time. If unsuccessfully delivering a curse, the maledictor must recover with a short rest before attempting on another target. Curses can be lifted by the will of the one invoking it. If part of a church or legitimized enforcement authority, then the use of curses should follow the ethics of the group. Failing to follow such dogma may result in political intervention or even otherworldly discipline if the breaches are extreme.
Unskilled: Impossible
Karma Attainment: Secret Ritual; 2 days
Holy (Unholy) TurningCeremony; Divine Accord IIFaith 12+
This secret power allows a priest alter the effects of the turn undead incantation to stun a either an avatar, fey or fiend, depending on the spiritual alignment of the cleric. If a faithful's deity is truly neutral in the good/evil schema, then either avatar or fiend could be affected; if truly good, then fey and fiend; and if evil, then avatar and fey. Use of this power is identical to casting the turn undead incantation, which requires a holy symbol. The target is force to make a Faith save against a base of TM:11 plus the priest's Faith modifier. If the save is successful, the preternatural being is unaffected; however, on failing, the being is under the restrained restriction while the priest continues the chant (concentration). The target is far from powerless and may still attack within the rules of the restriction. However, if choosing, the victim may use its action to attempt to break free by rolling the save again.
Unskilled: Impossible
Karma Attainment: Spend a day destroying icons and images of unholy things
Imbue Divine AccordMuse 10+
This skill gives the priest the ability to create a temporary magical trinket or amulet. Essentially any incantation with the symbol can be placed into a small item. These are limited to those costing 2 Spirit points. A further restriction is that healing magicks cannot be placed into an item. The target can be nearly any item so long as it is of good quality and at least 500 bits in value. Imbuing a rock in the field will simply fail. When activating the item’s power, there is a cool-down duration before it can be activated again. For incantation durations measured under 10 minutes, then that cool-down is a two-hour duration. If more than 10 minutes but less than 24 hours, then the cool-down time is eight hours. If an effect is greater than a day, then a like amount is the cool-down. For instantaneous or permanent effects, these cannot be reactivated for a full 24 hours.
 
A typical example would be placing torch into a jeweled ring. The preparation of an imbued item is similar to benison where daily checks (d20) are made against TM:8, tallying the raw score of the roll. The priest loses Spirit equal to the spell cost each day; however, Faith bonuses are permitted to be used for checking against the success roll. Once a total score of 50 is reached (three days at the absolute earliest), the item is gains the ability, and the duration of the enchantment is 28 days. While one trinket has been empowered, the priest cannot create another imbued item of the same incantation. Further, and this is important, while the trinket is active, the creating priest performing a normal casting of that incantation is at disadvantage. At disadvantage, the incantation costs one additional point of Spirit but also requires a Muse save against a base of 10 plus the normal amount of Spirit cost to successfully cast; e.g. favor would have a TM:12 check and cost 3 Spirit points, whether succeeding or failing.
 
Each month, on the final day of the item’s imbuing, the priest may choose to extend the power for an additional 28 days; however, the priest must be in possession for the object for one hour. At the end of that duration, it costs the priest double the normal Spirit amount and requires a successful Faith save (TM:8). If it fails, the priest can spend another hour trying one more time. Furthermore, no different priest can extend the original priest’s imbuing.
 
It is possible to make this object have a permanent effect if recharging it monthly for at least one year. This is not automatic on the twelfth recharging, but rather while the trinket is still active, the priest can choose a Permanence Ritual. To do this, a final ritual must be performed using the same daily TM challenge one final time; however, this time the total tally must reach 150, typically around a ten to twelve day commitment. The making of the trinket permanent must be completed while the object is still empowered and cannot be recharged during the Permanence Ritual. Of course, once the trinket gains permanence, the priest can cast the specific incantation again without being at disadvantage.
Unskilled: Impossible
Karma Attainment: Three Days of Fasting and Prayer
Infuse Imbue; Divine Accord IIMuse 13+
The power to infuse is nearly identical to imbue except that it place incantations with the symbol into an object but can place spells up to 5 Spirit points. Otherwise, the use and cool-down durations work the same. Other exceptions are that the object must be of 1,000 bits in value, the challenge to infuse is TM:10 and the total tally to reach is 80. Just a with imbue, Faith modifiers count towards the roll’s success but not the tally. When created, that incantation is as disadvantage to cast as with those placed by imbue.
 
