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Mages of the Colleges of White Magics they are known as Divine Servitors. Like Clerics and Templars they serve their god in carrying out his or her will and fulfilling the precepts of their faith. Often times Clerics become Divine Servitors since this college works well with the natural calling of priests and priestesses.
Talents
Detect Aura (T-1) All living (and most formerly living) entities possess an Aura which may be read for clues concerning the nature of the entity. Objects made of formerly living matter will also possess an Aura, but one which is much weaker. The following categories of Auras are listed in order of strength (weakest to strongest):
Formerly living matter as part of an object A formerly living entity (not including undead) Living plants Lower orders of living animals Undead types Higher orders of living animals Humans and most humanoids Elves and other long-lived sentients Whenever confronted by an object whose nature is unknown to him, a Incantor may tell the GM that he is attempting to detect the being or object's Aura. The GM rolls D100. If the result is less than or equal to the Incantor's modified Perception, the GM must tell the Incantor which of the aforementioned categories of Aura he is seeing and answer one question of the Incantor's choice about the being or object (but need not give its Individual True Name). If the dice roll falls within the span of possible results necessary to achieve double or triple effects when casting a spell (see section 27), the Incantor may ask the GM two (for double effect) or three (for triple effect) questions. The GM may be as vague or specific as he desires. The Incantor's Perception is modified by adding the following to it: For every 5 feet (after first 5) separating the Incantor from the being or object whose Aura he wants to read -1 For each Rank the Incantor has with the Detect Aura Talent +5
A being may not resist having its aura read but may alter its aura so that a misreading may occur. The Experience Multiple to increase one's Rank with this Talent is 100.
Divine Alchemy (T-2) Servitors have the ability to fashion and form holy symbols and charms that can benefit others and protect them from various forms of evil. All amulets take a full day of prayer & craftsmanship. A. Blessed charm – Protects the wearer from evil eye & Damnum Minatum. 5 TG B. Amulet of the Sun – Any lesser undead approaching the character must roll under MR or will be kept at bay at a distance of 15 feet, if wearer attacks undead the protection is broken. 8 TG C. Master’s Lesser Symbol – Silver symbol of the Master used to repulse Vampires and other types of undead or demons, If they are touch by it that suffer D+2 damage but become enraged and attack. The symbol will no longer work against that particular undead. 5 TG D. Amulet of Courage – Bearer may roll under 5 X WP to resist fear & fright. 5 TG E. Healer’s Boon – Bearer’s resistance to infection and disease is increased by 20% 8 TG F. Amulet of Health – Wearer gains 2 FT more per hour of rest & sleep. 8 TG G. Demon’s Bane – Increases bearer’s resistance by 10% vs. spells cast by demons. 10 TG H. Amulet of Mental Strength – Bearer gains +15% to resist being stunned. 10 TG
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General Knowledge Spell
1. Spell of Courage (G-1) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes +30 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May not be resisted. EFFECTS: This spell instills a sense of courage and bravery in an individual and makes them immune to the fright table and bestows +20% to resisting spells of fear.
2. Spell of Illumination (G-2) RANGE: 25 feet +5 per rank DURATION: 30 minutes +30 per rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 50% EFFECTS: The servitor is able is able to illuminate 10 cubic feet with this spell and may shape the light as she or her desires. It is a soft light and cannot be formed so as to blind a person.
3. Spell of Walking Unseen (G-3) RANGE: 1 foot + 1 per rank DURATION: 10 minutes +5 per rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The caster may move around unnoticed by other, but will become visible if he or she touches something, is touched or takes a hostile gesture.
4. Spell of Water Creation {G-4) RANGE: 20 feet DURATION: immediate EXPERIENCE MULTIPLE: 150 BASE CHANCE: 35% RESIST: May not be resisted. EFFECTS: This spell allows the servitor to create two pints of water +2 pints per rank of the spell, the water is created in a container, basin or flask designated by the caster.
