Golden Magic

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the spells below. I picked numbers which I think are good, but most of them have not been tested.

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 Spirit + 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 any golden 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 occasional 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 or in other special circumstances. No spell may be cast more than SL times per day.

Augment Healing
Adds VSD dice to any Healing roll. If used with First Aid, also adds V-1 victories to System Shock roll.

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. Like all spells, this spell may have other effects if cast on a non-standard target.

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. (Stun reduced to keep targets awake?)

Prayer (offense)
Targets add VSD/2 (round up) dice to all offensive (includes perception) rolls for 2 × VSD rounds. Spell lasts as long as caster continues to pray; area of effect moves with caster, allies may enter to gain benefit or exit to lose it. Like all spells, this spell may have other effects if cast on a non-standard target.

Protection from Evil
Target adds VSD dice to all defensive (includes stealth) rolls against evil for 4 x VSD rounds. What counts as evil can vary, but physical attacks from other humans rarely count as evil. Target can also be under a Bless spell, but Bless effects do not stack with effects of this spell.

Revive
Target immediately makes his System Shock roll and revives on a result of "wake up". Defense roll against Revive is 6 dice plus 3 times target's total damage (LTD + Wounds).

Turn Undead
Affects all undead and many evil summoned or animated creatures. In the round this spell is cast, 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 2 × VSD rounds any undead creature who starts adjacent to the caster must immediately move 10' feet directly away from caster, and lose its action. 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.