To extend the infused trinket’s usage as a charm, the priest must hold and concentrate on it for three hours. At the end of that duration, a double-cost incantation must be used along with a successful Faith save (TM:10). Like imbue, a second attempt can be made. After a year of extending its power, a Permanence Ritual may be attempted by the original priest with the total tally required from the daily challenges being 200 points.
Unskilled: Impossible
Karma Attainment: Three Days of Fasting and Prayer
Laying on HandsCeremonyFaith 10+ or Will 9+
This divine healing requires physically touching the target to be healed. As an action, the person of faith places a healing touch on the recipient, who then rolls 2d20, each being a separate Resilience feat (TM:10). If obtained as a divine skill, the target gains the faithful’s Faith modifier to each roll, but if gaining through the occultic prerequisites, it is modified by Will. For each success, the target gains d3 to body, but cannot exceed the maximum Body score. This ability is performed without the loss of any Spirit points, but it cannot be done again until experiencing a short rest.
Unskilled: Impossible
Karma Attainment: One must be devout to the church and have true faith to be granted this ability or be obtained through the Occultist path.
Lifesong WhisperPrescience; Divine Accord IIMuse 13+
Using this ability requires one minute of concentration. The priest imagines a familiar creature, one that is known by name or can be described in detail. For the following hour, the priest is able to sense the direction of the creature, so long as it is within a five-mile radius and its lifesong is unshielded. If the creature is moving, then the direction of movement is also known to the priest. It is also possible to use this power in a more generic manner to locate a known type of creature; however, the range is not as far. This method will locate the nearest “goblin” or “unicorn” as long as one exists within one mile and the priest has personally seen the type of creature before. If the target is ethereal, in gaseous form, polymorphed or in any way not in the form expected or described, then it cannot be located. After performing this once, a short rest is required before another location can be performed.
Unskilled: Impossible
Karma Attainment: Long Rest
NecromancyCrown of the Grave IncantationWill 12+
This skill is a mystic study of energies of the lifesong, with a specialty in vigor. To use this skill, a priest or unholy knight must have crown of the grave as an offered incantation from his or her deity. As a result, when creating undead under one’s command by any means but most often via the crown of the grave power, then the maximum number of controlled undead is doubled.
Unskilled: Impossible
Karma Attainment: Lay in the earth, slight dirt covering, for 2 days; no breaks; no eating.
Path ProphecyLifesong WhisperFaith 16+
While still costing points of karma in game mechanices, this power is granted as a result of service to a deity that not all priests can receive. Using it requires ten minutes preparation, as well as the consumption of three vials of holy water. As a result, the priest gains a higher consciousness to know the shortest, most direct physical route to a specific fixed location. The target must be declared in the preparation, must be on the same plane of existence, and also must be reasonably known by the priest. The target site does not have to have been visited by the priest before but should be a specific site. Obviously, “the capital city” would be a valid target. However, “the nearest goblin lair” would not. The gray area would be a target like “the place where the monster that just attacked normally sleeps,” which would have a chance of working -- assuming the monster sleeps and has a routine place to do so. GMs must use the best judgment for some interpretations. However, this is a ability grants a communing with nature, feys and kamii to provide the guidance; thus, the powers involved would grant not be hung up on semantics. That said; locations that are mobile, such as an airship, cannot be targeted. Persons cannot be targeted; however, if the priest has confirmed knowledge a person is being held prisoner in an enemy castle, then the castle could be the target, even if the prisoner is later moved from that position. When successful locking on to a target, the priest knows how far it is and in what direction it lies. While traveling there, whenever presented with a choice of paths along the way, the priest automatically senses which path is the shortest and most direct route to the destination. Safety along said route is not a variable in that determination. The duration of this ability lasts for 24 hours from the start of the preparation. The revive incantation may be employed in conjunction for greater distances. Once the location is found or the time expires, this special state of consciousness cannot be reclaimed for an entire week. If the priest serves a deity whose domain involves hunting, tracking, or something of similar nature, then the cool-down span required is only three days.
Unskilled: Impossible
Karma Attainment: Long Rest
PrescienceDivine AccordFaith 11+
This divine ability is a mild form of prediction. It can only be used once before requiring a short rest to perform again; however, it can be used in a few different ways. First, it could select a book out of a stack or even the whole library that has the specific knowledge the priest wants to read. Of course, such a book must exist. Similarly, if knowing the information is in a book, he or she could open the book to the precise page. If there were a pile of keys spread out on the floor, the priest could use this to select the one to open a necessary door, so long as the priest is familiar with the door or the exact key. This could even be used to pick the correct fork in the path to reach a desired target. Again, the end target must be specific and well understood by the priest. While the results of this skill is not a guaranty, the odds are strongly in the priest's favor, requiring a Muse check TM:6 for success. Scoring an exact success of 6 translates to a 15-minute duration to find the desired target. For each point over the threshold reduces one minute from the time required.
 
