From MadAlfred@aol.comMon Aug 14 08:48:18 1995 Date: Thu, 9 Feb 1995 23:58:04 -0500 From: MadAlfred@aol.com Reply to: The wfrp mailing list To: WFRP@gojira.monsta.com Subject: WFRP: Cult Spells In addition to the cult related careers, I developed some new cult related spells. These are detailed below. (Obligatory copyright statement) I am releasing the following material I have written which may be used only in a GM's home campaign. I reserve all rights to the descriptive material while system-specific material is copyright by GW. Alfred Nunez MadAlfred@AOL.com Hauptdirektor-Schwarzmantel ===Petty=== Ease Pain (Rhya) Spell Level: Petty Magic Points: 2 Range: Touch Duration: Instantaneous Ingredients: Small cloth or feather This spell grants the cleric the ability to ease the pain experienced by an individual. Usually it's used to ease the pain of childbirth and other minor injuries which does not normally result in a loss of W. However, this spell can be used to lessen the effects of any first level spell which cause injury (such as a fireball). If cast on the victim within 10 rounds of injury, the wounds inflicted are reduced by 1 (even if the character is seriously wounded). ===First Level=== Morr's Peace (Morr) Spell Level: First Magic Points: 1 Range: Touch Duration: Instantaneous Ingredients: None The spell grants the cleric the ability to protect the soul of the newly deceased by summoning a Guide of Morr (Lesser Daemon of Morr in ethereal form) to escort that soul to Morr's dark realm. In areas where Morr has sacred ground (e.g., cemeteries, shrines) within 25 miles, the Guide collects the soul immediately. Outside that radius, there is a very small chance (2%) that a spirit minion of Khaine arrives to capture the soul before the Guide of Morr can arrive. Without this spell, Guides of Morr have only 75% chance of finding the spirit of the newly deceased. Those souls not found may wander the land as restless spirits. These spirits tend to be those located by Necromancers and used for their nefarious purposes. This spell also provides some protection for the decease's body from Necromancers. To use a body protected by this spell, the Necromancer must test with a -30 penalty to their WP. Failure brings additional risks to the Necromancer as Morr alerts his Witch Hunters to their presence. Should the Necromancer "fumble" (roll doubles) his failure, Morr may send a Guide of Morr (in physical form) in place of a Witch Hunter to deal with the troublesome Necromancer. ===Second Level=== Sunspear (Ormazd) Spell Level: Second Magic Points: 8 Range: 10 yards Duration: Instantaneous Ingredients: A 1" copper rod The cleric grants the ability to call down a narrow beam of fire from the heavens which burns one targeted individual or creature. This spell may only be cast if sunlight is present. Non-flammable creatures receive 1d6+2 wounds at Strength 6. Flammable creatures receive 2d6+4 wounds at Strength 6. Flammable objects struck by the sunspear burst into flame. The sunspear has great power against Daemons and Undead, causing 2d6+4 wounds at Strength 6 and blinding the target for 1d4 rounds. Also, such creatures must make an Instability test immediately. Any control exercised over targeted Undead is immediately broken and must be re-established by the controller. Ward Vegetation (Rhya) Spell Level: Second Magic Points: 5 per 125 Cubic Yards Range: touch Duration: 1d3 days Ingredients: None The cleric is granted the power to protect a large area of vegetation (and the soil within which they are rooted) from blight and other infestations. In addition, this spell can slow any seepage of contamination from Chaos substances such as Warpstone and Warpdust. The volume to be warded must be marked off by holy symbols inscribed onto the barks of trees and stems of smaller plants. Once invoked, the inscribed symbols disappear from normal view and can only be perceived by those with the Magical Sense skill. ===Third Level=== Flaming Scimitar (Ormazd) Spell Level: Third Magic Points: 10 Range: Touch Duration: 1d6+3 rounds Ingredients: A 2" plate of burnished copper The cleric is granted the ability to cause one touched scimitar to become a magical flaming weapon for the duration of the spell. In addition this spell grants the wielder of the flaming scimitar a temporary increase of +10 to WS and +1 to Strength. Non-flammable creatures receive 1d6+2 wounds at the strength