Common Spirit Magic
Befuddle, Bladesharp, Countermagic, Detect Enemies, Detect Magic,
Dispel Magic, Glamour, Heal, Light, Protection, Second Sight, Spirit
Screen
Special Deezola Spirit Magic
Lay on Hands - (Costs 3MP) A POW challenge is needed to drive out a
disease spirit, fumble and it possesses you instead. Restrain - The
caster focuses their will on one individual and prevents them from
moving, except for autonomic body functions. The caster must succeed
in a POW challenge. If so the spell costs 3MP, and is maintained as
long as the caster can focus complete attention on the subject. Range
is three times the caster's POW as yards. The affected target is lit
with a red glow. Sustain Life - This spell costs 1MP per 4HP or 2CON
that the recipient is below their normal level. It completely halts
all further deterioration due to injury, poison etc. Each application
of the spell has a duration of minutes equaling the caster's POWx3. It
may only be applied when a person has reached 1HP, or one third of
their normal CON, or less.
V. Rune Lords
To become a Rune Lord (gender unspecific term), the candidate must have 18 POW, 90% in two from First Aid, Lunar Laws, Oratory, Pelorian Lore, World Lore, and Negotiate, (and a minimum 50% in Lunar Laws and 60% in Negotiate and Pelorian Lore). If one is a Poet they must have 60% in Poetry, or if they took the weapon training they must have 80% in their main weapon. They must also speak and read/write three languages (Spk minimum 60%; R/W min 50%), and know one racial lore other than their own (can be another human culture) to at least 50%.
A Deezolan Rune Lord is equivalent to a ranking junior officer with authority in the Lunar Army, although this is a thorn to some Yanafali. A Yanafali of equivalent rank, outranks the Deezolan. The Deezolan position is not normally a combat position, but can lead to tricky situations when the choice between combat and negotiation is unclear. Rune Lords must give 70% of their time and income to the cult. Additionally Deezolan cultists of Rune status are qualified lawyers both in the courts and in the field. Traditionally such justice dispensing teams are composed of two members, one cultist of Deezola and one of Irripi Ontor, but this is not essential.
VI. Rune Priesthood
A Rune Priestess or Priest of Deezola is accepted when they have performed at least two years as a Rune Lord, with at least four active missions. The skill tests are the same as above except they must have 90% in at least three of the first skills, and a 70% minimum in the others. They must also be able to Speak 70%, R/W 60% minimum in three languages, as well as a having a 60% minimum in the foreign/non-human racial lore. Rune Priests are equivalent to middle rank officers in the Lunar Army, and must give 90% of their time and income to the cult.
Common Divine Magic
All Common Rune Magic
Special Divine Magic
Command Gnome, Command Lune, Earthpower, Mindblast, Reflection, Regrow
Limb, Resurrection, Truespeak, and Truesword (All re-useable)
Special Deezola Divine Magic
The Blessing - (3POW, re-useable) This spell is to enhance a special
force of six Seven Mothers cultists (original or group cults). They
can be any combination, including the Deezolan, and could even be six
Deezolans. For the duration of the spell, the members (who must all
sacrifice one POW except for the caster) are in permanent, clear,
group-Mindlink and may swap MP and cast spells on, or through, each
other. Each member needs to give consent to another for such actions,
but this takes only 1SR for such communication. Such spells only fail
if Fumbled. Call She Who Waits - (3POW, single use) She is called
when groups or individuals are separated by conflict when they could
be working together, and if they don't work together the consequences
are dire. She may appear in spirit, aiding the presence and persuasive
power of the summoner, or rarely she appears in person as a dark and
mysterious hooded figure, whose words are always wise, forceful, to
the point, and spoken with chilling authority. They are not always
words that the summoner might have hoped to hear! Group Avatar - (2POW
single use) Also requires six Seven Mothers cultists as above. The six
sit and Mindlink only, and may take no other actions of any
significance. They create an illusory seventh person, a composite of
all of them, a spirit warrior. This powerful individual has all their
abilities and also a mind of its own, although it needs a specific
purpose and largely follows the mental communications of the caster.