It would be rare to use this method in combat, but if it were, it would require an action. Using prescience as an action to gain special knowledge would translate in the game as the cool-down period for his or her next initiative to be a mere d4+1 with a minimum of 1 second. Again, there are few times this would be beneficial due to the action required, but it is an option should the circumstances and movement be precisely what is needed.
Unskilled: Impossible
Karma Attainment: Long Rest
ProlongationDivine Accord IIFaith 13+
With this honed skill, the priest has learned how to regulate the divine energies of incantations, which results in their duration to increase. This manipulation can only alter incantations whose effects have a casting duration less than 4 hours. This includes incantation that require concentration, such as animate objects. However, only incantation cast directly from the priest can gain this benefit -- not items mimicking an incantation, not a skill that acts line one, and not an incantation read from a scroll. Further, the maximum duration of any adjustment is 4 hours, without regard to the percentage of time boost explained shortly.
 
Incantations having a random duration based on dice will use the the dice rolls; however, the adjustment by a percentage will be made, based on the table below. For example, damage ward incantation normally lasts for 3d10+30 seconds, but with this skill and a Faith score of 13, then the dice formula would first be resolved, then increased by 125%; thus, the result of 40 seconds would become 50 seconds. Remember to always round to the lower number if fractions are involved. Also durations listed in units other than seconds should be calculated to seconds before determining the prolongation in being used in a combat setting.
 
Faith  Percent
13125%
14150%
15200%
16250%
17300%
18350%
19400%
20500%
Unskilled: Impossible
Karma Attainment: Long Rest
Raise GhoulNecromancyWill 14+
When using the crown of the grave incantation, this divine skill allows one of the creatures to be a ghoul. This can be used with every casting.
Unskilled: Impossible
Karma Attainment: Eat the eyeball of a corpse, then take a long rest
Return to Life RitualRitual AbettorSpirit 28+
As with all rituals, once one has been trained as a ritual abettor, then only karma, requirements and church politics stand in the way of learning the secrets of this powerful ritual. This ceremony can restore life and former soul to a corpse. The target’s death must have occurred within the past 3 days (72 hours) from the start of this rite for success to recapture the soul before it fully breaks the association with the physical body. While this can be performed by a single priest, most often a group of priests become involved to improve the odds of success. However, the politics and secrecy of the one brought back to life could impact who joins the ceremony.
 
The method is expensive even for the one performing it, a cost typically passed on to the ones procuring the service. The ritual requires incense, herbs and gold dust which will be consumed at base cost of 1,000 bits per hour of the process. Each priest (leader and abettors) add 100 bits for each hour required. Thus, should the ritual be performed by four priest and require five hours, the expense in materials alone would be 7,000 bits. Typically, the expense as a provided service is triple that base cost.
 
