Religions,
Beliefs, Cults, and Orders
of
the Olde Realm
and
Their
Granted Powers
For game purposes each
power IS a skill at 0%. If it has a number such as x2 or more the
ability cost 2 times more to study or gain experience in. Either in
belief or training one has leaned to harness these powers. Unlike
many RPGs many of these powers are not as flashy and are low powered
but not all. Most religions will guard their secrets from the masses
and only do spells or miracles for their OWN masses. Religions and
Secret Orders will KILL to protect their secret holy books that grant
one powers. One cannot just take a religious book and begin casting
spells or miracles. One must be a believer. It seems that the gods
blindly grant their followers powers no matter how their religion is
presented. Even if their Priest are not following the tenants. Most
of these powers must be done within the Cathedrals or Churches in
order to work BUT some can be done anywhere such as the terrible
powers of the Wizards of the Eight Elements! Some powers have a
multiplier and are not simple and easy to do as others.
Orthodox
(Orthanio Doxia) Holy Avatarian Church
Most priest, nuns, and
other clergymen have these said powers.
Heal Thy Wounds- By
doing a long prayer of around 30 minutes or more to heal another. The
priest must lay his hands upon the wounded. The amount healed is
equal to the roll.
Banish the Evil- By
praying and chanting a priest may roll his skill and if it succeeds
AND is higher than the evil creature's will it flees.
Visions from Holy
Above- One prays for many hours and receives a vision. x3
Feed the Hungry-
One prays and takes a small amount of food and begins to break it.
The roll is equal to the amount of people fed.
Water to Wine- One
may pray over water and change it to wine. He may change as many
ounces as his roll as long as it does not fail.
Protectors
of the Church the Holy Templar
The
holy order of Knights have these said abilities and some have the
abilites of the priesthood as well.
“Lower
Order”
Proclaim Alarm and
Wakefulness- One makes himself very alert and full of divine
shout IF he succeeds in his roll. The difficulty is the roll as one
sneaking must roll to succeed and roll higher than the Templar's
result.
Circle Against Evil-
A circle of salt or chalk is made and then a successful roll is the
difficulty of the will of the evil creature.
Bind Ye- One is
bound to the ground and paralyzed upon the word of this priest versus
Might.
“The
Moderate Order”
Banish Magic and Evil-
By praying and chanting a priest may roll his skill and if it
succeeds AND is higher than the evil creature's will it flees. x2
Reverse Ye Magic-
Any magic cast can be reversed by a successful roll and if the roll
is higher than the Priest. x2
Shield of Faith-
One is protected by a glowing shield of faith that has hit points
equal to a successful roll. x2
“The
Exorcist Order”
Dimensional Prison-
One is put into a prison upon a successful roll against one's will.
x4
Remove Curse- A
curse is removed upon a successful roll that beats the curse. x3
Protestants
or Unorthodox Church
(that does
not recognize the Holy Church yet still have powers)
Healing
by Laying on of Hands- By doing a long prayer of around 30
minutes or more to heal another. The priest must lay his hands upon
the wounded. The amount healed is equal to the roll.
Speaking in Divers of
Tongues- One may speak in a sacred tongue that is understood by
all on a successful roll for the result in minutes.
Banish (demons and
cause evil ones to flee by faith)- By praying and chanting a
priest may roll his skill and if it succeeds AND is higher than the
evil creature's will it flees. x2
Discernment of one's
Spirit- Upon a successful roll one can discern the spirit of a
another if good or evil versus the Will. x3
Knostics
(worse
Heretics that are far more blasphemous that the Protestants yet still
have powers)
Knosis- One may
upon a successful roll know things unknown. In some cases it may
replace Action in combat if higher. x2
Healing- By doing a
long prayer of around 30 minutes or more to heal another. The priest
must lay his hands upon the wounded. The amount healed is equal to
the roll.
Banish- By praying
and chanting a priest may roll his skill and if it succeeds AND is
higher than the evil creature's will it flees.
Visions- One prays
for many hours and receives a vision. x3
Knostics:
Minders
“Book of
Superstitions” The Avatar was a Spirit Only
Superstition – One may
see signs and omens that tell the will of the creator. Yet all these
signs are obscure x2
Charm – One may try and
roll greater than the Will of the victim yet still succeed in the
roll. x2
Friends – A charm but
far more longer lasting. x2
Hypnotize – As charm and
friends but far more sever as the victim will only do as told. x3
Sleep – One uses the
power of the Knosis and puts another to sleep against their will. x3
“Book of the Inner
Mind of the Princess of the Avatar” The Wife of the Avatar, Mara
Group Sleep – One puts
everyone in an area of thine will in feet asleep least they roll will
higher than the roll. x4
Charm Animals – Animals
become tame around this miracle worker versus their will. x3
Taunt – One becomes
angry to the point of attacking the taunter no matter the danger. x3
Forget – One simply
forgets what is asked of them against their will. x4
Fear – One is made very
sore afraid against their will. They run for as many rounds failed.
x2
Weak – One is made weak
against might and their Might is reduced by the amount failed. x4
“Book of Joy and
Hate” Book of the Daughter of the Avatar Tamara
Laughter – One laughs
and is full of joy against will and wishes only peace and joy. x2
Stupidity – One is
filled with stupidity against their will and all mental skills are
reduced by the failed amount. x3
Dropsy – Ones Action is
reduced by the failed amount. x2
Mass Suggestion – Many
are told what to think and how to think against their will. x4
Bind – One is struck
blind against their stamina. x4
Pagan Religions
Gaiania and the Books
of the White Witches
“The Tome of Hearth
and Home”
Food – One finds food
near.
