Tunnel (apportation magic / earth)
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Axiom 8 |
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DN 9 |
Effect 18 (4 metric tons), modified by die roll |
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Backlash 16 |
Range: Touch |
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Cast time 9 (1 minute) |
Duration 12 (4 minutes) |
You need an excavating tool. Cast this spell by ritualistically touching the tool to the material to be excavated, "introducing" the tool to its ancient rival. Exhort the tool to "taste" the material and to display its prowess against this rival. After a minute of this, the spell is cast and you may begin digging. With each strike, the excavating tool will shatter the material to be excavated, reducing it to fine chips or pieces.
The effect total of the spell represents the weight of the excavated material that can be so shattered with each strike. An effect total of 18, for example, would be about a cubic meter of stone or concrete, or 6 cubic meters of wood or ice. It takes one minute to clear this shattered material out of the way so that another strike can be made.
You can use any excavating tool to tunnel through earth or earthen materials. If you wish to tunnel through any other substance, you must use Rubblemaker to do that.
Dowse (divination magic / earth)
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Axiom 7 |
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DN 8 |
Effect 0 |
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Backlash 14 |
Range 8 (40 m), modified by die roll |
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Cast time 8 (40 seconds) |
Duration 14 (10 minutes) |
You use a "dowsing rod" (either a Y-shaped stick or two L-shaped sticks) or the dwarven compass to cast this spell. You must have a specific object or substance in mind at the time of casting -- water, gold, a tunnel, your uncle's meerschaum pipe, whatever. If the item is in the earth and within range of the spell, the dowsing rod or compass will point in the direction of the target. Each casting of the spell is specific to the target being sought, so if you want to look for something else, you must recast dowse.
You can use any dowsing rod to find an item or substance that’s buried in earth or earthen material. If you’re looking for something that’s encased within any other substance, you must use the dwarven compass to cast dowse.
Conjured Fog (conjuration magic / water)
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Axiom 12 |
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DN 12 |
Effect 0 |
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Backlash 15 |
Range: Touch |
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Cast time 5 (10 sec) |
Duration 11 (2.5 min) , modified by die roll |
The conjured fog spell requires you to spit onto the ground and then exhale, as if you were watching your breath on a cold morning. From your mouth will billow forth a dense fog. This fog will completely fill a 600 meter radius and rise to a height of 25 meters, centering around you. The fog is very dense—characters within it cannot generate any Perception-based skill totals to perceive their surroundings. They (and you) can discern only the general shape of things within arm’s reach.
The fog does not move on its own, but a strong wind will cause it to drift. The fog vanishes as soon as the spell’s duration expires.
Invisible Little Helper (conjuration magic / air)
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Axiom 12 |
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DN 8 |
Effect 5 |
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Backlash 14 |
Range 6 (15 m) |
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Cast time 5 (10 sec) |
Duration 9 (1 minute), modified by die roll |
Suck in a breath of air, hold it, silently mutter "Serve me," and then exhale. The expelled air forms your invisible little helper, which you then vocally command to perform a task. The helper has a Strength equal to the effect value of the spell. Only simple physical tasks may be performed by the helper; if the task would normally require a character to generate a Dexterity total to perform the action, the action is beyond the capacity of the invisible little helper.
You must concentrate upon this spell for the full duration; the spell effect ends as soon as you perform an action other than directing the spell.
Force of Will (conjuration magic / folk)
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Axiom 12 |
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DN 12 |
Effect 15 |
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Backlash 10 |
Range: Self |
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Cast time 5 |
Duration 9 (1 minute), modified by die roll |
You cast this spell with only a fierce glare and a posture of unbreakable resolve. For the duration of the spell, or until you perform some action other than an active defense, you may use the value of your Mind as the defensive value for any and all attacks made against you. For example, if an enemy were shooting at you, you would use your Mind rather than your dodge to determine if the shot hits. If the shot succeeds, you then use your Mind rather than your Toughness to determine the amount of damage you take.