To restore life to the recipient, a special Faith feat (TM:20) must succeed three consecutive times. These feat checks occur every hour of the ritual. A single d20 is rolled for the group, but add all the Faith modifiers of the priests involved. No other magical or divine bonuses can be added without being specifically stated for this explicit ritual. The danger this ritual happens when the this hourly feat fails, which forces a each priest contributing to the failed check to make an individual Resilience save (TM:9). Any who fail the personal save will lose one point from his or her Resilience score permanently. A priest may opt out for continuing; however, it is theoretically possible for a priest to die while performing this ceremony should one’s Resilience fall to zero. The ceremony can persist for ten hours; however, if after the 10th check fails, then the ritual ends without the person’s life restored -- explained as the separated soul was far too disconnected to reunify with the mind and body. As three consecutive feats must succeed, the priests would choose to end the rite if the 8th or 9th attempt failed.
Unskilled: Impossible
Karma Attainment: Long Rest
RebirthTether SoulSpirit 36+
With this power, the priest can touch a creature that has been dead for less than 200 years, who died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its attribute points. This ritual requires around ten minutes to complete as it closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The process further regrows damaged or missing organs and limbs. Should the creature have become undead or even currently is mindless form undead, this will restored to its non-undead form. If used on a free-willed undead like a vampire or lich, then it is permitted a Will save (TM:16) to remain undead.
 
Some final notes about this ability. It is a ritual used on a corpse. If used on an undead, the creature must be fully subdued for the entire ten minutes, as this is not a mere combat touch-attack. The process requires five diamonds, which are destroyed in the rite. Finally, the entire process consumes 15 Spirit points.
Unskilled: Impossible
Karma Attainment: Long Rest
Ritual AbettorCeremony; Divine Accord IIFaith 12+
Once obtaining the prerequisites, one can be trained to be an assistant for various rituals. Without this training, participation in them will not add to the chances of success.
Unskilled: Impossible
Karma Attainment: One week of lecture and study
SapNecromancyFaith 12+
When a necromancer learns this necrotic skill, which empowers the unholy being to use a reaction on a successful touch attack. The touch power is not passive and must be chosen as a reaction to use. However, on a successful touch attack in conjunction with sap, the victim will immediately suffer from the nauseated restriction until the end of the priest’s next turn (possibly longer if wearing a helmet). After using this power, this reaction cannot be tried again for another 60 seconds rounds.
Unskilled: Impossible
Karma Attainment: Long Rest
Scroll Reading (Incantation)CeremonyFaith 9+
This skill gives even a non-casting acolyte the ability to manifest a divine effect stored in a scroll. See scroll writing for more details.
Unskilled: Impossible
Karma Attainment: A week of studying doctrine
Scroll Writing (Incantation)Divine AccordFaith 10+
Through this skill, the priest gains the ability and store the manifestation of an incantation into a scroll. The power that goes into a scroll is limited to incantations which cost 7 or fewer Spirit points. Since the power of the ability is already cast and stored into the scroll, any person with scroll reading (for incantations) can call the magic by reading the divine markings written. It is not limited by religion, beliefs, species or other skills. However, morals and ethics might prevent one from releasing powers of a foreign god. This is more of a role-playing factor than game; however, using scrolls in ways that are against the tenets of one’s Church could have consequences, both political and divine.
 
Unlike imbue, the benefit of writing a scroll is future use of the incantation is not penalized while the scroll remains unused; further, more than one scroll of the same incantation can be created. That said, the magic stored in the scroll can only be released once, after which the scroll is consumed by a divine annihilation, leaving only charred whits.
 
