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.

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

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; Effect changed 04-Mar-22; See Prayer below. Targets add ½ + SL/2 (use d20 for half a die) dice to all defensive rolls for 2 + SL rounds. Others must be within area of effect at time of casting to gain benefit.

Blind
Duration is in addition to remainder of current round

Consecrate Weapon
Your weapon can hit an incorporeal foe.

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

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.

Protection from Evil
Targets add 1 + SL 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.

Treat Wounds
Temporally heals up to SL wounds. A character can only receive this once per day. Effect ends after 3d6 hours. Don't roll for duration until 3 hours have passed (Slow Roll?). Cannot combined with Treat Wounds potion.

Slow Roll: After 3 hours roll the first die; after 3 + [first die number] hours roll the second die; after 3 + [first die number] + [second die number] hours roll the third die.

Turn Undead
Affects all undead and any evil summoned or animated creatures. Targets loose any unused action and must move 5' + 5' victory away from caster in next round. Normal humans are not affected.

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.

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.