Golden Magic

Add Fear, Blind

Proceedure for Casting Golden Magic
Golden Magic requires a connection with a Deity who will empower the spell. To cast a spell you must possess a consecrated holy item, boldly display a symbol of your deity, and call out a prayer asking your Deity (by name) for your request. The same holy item can be used for all golden spells.

Costs and Limitations
A Golden spell depends on the will of the Deity and so can have variable effects depending on your behavior and the Deity’s mood. A Golden spell has a casting time of 1 or more rounds, a cost of 0 or more Fatigue dice, and cannot be recast until 13 minutes have passed.

Binding Oath
A target whose oath is “bound” will suffer misfortune (eg. a curse of 2 x SL un-healable long term damage) for breaking that oath. The target must swear in the name of all the good gods and in the name of your deity specifically. Coercion (eg. threat of death) is OK but an oath sworn under mental control, etc. is not binding. The spell effects are stronger for a more limited oath, ie. adding more things to the oath weakens the effect. Caster can release the oath at will. No person can be under 2 oaths at once. Records of oaths need to include victories rolled and promises made.

Bless
Changed: Duration and Effect reduced 16-Mar-22 Targets add ½ + SL/2 (use d20 for half a die) dice to all Action Roles for 2 + (2 x SL) rounds. Area of effect moves with caster, others may enter to gain benefit or exit to lose it.

Blind
Duration is in addition to remainder of current round

Consecrate Weapon
Your weapon can hit an incorporeal foe.

Fear
Targets add SL dice to all action roles for 4 + (2 x SL) rounds.

Protection from Evil
Targets add 3 dice to all Defense Roles against evil for remainder of current round and 4 + (2 x SL) additional rounds. What counts as evil can vary, but physical attacks from other humans rarely count as evil.

Turn Undead
Affects all undead and any evil summoned or animated creatures. Targets within 10’ plus 5’ per victory loose their turns (as if stunned) and must retreat 5’ per victory directly away from the caster. Normal humans are not affected.

Wolf Senses
Wolf Spirit only; add 1 + SL bonus dice to tracking for 10 x SL minutes; or roll to detect creatures in a take-away area of 300’ center and 100’ rings.