of the wielder. Flammable creatures receive 2d6+4 wounds at the strength of the wielder. Flammable objects struck by the flaming scimitar burst into flame. The flaming scimitar has great power against Daemons and Undead, causing 2d6+4 wounds at the strength of the wielder. Such creatures must make an Instability test immediately. Any control exercised over targeted Undead is immediately broken and must be re-established by the controller. Meld into Stone (Grungni) Spell Level: Third Magic Points: 6 Range: Touch Duration: 1d6+3 rounds Ingredients: Crushed stone Once invoked, this spell grants the cleric or fellow cultist the ability to meld into stone objects (including most tunnel walls). This spell also permits the individual passage through stone objects at that person's cautious rate of movement. Should the individual still be in the stone object at the time the spell effect expires, then they are ejected from the stone at the point they entered. If underground, the effected individual may enter another passage, room, or chamber before the spell ends to avoid being returned to the point of entry. Summon Pack (Ulric) Spell Level: Third Magic Points: 8 MP to invoke, +1 MP per turn after first Range: 2500 yards radius, centered on the invoking cleric Duration: Variable Ingredients:Pinch of wolf hair Once invoked, the nearest pack of wolves within the area of effect will be summoned to the side of the cleric. For the duration of the spell, the primary duty of the pack is to protect the cleric from anything harmful. This could range from huddling against the cleric to keep him warm during a winter storm to defending him from enemies in the great forests of the northern Old World (such as Goblins, Beastmen, etc.). In addition, the pack will fight alongside the cleric should the latter decide to press the attack against his enemies. Under no circumstance will the pack attack on orders from the cleric. Ordering the wolves to attack while the cleric is standing back from combat is very much against the principles of Ulric (it is a cowardly act, after all). Any cleric treating the summoned pack in this manner will immediately end the spell and subject himself to the displeasure of Ulric (thus prompting some sort of penance). Wolves that serve as mounts for Goblins are immune to this spell as they are beyond the influence of Ulric (these wolves are considered to be in the service of the Orcish deities). Sword of Cleansing Flame (Solkan) Spell Level: 3 Magic Points: 15 Range: Touch Duration: 1d6+3 rounds Ingredients: None This spell grants the cleric the ability to cause one touched sword to become a magical flaming weapon for the duration of the spell. In addition this spell grants the wielder of the sword of cleansing flame a temporary increase of +10 to WS and +1 to Strength. Inflammable creatures receive 1d6+2 wounds at the strength of the wielder while flammable creatures receive 2d6+4 wounds at the strength of the wielder. Flammable objects struck by the swordof cleansing flame will be set aflame. The sword of cleansing flame has great power against Daemons and Chaotic beings, causing 3d6+6 wounds at the strength of the wielder. Also, Daemons hit by the sword of the cleansing flame must make an Instability test immediately, even those who are protected by the Daemonic Magic spell Stop Daemonic Instability (Level 2). Ward Portals (Myrmidia) Spell Level: Third Magic Points: 10 + 5 per additional day Range: 20 yards Duration: Until sunrise of the following day Ingredients: A wooden wedge Once invoked, the cleric is granted the ability to provide some protection to all doors or gates of a stronghold within the spell's range against physical and sorcerous attacks. All doors warded against such attacks add a +1 modifier to their T while stronghold gates add a +2 modifier. In addition, warded portals nullify any magic which could open such portals without attacking them (such as the petty spell "Open"). ===Fourth Level=== Alter Appearance (Ranald) Spell Level: Fourth Magic Points: 10 Range: Touch Duration: 5d6 rounds Ingredients: A party mask The cleric is granted the power to alter the outward appearance of an individual (including self) and their clothing/trappings. This alteration may change the individual's height (up to one foot in either direction), weight (maximum 25 lbs.), body shape, hair color and length, eye color, and other distinguishing