Purify Water (alteration magic / water)
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Axiom 8 |
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DN 12 |
Effect 0 |
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Backlash 11 |
Range: Touch |
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Cast time 5 (10 sec) |
Duration 19 (1.5 hr), modified by die roll |
This spell purifies one liter of water, or a solution that is primarily water, each round of its duration. As you recite the words of the spell, you toss a pinch of soda ash and a drop of tincture of iodine (which you are always presumed to have on hand unless the GM tells you otherwise) into the liquid to be purified. If the spell is successful, the liquid is transformed into pure water.
Wall of Wind (alteration magic / air)
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Axiom 8 |
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DN 14 |
Effect 20 |
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Backlash 20 |
Range 7 (25 m) |
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Cast time 5 (10 sec) |
Duration 9 (1 minute), modified by die roll |
This is a focused spell, which means that its effect will continue through the spell's duration even if you’re killed or knocked unconscious. You mime fighting a strong wind, a la Marcel Marceau, and point at the place where the wall is to appear. The air in that location will kick up into a howling wind, forming a square-shaped wall 10 meters high, 10 meters wide, and one meter thick.
The wall has a Strength equal to the spell's effect. Anything trying to pass through the area protected by the wall must generate a Strength total at least equal to the wall's Strength or be blown back. If someone attacks a target on the other side of the wall of air, the target uses the wall's Strength as his armor value.
You may terminate this spell before its normal duration has elapsed.
Strength (alteration magic / folk)
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Axiom 9 |
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DN 9 |
Effect 21, modified by die roll |
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Backlash 16 |
Range: Touch |
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Cast time 5 (10 sec) |
Duration 20 (2.5 hr) |
This spell works only on folk. You place a heavy object in the hands of the target, and help the character lift the object, applying more force as you finish the spell. Subtract the spell's effect total from the target's Strength. Read the result on the Power Push Table. (The GM will tell you that result—it’s roughly +1 for every 3 result points.) Add this final total to the target's Strength for the duration of the spell.
Folk First Aid (alteration magic / folk)
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Axiom 8 |
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DN 9 |
Effect 20, modified by die roll |
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Backlash 10 |
Range 6 (15 m) |
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Cast time 5 (10 sec) |
Duration 5 (10 sec) |
To cast this focused spell, you cross your arms over your chest and mime the casting of a healing miracle. Then, point at the folk to be aided. The effect total of the spell must be 8 if the target has zero or one wounds, 12 if he has 2 wounds, or 15 if he has three wounds. If this condition is met, then the folk first aid succeeds and all shock points and KO conditions are removed from the target. If the condition is not met, then the spell fails and you may not try to stabilize the same wound on the same character that day. You must concentrate during the round of casting and the following round (the duration), or the spell will fail.
Conjured Lightning (conjuration magic / inanimate forces)
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Axiom 12 |
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DN 13 |
Effect 20, modified by die roll |
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Backlash 19 |
Range 8 (40 m) |
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Cast time 5 (10 sec) |
Duration 8 (40 sec) |
Make quick, jagged motions with your arms while you’re holding the lightning wand. If the casting is successful, powerful electrical charges well up within you. This does no harm to you, but it does make your hair stand up. You may then cast a lightning bolt from the wand in each of the next four rounds, and each bolt has a damage value equal to the effect total of the original casting. To hit your target, you must make a conjuration magic total against the target's dodge. This is a separate roll and has nothing to do with the success or damage value of the spell.
Animal Speech (miracle)
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Axiom: 14 |
Effect: Speak to and understand animals |
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DN 12 |
Duration 18 (1 hour) |
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Range: Voice |
With this miracle in effect, you can understand the language of all animals within range, and speak to them if you choose to do so. There is, however, no guarantee that the animals will wish to speak with you, and efforts at persuasion may be necessary to get a conversation started. Mindless animals are not affected by this miracle.
Endurance (miracle)
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Axiom: 11 |
Effect: Increases target’s resistance to heat and cold |
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DN 13 |
Duration 18 (1 hour) |
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Range: Touch |
By patting your hands all over the body of the recipient of this miracle, you can increase the ability of the target character to endure extremes of heat and cold. Each success level adds +2 to the target's Toughness, but only for resisting the effects of heat and cold.