The time and expense for producing a scroll is a process, and its success is not a guaranty. Special paper or vellum must be used, as well as alchemical inks. The time and cost required to create a scroll is a half-day per point-cost. At the end of that preparation, a d20 Faith save is rolled for success. The base TM is 5 plus the cost of the incantation. If rolling under (or natural 1), the scroll is consumed by the power trying to be conjoined with the parchment. Further, after attempting the scroll, successful or not, the priest must the number of days equal to the Spirit cost before creating another scroll.
Unskilled: Impossible
Karma Attainment: Long Rest
Spiritual NatureFey Magic; SurvivalSpirit 15+
This is a mystic connection between the character and all of nature. A person with this rapport can accurately predict natural, non-magical weather for the next eight hours. This forecast ability is not innately constant; it requires approximately ten minutes to discern. Novel plants are able to be identified on a Muse check (TM:8). This can be used for to determine edibility or ingredient identification for brewing or alchemy. Additionally, once per week, this connection permits one question to be asked to the environment around him or her in one-mile radius. The question must be in the form which can be answered by Yes or No response. This is performed by communing with animals, plants and even natural spirits. The actual response (from the GM) may be something other than yes or no, but the question must be phrased in that way. Finally, these powers cannot be performed in an urban setting or underground.
Unskilled: Impossible
Karma Attainment: Long Rest
Summon PestsFey MagicWill 12+
This skill teaches the methods of fey summoning to bring forth a swarm of gnats, fleas, mites, bees, flying ants or similar insects. As an action, a group of vermin will envelope one creature seen within 30 feet. The target must succeed on a Resilience save (TM:9) or suffer 2 points of poison damage; however, the poison restriction is not part of the attack. Once the single attack is over, the pests fade from existences. When performing this once, it requires a short rest to perform again. This is one of the gateway skills for all fey summoning powers.
Unskilled: Impossible
Karma Attainment: Blood from the sacrifice of a chicken, goat, sheep, donkey, cow, or even a dog are spilled of the feces of the same. The blood soaked feces is smear over one’s face, followed by a Long Rest.
Summon Small BeastSummon Pests or Summon VinesWill 14+
Through this fey-influenced skill, the summoner calls forth a disembodied fey spirit in a bestial form. It manifests in an unoccupied space that can be seen by the summoner within 60 feet. The spirit will adapt to fit either air, land, or water, as desired by the summoner. The creature resembles an animal-like being native to the chosen environment. Its stats will be presented by the GM from the Bestiary; however, it would similar to a small wolf or an over-sized eagle. The creature will disappear if it drops to zero Body points or after thirty minutes. The creature is an ally to the summoner and companions. In combat, the creature shares the summoner's initiative count, but it takes its turn immediately after the summoner. It obeys verbal commands. Speaking on turn is a free action. If no command is issued, the beast takes the defensive action and uses its movement to avoid danger. After the beast reverts to spirit form, another cannot be summoned until after a short rest.
Unskilled: Impossible
Karma Attainment: Long Rest
Summon VinesFey MagicWill 12+
This skill works as a reaction to a successful melee attack against an opponent. Once hitting the enemy in such a way, the attacker may use a reaction to summon a writhing mass of thorny vines that appear at the point of impact. The victim must make a Strength save (TM:10) or be restrained restriction. Large-sized creatures or bigger save at advantage. While restrained at the start of each turn, the victim is permitted a free and immediate attempt to break free by rolling another Strength save with the TM being 2 points lower each turn. Once the TM:10 reaches 0, the victim is free even if having failed all previous attempts. A short rest is required to perform again. This is one of the gateway skills for all fey summoning powers.
Unskilled: Impossible
Karma Attainment: Day-long dancing ritual, then a long rest
Team of PixiesSummon Pests or Summon VinesMuse 12+
This summons a team of six pixies who work together to perform simple tasks at command for up to one hour. The pixies spring into existence in an unoccupied space within 60 feet. They cannot attack; however, they can be killed. The summoner can dismiss them at will by either action or reaction. On each turn of the summoner, a verbal command can be given whereby the team of pixies can interact with an object. The pixies can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once given the command, the pixies performs the task to the best of heir ability until it completes the task, then wait for the next command. Should the pixies and summoner be separated by more than 60 feet, then the pixies wink out of existence. Once performing this, it requires a short rest to perform again.
Unskilled: Impossible
Karma Attainment: Long Rest
Tether SoulReturn to Life RitualFaith 16+
Some churches consider this power too close to necromancy or too “lichery” to sanction it, but others have no issue with its use. While it is technically a ritual, there is no advantage for using any abettors. Further, the target must be zoola and also be a hominoid. The rite requires the victim’s blood or a graven image of the victim. Typically, blood will be a more commonly-used component. In addition to the sympathetic conduit, a ruby is also required. More precious gems could be used, but since the gem will be destroyed at the end, a more expensive one probably will not be selected. The ritual requires five minutes or less, mainly involving the gem touching the victim's chest. At the end of the ceremony, a pattern of soul-energy from the victim's lifesong is trapped in the ruby, remaining there for the next eight hours. During this time, the gem has the same number of Spirit points as the victim and linked in a such way so anything affecting the victim’s Spirit score is mirrored in the score of the gem -- and vice versa.
 