The communers all sense through its senses. It has HP equal to twice
their average, and all other properties depend on the characters of
its creators. Only if this group avatar is utterly inactive can the
circle be temporarily broken for some reason, for instance to speak to
a non-member. The avatar must be supplied with physical accoutrements,
but uses the spells and other abilities of its creators as it wishes
Inspiration - (1POW Re-useable) Various uses, self or other. Gives
Divine Inspiration into a situation where creativity has become
stagnant. Recipient might be trying to compose epic poetry, to create
a package of terms to reconcile two warring factions, to solve a
life-threatening puzzle... Inspire Followers - (2 POW, single use,
re-useable by Priesthood) A successful Poetry or Oratory roll is
required to make this work. Its typical use is for a noble leading
from the front of his warriors, perhaps think of Henry Fifth. It
affects a number of followers equal to three times the caster's POW,
and others may be affected indirectly. The duration is this same
amount in minutes. If the caster dies in combat the affected followers
become fanaticized, as in the spell of that name. PreHealing - (2POW
Re-useable) Each use allows the caster to put as many MP as they like
into storage. The regular MP reservoir can then be filled up again
normally. Only one use can be active at a time. The spell activates
when the caster reaches 1HP or less. It also works if the caster's CON
is being eroded, not HP. In this case it activates when the caster
reaches 1CON, and each three saved MP restore 1CON. Used this way, the
spell will cure a regular disease or neutralise a poison, but will not
drive out a disease spirit. Prevent Decay - (1POW Re-useable)
Typically cast on a corpse. Each use prevents bodily corruption for 24
hours. This is mainly used to reduce potential CON, STR, DEX , APP and
INT loss for those who might be resurrected Ward Disease - (1POW
Re-useable) Takes 1 POW from recipient on use. Each MP added to spell
increases recipients CON by 1 for the purpose of combating the
specific disease. If there is a second disease it takes 2MP for each 1
increase in relevant Stat. Permanently increases resistance from then
on, thus making it quite a different option to the Lay on Hands spirit
spell.
VII. Associated Cults
Arachne Solara - the Spider Goddess is acknowledged and included in some of the inner rituals, however gives nothing in return. Perhaps there is truth in the rumour that Heroes of the cult can Quest to learn special Rune Magic or Sorcery from her. Basekora provides Regrow Limb and Earthpower - Deezola never betrayed her roots as an earth worshipper and is thus rewarded. Erissa provides Restore Health (INT) - - Whilst Deezola moved beyond Erissa constraints (see Chalana Arroy) she never neglected her attention to fairness and the healing arts, and retains close cult connections. Irripi Ontor - as a close friend of Deezola's, provides Truespeak Seven Mothers give Command Lune and Mindblast Yanafal Tarnils provides Truesword - Once, during the Red Goddess HeroQuest, Yanafal was ambushed by champions of Orlanth. Deezola at once attacked to defend him, despite her comparatively poor fighting skills, thus granting him the moments he needed to marshal his energies. He gives Deezola this spell to aid her when she feels combat is unavoidable. Yelm provides Resurrection - Erissa is from the Solar Pantheon, and Deezola approached Yelm during the Red Goddess quest. With the help of the other Mothers, she obtained from him this power to bring back the souls of the dead, and the Quest continued.
VIII. Spirit of Reprisal
The Spirit of Reprisal for Deezola appears as an enigmatic hooded figure. Its POW is calculated by subtracting 1 from the culprit's POW and adding D4 to that. This being is visible on all planes. Its face remains hidden but it has glowing green eyes. If somehow the face is revealed, it looks identical to the transgressor. The spirit is immune to all forms of physical and magical attack, and uses Spirit Combat only. If it defeats the transgressor, that person is unharmed, but drops to minimum in all cult related abilities, POW drops to original, loses the special gift, and receives an indelible mark - an inverted Truth Rune on their forehead. The spirit asks for any cult items to be returned to the nearest temple, and if this is refused then the spirit possesses the cultist and makes that journey for them. The spirit frees the cultist once the items are deposited at the temple. Even if the cultist is not defeated the inverted Truth Rune appears, however abilities are not lost. Nevertheless, unless the cultist immediately goes into penance, and makes amends, the Rune becomes permanent, and they are of course excommunicated from now on.
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