Healing (miracle)
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Axiom: 6 |
Effect: Reduces target’s damage and wounds |
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DN 17 |
Duration: N/A |
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Range: Touch |
This miracle reduces the physical damage and wounds a character has sustained. A minimal success will remove all KO conditions and shock. Each success level thereafter reduces the target's wound level by 1. A character cannot benefit from this miracle a second time unless he takes additional damage between the two healings.
Inspire (miracle)
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Axiom: 12 |
Effect: Removes shock and KO’s; draw a card |
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DN 14 |
Duration: N/A |
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Range: Voice |
This prayer allows you to call upon Lanala to inspire yourself and your companions. When successfully invoked, the miracle allows all of your companions who can hear your voice to remove all of their shock and KO conditions as though they received first aid. In addition, you and each of your companions can draw one card from the Drama Deck and add it to their hands. You may successfully invoke this miracle only once per scene.
Intensify Emotions (miracle)
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Axiom: 22 |
Effect: Intensifies the emotions of one character |
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DN 9 |
Duration: One round (10 sec) per result point |
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Range: Voice |
Intensify emotions
is a miracle which increases the target character's love of life by whipping his current emotions into almost a hurricane frenzy of feeling. A true worshipper of Lanala will cherish this miracle, just as he would any other which increased his appreciation of life. But it can also have strategic applications, such as to increase dislike of an enemy to sheer hatred, to turn mild trust of a priest into unshakable loyalty, or to transform minor irritation into uncontrollable rage.See Through Mist (miracle)
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Axiom: 22 |
Effect: The blessed can see clearly through fog |
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DN 9 |
Duration: 1 day |
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Range: 5 + result points |
This miracle is normally invoked upon a single person. It’s most useful, of course, when that person is in fog.
The higher your faith total, the greater the range of the miracle. The blessed character sees the area around him, out to a radius equal to the miracle’s range, as if no fog were present. For example, a recipient of see through mist who could see clearly for 25 meters would see the sun shining down on the trees for 25 meters around him. Beyond that, in all directions, would be fog, but the area around him would appear clear.
Simple Tool (miracle)
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Axiom: 23 |
Effect: Creates a tool for the worshipper to use |
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DN 5 |
Duration: Ends when the GM says so |
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Range: Touch |
It’s against your religion to use a tool unless Lanala creates it for you. Simple tool is how Lanala accomplishes this, by transforming nearby material (usually, living material) into something that can fill your needs. Bear in mind that the tool produced must be something that’s possible at Tech 7.
On a minimal through good success, this miracle can provide you with a tool such as a shovel or pick, or a weapon such as a club or spear. On a superior success, you could get something about the size of a wagon, such as a sled or a large net. On a spectacular success, you could be provided with something about the size of a house, such as a… well, a house (primitive shelter, that is).
Ritual of Atonement (miracle)
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Axiom: 20 |
Effect: Erases your unworthiness to serve Lanala |
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DN: varies |
Duration: Until your next transgression |
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Range: Touch |
When you break the taboo of Keta Kalles by touching a dead thing, you become unworthy to petition Lanala for miracles. To restore your worthiness, you must perform this ritual. When you ask Lanala for forgiveness, she will show you, usually in a vision, the act you must experience in order to atone. The performance of this act usually takes an hour—sometimes more, never less. The act of atonement is based on the sensations Lanala wishes to feel and could be anything: catching a live hawk by hand, lying still in a pool of mud, running as fast as you can for the full hour, smelling every flower in a field, looking for shapes in clouds, etc.
The DN for this miracle is dependent upon the degree of necessity that motivated your transgression, in Lanala’s opinion. If you had to leap into a passing truck to escape an unbeatable foe rather than die at his hands, the DN would be 5. If, on the other hand, you picked up a gun to shoot an enemy solely because it would do more damage than your spear, the DN would be 25.