The result create some very unity options for both the victim and the possessor of the gem. As the victim technically only has part of its soul, certain “benefits” are granted. Neither food nor air is needed. Poison and disease are ineffective on the target too. Further, the victim cannot be affected by “sleep” magic. However, the victim will detect as undead if inspected. Protection from mind-effecting magic and other general resistances that undead share are not part of the effect.
 
While the ruby stores the lifesong pattern, the possessor of the “soul-stone” can perform special actions, described below:
 

Steal: The possessor can steal Spirit points from the gem, which in turn depletes from the recipient. The amount stolen is based on a d6, which transposes to the gem-possessor’s Body score by a like amount. If the theft depletes the stone of Spirit, the possessor receives the remaining positive amount in the gem, but the ruby crumbles and the soul-energy is released and returned. This would leave the victim with a zero Spirit score and possibly in a catatonic state.
Question: The possessor may ask the soul a question and receive a brief telepathic answer, which can be understood regardless of the languagea known by either party. The soul knows only what it knows from its own life, but the answer will be truthful to the best of its ability. A single sentence will be the response.
Borrow: The possessor may borrow any skill, axiom or incantation from the victim’s abilities. The borrowed ability must be used within the next three actions or it is lost. The skill does not require the possessor have the prerequisites to use it, but if it boosts a combat skill by adding a d20, it only adds to the possessor's current skill and must be in the proper style. Thus, if taking style: slashing but the possessor does not have melee fighting, then the attacker still only has 1d20 for an attack with a sword and is considered untrained with anything else. If using an axiom, the cost comes from the possessor's Mind score; however, if it is an incantation, the cost is taken from the ruby. If there is not enough Spirit remaining in the stone, then the incantation does not manifest, and the ruby disintegrates.

These special actions can be performed for a total of five times in any combination. After exploiting the stone for the fifth time, the victim's soul is released, and the gem is destroyed, even if that occurs prior to the eight hour duration. If available usages remain at the end of eight hours, the soul is also released and the gem destroyed.
 
The applications of this ability are limited by the creativity of the user. Some may use this to enhance an allied warrior with no intention of using any of the gem-benefits. Others may use it as a torture/interrogation method against captured enemies.
Unskilled: Impossible
Karma Attainment: Long Rest
Tree-incarnationCeremony; Divine Accord IIIResilience 13+
This ritual is only available to the worshipers of Lacerta or Selquerine. After a day-long ceremony, a permanent bond is linked between the soul of the priest with a tree, usually chosen carefully for its health, vigor, and remote environment. Their lifesongs are joined in such a way that as long as the tree lives, the priest ages only one year for each four calendar years. The influence on the tree causes it to remain exactly the size it was at the time of the ritual. Moreover, the priest’s spirit merges with the tree upon death, assuming the tree is still alive as well. No form of reincarnation, return to life or other life-restoration used upon the character’s body will work unless the corpse is within 10 feet of the tree. One year after the priest dies, his or her essence animates the tree as a treant. The chosen tree must be of treant size at the time of the ritual with the exact size determines the strength of the new treant, which possesses the cleric’s memories and personality but has no granted powers, spells or skills from its previous life. It must communicate as a treant does. The GM decides whether to consider this treant an NPC or allow the player to control it.
 