features. The specifics of the altered appearance is determined by the invoking cleric (with a 10% chance that Ranald overrides the cleric's decision in favor of his own). This spell does not change the personality, age, or gender of the individual. In addition, this spell does not allow an individual to assume the appearance of a specific personality (such as the Emperor). Anyone suspicious of the altered individual must test against Intelligence with a -30% modifier to see through the alteration (Illusionists and clerics of Ranald do not apply the negative modifier). Other modifiers may applying depending upon how the altered individual behaves and uses other appropriate skills (e.g., acting). When invoked, the effect of this spell takes effect immediately for any willing follower of Ranald (including the invoking cleric). Those who do not follow Ranald have a innate resistance to this spell and require a failed WP test to have their appearance altered. An unwilling follower of Ranald must also take a WP test to resist. Intervention (Solkan) Spell Level: 4 Magic Points: 25 Range: 100 yards Duration: 1d3 hours Ingredients: None The spell grants the cleric an appeal to his patron to possess a cultist (or invoking Cleric) during an extremely dire situation (e.g., being surrounded by a Chaos warband led by a Greater Daemon). The possessed cultist assumes the profile and abilities of a Greater Daemon. In addition, the effected cultist grows in height to that of a Greater Daemon and may cause fear in creatures of less than 10 feet in height. Note: the possessed cultist will always follow the dictates of their patron deity. There is a high degree of risk to the possessed cultist, however, in that the driving force of Solkan's burning passions may consume the cultist. The effected cultist must test vs. Toughness x 10, adding a +10 modifier. Success means that the cultist will be exhausted and unable to perform strenuous activities for the following 1d3 hours. If failed by 20 or less points, the cultist suffers 1d6 wounds at strength 5 from burns inflicted by the possession. If failed by over 20 points, the cultist suffers 2d6 wounds at strength 10. Pacify (Liadriel) Spell Level: Fourth Magic Points: 12 Range: Cleric Duration: Until next sunrise Ingredients: A drop of wine This spell grants the invoking cleric the ability to calm all creatures within the area of effect (25 yards centered on the cleric) who are hostile towards the cleric or his companions. These once hostile creatures will lay down their weapons and sit as they find contentment in the song or music that must accompany this spell. Moreover, should the invoking cleric pass a Fel test (with the appropriate modifiers), these creatures may be called upon to provide a service, such as protecting the cleric and his companions or leaving them alone. Naturally, any request that is obviously intended to do the pacified creatures harm ("Would you mind looking the other way while I slipped this sword through your ribs.") will automatically end the spell's effect. If the cleric luckily survives that episode, he'll still have to contend with Liadriel (after all, this action would definitely be a gross violation of Liadriel's principles). This spell also provides the cleric and his companions with a +20 modifier to all fear and a +10 modifier to all terror tests caused by hostile creatures within the area of effect. Sanctify Food (Esmeralda) Spell Level: Fourth Magic Points: 14 Range: 25 yards Duration: Immediate Ingredients: A pinch of salt This spell grants the invoking cleric the ability to neutralize any poison, toxins, and deleriants added to any food and drink within the area of effect. Additionally, this spell reverses any spoilage and resulting (natural) toxins from the effected food and drink. So healthy does the food and drink become that anyone wounded will recover D3 wounds simply by consuming such food and drink. Should the consumer be suffering from the effects of disease, poison, etc., they will be able to take another Toughness test with a +30 modifier to overcome their affliction. Note: the benefits of the spell occur immediately upon consumption of the food and drink. Any failed test cannot be retaken until another spell is invoked. Summon Undead of Morr (Morr) Spell Level: Fourth Magic Points: 25 Range: 10 yards of cleric Duration: Until next dawn Ingredients: Feather of a raven The cleric