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@@ -14,10 +14,10 @@
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Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
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Siggrun, Freya
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- Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
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+ \hangindent=0.2in Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
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Piotr, Dahlia, Carmine
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- Orc: FIXME
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+ Orc: Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah, Galurgh, Akhush-An, Klûsark
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}
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\newcommand{\Look}{
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@@ -517,7 +517,140 @@ the level 2--5 moves.
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\clearpage
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\widebanner{Fifth Level Spells}
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+\begin{multicols}{2}
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+\begin{amove}{Revelation}
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+ Your deity answers your prayers with a moment of perfect
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+ understanding. The GM will shed light on the current situation. When
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+ acting on the information, you take +1 forward.
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+\end{amove}
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+
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+\begin{amove}{Cure Critical Wounds}
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+ Heal an ally you touch of 3d8 damage.
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+\end{amove}
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+
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+\begin{amove}{Divination}
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+ Name a person, place, or thing you want to learn about. Your deity
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+ grants you visions of the target, as clear as if you were there.
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+\end{amove}
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+
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+\begin{amove}{Contagion}
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+ Choose a creature you can see. Until you end this spell, the target
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+ suffers from a disease of your choice. While this spell is ongoing
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+ you take -1 to cast a spell.
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+\end{amove}
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+\vfill\null
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+\columnbreak
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+
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+\begin{amove}{Words of the Unspeaking}
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+ With a touch you speak to the spirits within things. The non-living
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+ object you touch answers three questions you pose, as best it can.
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+\end{amove}
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+
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+\begin{amove}{True Seeing}
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+ Your vision is opened to the true nature of everything you lay your
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+ eyes on. You pierce illusions and see things that have been
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+ hidden. The GM will describe the area before you ignoring any
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+ illusions and falsehoods, magical or otherwise. While this spell is
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+ ongoing you take -1 to cast a spell.
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+\end{amove}
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+
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+\begin{amove}{Trap Soul}
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+ You trap the soul of a dying creature within a gem. The trapped
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+ creature is aware of its imprisonment but can still be manipulated
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+ through spells, parley, and other effects. All moves against the
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+ trapped creature are at +1. You can free the soul at any time but it
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+ can never be recaptured once freed.
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+\end{amove}
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+
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+\vfill\null
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+\end{multicols}
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+
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\widebanner{Seventh Level Spells}
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+
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+\begin{multicols}{2}
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+\begin{amove}{Word of Recall}
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+ Choose a word. The first time after casting this spell that you
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+ speak the chosen word, you and any allies touching you when you cast
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+ the spell are immediately returned to the exact spot where you cast
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+ the spell. You can only maintain a single location; casting Word of
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+ Recall again before speaking the word replaces the earlier spell.
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+\end{amove}
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+
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+\begin{amove}{Heal}
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+ Touch an ally and you may heal their damage a number of points up to
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+ your maximum HP.
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+\end{amove}
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+
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+\begin{amove}{Harm}
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+ Touch an enemy and strike them with divine wrath—deal 2d8 damage to
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+ them and 1d6 damage to yourself. This damage ignores armor.
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+\end{amove}
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+\vfill\null
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+\columnbreak
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+
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+\begin{amove}{Sever}
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+ Choose an appendage on the target such as an arm, tentacle, or
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+ wing. The appendage is magically severed from their body, causing no
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+ damage but considerable pain. Missing an appendage may, for example,
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+ keep a winged creature from flying, or a bull from goring you on its
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+ horns. While this spell is ongoing you take -1 to cast a spell.
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+\end{amove}
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+
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+\begin{amove}{Mark of Death}
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+ Choose a creature whose true name you know. This spell creates
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+ permanent runes on a target surface that will kill that creature,
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+ should they read them.
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+\end{amove}
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+
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+\begin{amove}{Control Weather}
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+Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
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+The weather will change according to your will and last a handful of days
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+\end{amove}
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+\vfill\null
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+\end{multicols}
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+
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\widebanner{Ninth Level Spells}
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+\begin{multicols}{2}
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+\begin{amove}{Storm of Vengeance}
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+ Your deity brings the unnatural weather of your choice to pass. Rain
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+ of blood or acid, clouds of souls, wind that can carry away
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+ buildings, or any other weather you can imagine: ask and it shall
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+ come.
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+\end{amove}
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+
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+\begin{amove}{Repair}
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+ Choose one event in the target’s past. All effects of that event,
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+ including damage, poison, disease, and magical effects, are ended
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+ and repaired. HP and diseases are healed, poisons are neutralized,
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+ magical effects are ended.
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+\end{amove}
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+
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+\begin{amove}{Divine Presence}
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+ Every creature must ask your leave to enter your presence, and you
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+ must give permission aloud for them to enter. Any creature without
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+ your leave takes an extra 1d10 damage whenever they take damage in
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+ your presence. While this spell is ongoing you take -1 to cast a
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+ spell.
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+\end{amove}
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+
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+\vfill\null
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+\columnbreak
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+
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+\begin{amove}{Consume Unlife}
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+ The mindless undead creature you touch is destroyed and you steal
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+ its death energy to heal yourself or the next ally you touch. The
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+ amount of damage healed is equal to the HP that the creature had
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+ remaining before you destroyed it.
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+\end{amove}
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+
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+\begin{amove}{Plague}
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+ Name a city, town, encampment, or other place where people live. As
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+ long as this spell is active that place is beset by a plague
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+ appropriate to your deity’s domains (locusts, death of the first
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+ born, etc.) While this spell is ongoing you take -1 to cast a spell.
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+\end{amove}
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+\vfill\null
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+\end{multicols}
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+
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\end{document}
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