Circle – One makes a
circle that keeps out demons and the undead if the roll is not a
failure an greater than their will.
Banish – One can banish
a spirit, demon, or undead if the roll is greater tan their will.
Visions – One can gain
unclear visions of the future.
Heal – Can heal another
equal to roll after a day of spellbinding.
Hand Fasting – Two are
joined in marriage by the Goddess.
Fertility – A female is
made fertile and will become pregnant after sex.
“Tome of Love and
Fey”
Midwife – This spell
eases childbirth. x2
Love – One can be made
to love another. Beware of this. x2
Shelter – Shelter is
found near. X2
Fairyland Walker – A
walk in the woods becomes a trip to the land of the fey. x2
Cure Poisons - A victim
is cured of poisons in his system. x2
“The Tome of Animals,
Besoms, and Sight”
Animal Form – One can
become an animal her size or smaller. It can be done to others as
well. X3
Animal Friend – One can
befriend animals on a successful roll that is greater than the
animals Will.
Besome (Flying Broom) –
One can enchant a broom for flying. x3
Thunder – A powerful
boom of thunder knocks down all that fail a Stamina Save. x3
Trackless – One can walk
and leave no tracks or trace. x3
Rider of Any Animal – If
it can be rode the animal agrees to do so.
Seer – Greater visions
of the future with more detail. x3
“The Tome of the
Wrath of Nature”
Living Thorns – One can
summon thorns that torment and harass others. x4
Storm – A great storm
arises. x4
Familiar Spirit – A
familiar spirt is called for advice and companionship. x4
Summon Elemental – A
very dangerous elemental is called to serve a task. x4
Grove – A sacred grove
is formed. It cannot be found by non witches. x4
Neptrune
“The Holy Book of the
Oceans and Sea”
Storm Mind – One can
know what a storm is to do and guide a ship accordingly.
Water Life – One can use
the water to heal 1d10 damage in a 10 minute ritual.
Visions – One may stare
into the water or into a jar of water to see unclear visions of the
future.
Water Walk – One may
walk across the water.
“The Holy Book of
Death and Ice”
Dehydrate x2 – A touch
pulls water out of victim’s system for 2d10 damage!
Lighting Bolt x3 – A
Lightning Bolt fires from the hands of the caster at 3d10 damage for
Will in feet.
Ice Sword – A sword of
ice is formed as strong as steel doing 1d10 damage. It melts away
normally.
Khrome
The most rare of old Pagan
books with priest only found in the farthest remote places, using a
most dangerous form of magic.
“The Forge of Iron
and Fire “
Mold Steel x2 – One may
mold metals into any shape desired.
Immunity to Fire x2 - One
may ignore 10 points of fire damage.
Visions in Fire – One
gains unclear visions in a great bonfire.
Armor x2 – One gains 10
points of protection to all areas for
Ignite Fire – One can
ignite fires at a rage in feet rolled.
“The Flame and Fire”
Walk Through Earth x3 –
One can travel through the ground in feet rolled. The more solid the
ground the slower one goes.
Stone Fly x3 – One can
cause stones to fly at rolled range in feet causing up to 3d10
damage.
Stone Sight – One can
throw stones and get an unclear vision of the future.
Fire Arrow x2 – One can
cast an arrow of fire at 2d10 damage in Will in feet range.
Flame Weapon x2 – One
can form weapon of fire that do 2d10 damage.
“The God of Fire”
Boulder x3 – One can
roll boulders that do 3d10 damage.
Chasm x4 – Chasms open
up in the ground up to 40 feet deep.
Immolation x4 – A great
cloud of fire that engulfs up to four adjacent targets for 4d10
damage at Will range in feet.
Druir:
Belief in a Supreme God
that is ALL of Nature. "The five things which every Druir should
know - the number of the month, the age of the Moon, the height of
the tides, the day of the week and the days of the feasts. The Druir
have many tales to be known! Tales of violent and foolish deaths and
how to avoid them. How to secret away others for elopements in
secret. Gaining advantage in battles, sieges, and wars through
strategy. Feast of the year that are sacred! Other worlds and
dimensions! Voyages at sea and over land into dangerous forest!
SPELLS
Charm 1 – One may use
spell versus victim's Will to become a friend with.
Divine through Birds 1
Divine through Clouds 1 –
One may use the clouds to gain unclear visions of the future.
Divine through Fire 1 –
One may stare into a fire to gain unclear visions of the future.
Fertility 1 – One may
make another fertile for one day.
Funeral Rite so that soul
may pass to next life 1
Glamor 1 – One may cause
a minor illusion.
