Golden Magic

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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. V = victories; SD = spell dice (narrow skill dice); VSD = V + SD

Change Under Consideration (27jun22) 13 minutes may be too much for Golden Spells. Should a different limitation be substituted? (01jul22) Maybe need to melee hit undead to renew Turn Undead? (02jul22) Change 13 minutes to 7 rounds?

Augment Healing
This spell has the same effect as the Boost Healing potion.

Nature?

Binding Oath
A target whose oath is “bound” will suffer misfortune (eg. a curse of 2 x VSD 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.

Order?

Bless
Changed: Duration and Effect reduced 16-Mar-22; Effect changed 04-Mar-22; See Prayer below. Targets add VSD/2 (round up) dice to all defensive rolls for 1 + VSD rounds. Others must be within area of effect at time of casting to gain benefit.

Order?

Blind
Duration is in addition to remainder of current round

Nature?

Consecrate Weapon
Your weapon can hit an incorporeal foe.

Order?

Fear
Targets lose any unused action and must retreat 20' from caster for 1 round per VSD.

Violence? Order? something like Awe?

Prayer
Spell lasts as long as caster continues to pray. Area of effect moves with caster, others may enter to gain benefit or exit to lose it. Allies gain VSD/2 (round up) bonus dice to action rolls.

something like Awe?

Protection from Evil
Targets add V + SD dice to all Defense Roles against evil for remainder of current round and 2 x (V + SD) additional rounds. What counts as evil can vary, but physical attacks from other humans rarely count as evil. Does not stack with Bless.

Good/Kind/Benevolent

Revive
Roll must beat Threshold of 3 times target's (LTD + Wounds).

Nature

Treat Wounds
Temporally heals up to SL wounds. A character can only receive this once per day. Effect ends after 3d6 hours. use Slow Roll. Cannot combined with Treat Wounds potion.

Nature

Turn Undead
Affects all undead and any evil summoned or animated creatures. Targets loose any unused action and must immediately move 5' × VSD away from caster. Normal humans are not affected. "New": For next VSD rounds, any affected creature who starts the round within 2 × VSD‡ feet of caster must move 3 × VSD‡ feet directly away from caster and lose its attack for that round. Does not stack with itself. ( ‡ Round up to next multiple of 5'.)

Proposed Change (27jun22) 13 minute cooldown means this spell can't be used twice in the same battle. I propose we add a second effect which also lasts 13 minutes. Any affected creature who starts the round within __ feet of caster must move 15 feet directly away from caster and lose its attack for that round.

Good/Kind/Benevolent

Wolf Senses
Wolf Spirit only; add 1 + SL bonus dice to tracking for 10 + (5 x SL) minutes; or roll to detect creatures in a take-away area of 300’ center and 100’ rings. Normal humans defend with 9 dice Threshold.

Nature