One caveat is that the priest linked with a tree will suffer any physical damage that is inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 Body points of damage, the priest also loses Body points regardless of distance or planar location. The priest is obviously aware of the tree being harmed but does not know the nature of the injury, such as whether being cut, burned or struck by lightning. If the tree dies but does not sustain enough damage to kill the linked being, the priest is stunned for 6d10 seconds, at the end of which must make a successful Faith save (TM:20) to avoid death. This connection by physical harm is limited. Spells that heal the priest do not affect the tree. Damage to the priest does not affect the tree. This is a once- in-a-lifetime process. It can never be repeated, even should the tree die and the priest live.
Unskilled: Impossible
Karma Attainment: Long Rest
TrionfiCeremony; Divine AccordMuse 10+
This skill allows the priest to use a special deck of cards, casting stones, animal excrement or a spirit board to foresee the future omens. This reading reveals the results of a specific course of action that is planned to be taken within the near future. The process is slow, requiring between five to ten minutes, but it can make predictions up to three hours into the future, indicating the fortuitous or the inauspicious odds. Much of the result is determined by the GM, who must determine the answer using honest judgment. Results will be “good fortune,” “bad fortune,” “a mixture of fortunes,” or “irrelevant.” But additionally, a short phrase, cryptic rhyme or other clue (such as “but it will be worse for the horses” or “beware the bubbling waters”) can be given by the GM as well. This action cannot be performed again until a short rest has been taken -- but even then, if the action prophesied has not yet been taken, future readings will fail. This skill grows stronger as one’s Muse score increases. Starting at a score of 10, the future can be portended out to three hours. For each point beyond this, an additional three hours can be forecast. Thus, if having a Muse score of 19, the trionfi reading can betoken specific events a little over a day in the future. However, if reading for events beyond six hours, then a long rest rather than a short one, plus the event occurring, must pass before reading the future again.
Unskilled: Impossible
Karma Attainment: A day of prayer followed by a Long Rest
Urge Familiar SpiritLore: Creature-Specifics; Fey MagicMind 15+
Once learning “fey lore,” the sage will have a clear understanding of disembodied fey called familiars and how to summon them. Through this skill, the gifted can urge one to inhabit the body of an animal and choose to bond with to another person or to bond with oneself. Only one fey spirit can be linked to another living being at one time.
 
The process is a special summoning that takes place in the woodlands and requires 24 hours; lastly, the person with whom the familiar will be linked must be present. The material costs are roughly 100 bits for herbs, amber incense, and a brazier full of duskwood chips. The fey spirit must approve of this union, which is determined by a successful Will check (TM:9) by the summoner. The familiar will come in the form of another creature based on what it believes is an appropriate matching to the new partner. After being summoned, the familiar acts as a charmed animal companion (see skill) serving its new master for the following five years; however, unless noted in the benefits familiars cannot attack unless defending themselves against direct attack and will choose to flee if possible.
 
The body allows for seamless telepathic conversation between the familiar and its partner. This also grants the ability to see and hear through the familiar’s form, which acts like scrying for one minute (60 seconds). As such, familiars are often used as spies. Different types of forms offer further and different adjustments. The form will be based on a 2d6 roll:
2d6FormFamiliarMaster
2ImpCan shapechange into a rat or a snakeNothing Special
3EnenraCan attack in combat; can take on gaseous form as smokeSpeak and understand the abyssal language
4HawkCan flyBonus +1 on Perception
5CatHas Nightvision for once per day shared sensesBonua +2 on Stealth actions
6BatCan flyBlindvision usable once per day for one minute
7MonkeyCan climbVery fertile
8OwlCan flyFree chance skill/ability.
9RavenCan flyOne free language as a supernatural ability
10TurtleNothing SpecialBonus +1 Defense, like having a ring of protection
11BrownieCan communicate in the Master's native languageNothing Special
12PseudodragonCan fly, can attack and has a random cantripNothing Special
After the five-year service time expires or the form of the familiar is killed, the additional affects are lost. Additionally, after the bond ceases, it requires six months of time to purge the lifesong such that the recipient can be bonded with another Fey spirit.
Unskilled: Impossible
Karma Attainment: xxx
Vampiric GazeEnergy DrainSpirit 25+
The vampiric gaze is a special attack action which emits a sinuous beam of inky darkness from the priest’s eyes to strike an opponent within 60 feet and within line of sight. It will inflict 2d4 points of necrotic damage to the target; however, the victim is permitted an Agility save (TM:15) to suffer only half damage. If the save fails, not only does the target suffer full damage, but half the inflicted damage (round-down) returns to the necromancer by vampiric transference, meaning the priest is healed by that transfered amount. It is not possible to exceed one's max Body score via this restoration. Finally, this power can only be used once every five minutes (300 seconds).
Unskilled: Impossible
Karma Attainment: The necromancer must drink the blood of a living sentient being while exsanguinating the victim to the extent of its death.
Vision QuestDivine Accord IIFaith 16+
Through this divine method, the priest places himself in solitude, outside of all urban influnce. This location must be at least one walking day from civilization, and different sects may have designated sacred locations. When traveling to that spot, the priest must begin fasting and will not eat again until the process is complete. Once reaching the place, the priest will enter a deep trance, where over the following eight hours, he or she connects with kamii and heralds of the faith. A further requirement for the success of the vision quest is the priest be pure of form, meaning at maximum Body points, under no curses, diseases, poison or other negative effect. If along the way to the sacred site, these conditions change, the priest must either abandon the supplication or correct them before entering the trance.
 
