Golden Magic

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Using Golden Magic
Golden Magic requires a connection with a Deity who will empower the spell. Accordingly, 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.

Acquiring Spells
Bob must learn a Golden spell by spending 30 Blocks of Chore Time in prayer to the Deity who will grant the spell. After that he rolls his Nerves + Spirit + Magic against the 15 dice threshold. If he succeeds, Bob obtains the spell. If Bob fails, he may make additional attempts (30 Blocks each) which need only exceed the 12 dice threshold to succeed. After succeeding, Bob must spend 5 ep to bring the spell (narrow skill) to 1 die.

Holy Items
To cast a spell Bob must possess a consecrated holy item of the Deity who granted the spell. The same holy item can be used for all golden spells granted by that Deity.

Casting
To please the Deity, Bob should be in possession of his consecrated holy item, be boldly displaying a symbol of the Deity, and make a public display of calling out a prayer asking that Deity by name for his request. The point of all this is to evangelize, not to make stealth impossible, so allowances can be made

A displeased Deity can cause a spell to have disadvantage or double disadvantage. A Deity may occasionally (not always) grant advantage to PCs who are enthusiastic in their devotion. No spell may be cast more than SL times per day.

Augment First Aid
Used only at end of combat. Increases First Aid by 1 wound and adds 2 victories to Save Against Death.

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. Records of oaths need to include victories rolled and promises made.

Bless (Defense)
Targets add VSD/2 (round up) dice to all defensive (includes stealth) rolls for 2 × VSD rounds. Targets must be within area of effect at time of casting to gain benefit.

Consecrate Weapon
Your weapon can hit an incorporeal foe.

Holy Wrath
Does Fat and Stun damage to all in take-away area. Allies and neutrals add VSD dice and 1 victory to their saving throw

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.

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.

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

Suppress Wounds
Temporally heals up to SL wounds with no increase to fatigue. A character can only receive this once per day. Effect ends after 3d6 hours. use Slow Roll. Cannot be combined with Treat Wounds potion.

Turn Undead
Affects all undead and many evil summoned or animated creatures. Targets take 1 stun and must immediately move 5' × VSD away from caster. Any target blocked from completing this movement takes 1 Fat per 5' unused movement. For next 7 rounds any undead creature who starts adjacent to the caster must immediately move 10' feet directly away from caster, and lose its turn. If such a creature moves adjacent to the caster it's turn immediately ends (no attack).

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.