5. Spell of Food Creation {G-5) RANGE: 20 feet DURATION: immediate EXPERIENCE MULTIPLE: 150 BASE CHANCE: 35% RESIST: May not be resisted. EFFECTS: This spell allows the servitor to create a warm oatmeal like mush which will fee one person +1 per rank. While not tasty, it is better than starving. The caster will need to designate a bowl, caldron or trough for the mush.
6. Spell of Silvering {G-6) RANGE: 10 feet + 10 per rank DURATION: 1 minute + 1 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 45% RESIST: May not be resisted. EFFECTS: This spell turns ordinary weapons into silver for the duration of the spell.
7. Barrier of the Moon (G-7) RANGE: 15 feet radius + 5 per two ranks DURATION: 1 minute + 1 per rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 25% RESIST: May be resisted. EFFECTS: This spell forms a barrier around the servitor that forces all were-creatures to roll under MR before they can cross the barrier. If the were creatures fails its roll by more than 20 it sustains 5 points of damage.
8. Spell of Water Blessing (G-8) RANGE: 20 feet DURATION: immediate EXPERIENCE MULTIPLE: 50 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: This spell turns one pint of water per rank into holy water which can do special damage against undead and demons. Grenados filled with holy water do D+6 damage for D pulses against lesser undead unless they are protected from the effects of holy water. Minor demons suffer D5+3 damage from grenados for one pulse. The effects of holy water may no be resisted.
9. Spell of Master’s Shield (G-9) RANGE: 20 feet DURATION: 15 minutes + 15 per rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 35% RESIST: May not be resisted. EFFECTS: This spell gives the target +10% to defense +1% per rank. This spell may not be cast on someone hostile to the will of the servitor’s Master. GM will determine if a character actually benefits from this spell if they have acted evil or against the will of a given god or titan.
10. Wings of an Angel {G-10} RANGE: Touch DURATION: 5 Minutes +5 per Rank EXPERIENCE MULTIPLE: 450 BASE CHANCE: 35% RESIST: May Not Be Resisted EFFECTS: The mage can create two white wings that will connect to the back of his/her target. It will not damage armor, but rather looks like someone attached a set of wings to the person. The spell can be used on any living being, but not plants or inanimate objects. It will allow flight at double the person’s TMR and the person can carry whatever weight their PS allows them to carry.
General Knowledge Rituals
1. Ritual of Consecration (Q-1) A servitor is able to consecrate a location which will make undead and demons weaker when they enter the area. As the servitor gains rank in this ritual, the effects become more and more beneficial. This ritual consecrates 25 square feet per rank and fills it with positive energy. Any lesser undead or minor demons who come into the area must roll under MR each pulse while in the area of suffer 5 points of damage and -25% on all attacks and offensive abilities. At rank 1 -9 the duration is 1 day per rank and makes a temporary shrine which may be establish anywhere. At rank 10 this consecration becomes permanent and lesser undead and minor demons are barred from entry. At rank 15 major demons and greater undead are barred from the area. At rank 20 nothing evil may enter a consecrated area. Rank 20 is usually reserved for the major temples of a titan or deity. Permanently consecrated areas become areas of worship and shrines of prayer. Homes and ordinary work places cannot be consecrated, although some castles have temples within their walls. This ritual cost 500 experience points per rank and takes 12 hours to complete and cost 10 TG (Holy Water, incense, sacred oils other supplies) per rank. This ritual is automatically successful, and servitors may always opt to consecrate at a lower rank for the purposes of making temporary shrines.
2. Ritual of Communion with Master (Q-2) By means of this ritual a servitor is able to communicate with a messenger of his or her master. The servitor may ask one general question per rank and a specific question at ranks 10, 15 & 20. The base chance is the caster’s MA + 5% per rank. There is no backfire possible, although failure is possible. The ritual cost 10 FT and the adept must rest for 6 hours afterwards. This ritual may be done only on a weekly basis, and may not be repeated more often.
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