Hand Fasting 1 – One may
marry another
Heal 1 – After allpying
herbs and prayers for 10 minutes, one is healed of 1d10 damage
Madman's Wisp 1 – One
may make others insane for a bit of time.
Sea Voyage 1 – Helps a
sea voyage stay safe, though not guaranteed. It will be worse if
there is someone who has offended the gods.
Seducing 1
Soothsayer through Runes 1
- One may roll to see if his skill in Runes tells a proper future.
Berserk Madness 2 –
Cause others to go made with berserk rage.
Call Ravens 2 – Call
forth Ravens to do your bidding.
Contact Fey 2 – Contact
any Fey within your area. Must have a flute of special preparation.
Entangle 2 – Vines and
weeds entangle at lest two victims against their Might.
Mist 2 – Bring forth a
Mist that obscures sight.
Ruin Enemy 2 – Enemy
upon hearing great insults is disheartened and suffers great sadness
and hopelessness.
Shape Shift 2 – One can
become an animal. The higher the score the larger the animal but no
larger than a bull.
Song of Joy 2 – Song
makes everyone in area joyful no matter the situation.
Song of Sleep 2 – Makes
victims drowsy and slowly fall asleep.
Song of Weeping 2 –
Makes everyone in area sad no matter the situation.
Talisman 2 – Makes a
charm that has magic bonus equal to roll that is used up until gone.
Advantage in Battles! 3 –
Everyone gains +10% to all skills in battle as long as the caster is
holding a banner upon high.
Advisers to KINGS! 3 –
One can give advice to kings and leaders with information from the
spirits.
Call Owls 3 – Call a
flock of owls to do your bidding.
Drink of Forgetfulness 3 –
Mix some herbs that cause one to forget all.
Entrails of Future Telling
3 – Must kill a victim and use entrails to tell a fairly accurate
vision of the future.
Judgment 3 – The spirits
let the caster tell whom is right and correct when a time of judgment
is needed. Woe to those who do not heed.
Quake 3 – A quake is
called upon an area after ten days of uninterrupted prayer.
Storm 3 – A great storm
is called upon the land after five days of prayer.
Wicker Man 3 – A great
wicker man is built and animals and pure victims are put inside and
burnt alive in sacrifice to ensure a good crop, healthy animals and
fertility for the next year.
Metamorphosis 4 – One
may change into an avatar of nature's fury. All physical attributes
become 100 and bark and wood give an armor of 20 for as many rounds
as the successful roll.
Rain Blood and Fire 4 –
A great storm of death falls upon the land. One takes 4d10 per minute
outside fully exposed. Taking cover reduces or eliminates the storm.
Snow Storms 4 – A great
blizzard falls upon the lands! As above
Tidal Wave 4 – A Tidal
Wave destroys the coastal areas. As above
Wild Hunt 4 – The Wild
Hunt descends upon victims and they are carried off to dark parts of
the fey.
Fraternal
Orders
Seers
Detect Magic – One may
defect magical forces and the power of the force.
Astral Sight – One may
see auras and into the spiritual realm.
Know Heart – One may
know the emotions of another.
Precognition x2– Works
much like intuition but with slight glimpses of what is to come.
Scry – May use a crystal
ball to see what is to come in unclear visions.
Divination – May use
cards, books, stones, or runes to divinate some messages.
Clairvoyance – One can
see objects or events that are beyond normal perceptions.
Clairaudience – One can
hear events and sounds that are beyond normal hearing.
Visions – Very unclear
and obsucre visions of the future.
Psychometry – One may
touch an object and gain insights.
Followers of Kain
Fiddle with Mind
Auric Show
Compulsion x2
Domination x3
Cults
Supernal
“10th Sephir
“
Discriminate
Geomancy
Heal Self
Contact Elemental
Sandon/Akim
“9th Sephir”
Calm Fear Self
Dream Walk
Wealth
Gabiel/Cherubium
“8th Sephir”
Communication from Afar
Greater Discrimination
Pyromancy
Wrath
Hanel/Lohim
“7th Sephir”
Arts
Sexual
Friendship
Illusions
Mikel/Benhim
“6th Sephir”
Heal Others
Regenerate
Necromancy
Rapel/Malchim
“5th Sephir”
Lay Waste to Buildings
Enemy Information
Judgment of the Almighty
Evil Eye
Tailsman
Kamel/Serphim
“4th Sephir”
Money
Travel to Astral Realms
Tame Wild Beast
Zadkel/Chasma
“3rd Sephir”
Mother
Live Long
Love Philters
Invisibility
Prophecy
Clairvoyance
Tzaphakel/Arailm
“2nd Sephir”
Father
Enchantments
Razel/Auphim
“1st Sephir”
Wish
Divination
Heal Completely
Metron/Chariltsos
01-20
Low 10
21-35
Average 25
36-50
Skilled 45
51-75
Expert 65
76-00
Master 85
Gypsy
Book of Fortune Telling and MagicXXXXXXXXXX
Mage
Orders
Sage
Orders
Bardos
Orders


.jpg)
















_by_Johannes_Gehrts.jpg)