is granted the power to summon the deceased soul of a Morr cultist in whatever form Morr decided will fit the purposes of the cleric. The Undead of Morr must be summoned within 10 yards of the invoking cleric. Unlike other undead, the Undead of Morr do not require controllers. In fact, they can think and act independent without penalty. Undead of Morr understand their task as well as their current state of existence. Once their task is completed, the spirit returns to Morr's realm. Undead of Morr M WS BS S T W I A Dex Ld Int Cl WP Fel 4 55 55* 4 4 24 65 3 50* 60 60 75 80 45 * assumes form is physical Magic Points: 35 Undead of Morr are immune to psychological rules, cannot be forced to leave combat and, if they choose, cause terror in all living creatures. Undead of Morr can even cause fear in all undead creatures except liches, vampires, and wraiths. Moreover, Undead of Morr have spellcasting abilities and spell availability of a third level cleric of Morr. Further, Undead of Morr are not subject to instability unless they are on sacred ground of Khaine, Orcish, Daemonic, or Chaos cults. Summon Wild Hunt (Taal) Spell Level: Fourth Magic Points: 30 Range: 10 yards of cleric Duration: Until the hunt is completed or dawn breaks Ingredients: A hunter's horn One of the strongest available to clerics, this spell must be used only in the most desperate of situations (e.g., when a mighty Chaos warband of thirty strong led by a Chaos Hero is about to descend on a camp of a young noble lady escorted by three armed guardsmen). The spell grants the cleric the power to summon the Wild Hunt into the world. The Huntsman and his hounds appear facing the direction of their quarry, but wait for the cleric's request before sounding the horn (signaling that the hunt has begun). The Huntsman, a large man with stag antlers and cloven hooves for feet, runs with the baying hounds as they pursue their prey. He is armed with spear, sword, and bow and may use spells as if he were a fourth level cleric of Taal. Should the quarry be particularly powerful, the Huntsman may tap into the Magic Points of his hounds. Thus, only the strongest of foe have any chance -- remote that it is -- to survive the hunt. Huntsman M WS BS S T W I A Dex Ld Int Cl WP Fel 9 85 55 9 9 22 85 6 75 85 85 85 85 55 Magic Points: 40 6 Hounds of the Wild Hunt M WS BS S T W I A Dex Ld Int Cl WP Fel 9 45 0 5 5 11 55 3 0 40 35 60 40 25 Magic Points: 10 Should the cleric summon the Wild Hunt for a trivial matter (e.g., killing a band of ten goblin wolfriders because the cleric and his four buddies didn't want to risk themselves in a battle), the Huntsman will appear without his hounds. Facing the offending cleric, the Huntsman will announce that the cleric has incurred the wrath of Taal and punishment would be forthcoming. There is a 10% chance that the punishment will result in the offending cleric becoming the object of the hunt (in which case the Huntsman will give the cleric a fifteen minute head start). Otherwise, the Huntsman will simply vanished and the cleric will have to await Taal's decision. Ward Battlements (Myrmidia) Spell Level: Fourth Magic Points: 20 + 10 per additional day Range: 35 yards Duration: Until sunrise of the following day Ingredients: A small blanket Once invoked, the cleric is granted the power to ward any 20 ft section of battlement or wall in which soldiers defend against melee and missile attacks. Missile attacks against these warded structures and the soldiers who defend them are made at a -20 modifier to BS (in addition to other modifiers, such as hard cover) and a -1 modifier to the ES (Strength) of the weapon. For example, a crossbow normally has a weapon ES of 4. Against a defender behind a warded wall, the weapon will have an ES of 3. Attackers fighting over the warded structures suffer a -10 modifier to WS (in addition to other modifiers, such as hard cover) and a -1 modifier to the attacker's S. Once over the warded battlement of wall, the attacker may melee without any further effects from this spell. In addition, this spell weakens the strength of sorcerous (wizard's) magic directed at the warded battlement or wall. All sorcerous spells suffer a -2 modifier to S. Further, defenders of the warded structure gain a +10 modifier on saves against area of effect spells. Note that this does not effect spells which are not area of effect, but can be targeted on an individual.