Once in the trance, the priest is permitted to ask two questions intended to be answered by “yes” or “no.” The GM will select the answer truthfully from the perspective of a deific power of the one's religion. However, the answer may return with a one-word reply, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” “unclear” or even a short phrase if appropriate. After the second question is answered, the priest may roll a Faith check (TM:20) to gain a bonus question. After the third, the same check is made to ask another, and so on until the check is failed or the priest chooses to stop. For each question that is asked, the priest will suffer one point of Body damage. After the vision quest is complete, one month must pass before another one can be successfully sought.
Unskilled: Impossible
Karma Attainment: Long Rest
Weapon of JusticeCeremonyFaith 10+
This skill allows the preparation of a weapon against a specific foe. Note that it does not require divine accord. By writing in blood the identity of the enemy upon the weapon along with aphorisms the weapon will gain power against the rival. The precise name of the victim does not have to be known, but the description must be specific to a single character or being. This preparation requires a minimum of one hour, but the effects on the weapon last for up to 28 days. The power added to the weapon turns a normal weapon into a magical one effectively, allowing it to strike creatures which are normally immune to normal weapons. Additionally, the weapon gains special bonuses for the next three attacks against the specific foe. The first swing grants +3 to all d20s used. The next attack gains +2 on the scores; and the final attack increases to only +1. The time between the attacks – assuming the effect has not expired - does not matter. After the third attack, the empowerment ends. Additionally, the weapon cannot be used against anything prior to fighting the intended rival. If it is used to attempt to strike something not assigned, successful or not, the enchantment is lost.
Unskilled: Impossible
Karma Attainment: Long Rest
Wilder-morph, FlightSpiritual NatureBody 20+
Wilder-morph of the flight version is identical to wilder-morph, land except the selected animal may be those of a flying nature.
Unskilled: Impossible
Karma Attainment: Climb a high place or sacred stone; return an egg from thieves; study the messages in the clouds; or similar task
Wilder-morph, LandSpiritual NatureBody 14+
Wilder-morph skills are physical transforming abilities where one takes on the form of a true animal in the wild. This is useful in two main areas: combat and exploration. When wilder-morph occurs, all equipment becomes part of the new form and is unusable in this state, then said equipment returns to its normal condition when the person returns to his or her bipedal form. While in wild form, combat attacks will occur as the animal rather than the combat skills of the original entity. No casting, axioms, cantrips, or incantations, can happen while transformed. An additional limit to all wilder-morph shapes is the chosen animal cannot have more Body points (defined in the bestiary) than the one transforming. Also, such a transformation cannot be performed again without a short rest. Further, the land version only allows the transformation into walking creatures.
Unskilled: Impossible
Karma Attainment: For proper harmony of mind and spirit, one must seek out a hurt herd animal in need of healing and tend to it. This is typically around one week’s time.
Wilder-morph, WaterSpiritual NatureBody 17+
The water version of wilder-morph is identical to the land version except the selected animal may be those of a swimming, amphibious or underwater-breathing nature.
Unskilled: Impossible
Karma Attainment: Improve a brook or stream that has been blocked by a fallen true, removing predators, diverting the flow without harming the bank, or similar action