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.

Golden Mechanics
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. A user of Golden spells must devote himself to a single deity.

Golden spell effects can not by physically seen or heard. Without magical detection not even by the target of the spell is aware that a spell has been cast, but the casting of a Golden spell can be detected by spells or abilities which sense magic.

Golden spells with a casting time of less than 10 rounds can be used in combat. When a Golden spell has multiple modes, those modes share the number of uses per day. Golden spells are learned through prayer -- rather than from a teacher -- but the time and effort required is the same.

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, reduce Bob's number of daily uses, and/or increase the FAT cost of a boost. A Deity may occasionally (not always) grant advantage to PCs who are enthusiastic in their devotion or in other special circumstances. (Be creative, but don't expect that a repeated trick will work as well as a new trick. This isn't meant to be something you can easily repeat.)

Bless
Bless bestows the favor of a deity on a person, group, object or place. It is the basis of all religious magic and its dice can be used as a surrogate measure of piety. Use of Bless by Bright or Grey clerics is not considered magic. (It's just asking the deity for her blessing.) Frivolous or excessive use of Bless will displease the deity.


 * Simple: The effect can vary, but generally grants around SD/3 dice (min 1) to each of SD rolls, or in some circumstances SD dice to 1 roll. Usually the effect continues until all rolls have been made.


 * Combat: Apply the bonus either to attack, or to defense, or ½ to each according the the nature of the deity.


 * Weapon: Your weapon can hit an incorporeal foe.


 * Curse: A blessing might sometimes remove a curse. No specific rules exist yet.


 * Oath: A target whose oath is blessed 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.

If followers of multiple deities cast the same blessing, Note that not all deities will be pleased at having their blessing combined with other deities. This can vary, but will generally be obvious to the devout.
 * 1) Start with the SD of the caster with the highest SD,
 * 2) Ignore any caster with less than ½ the SD of the highest caster, and
 * 3) Add 1 for each of any remaining casters.

Advanced Golden Spells
You cannot learn these spells until you have at least 3 dice in Bless. You cannot raise these spells to have more dice than you have in Bless.

Augment Healing
Adds SD dice to any Healing roll. If used with First Aid, also adds 1 victory to System Shock roll.

Fear
This spell exaggerates the effects of a potentially frightening sight and/or sound, so some such a stimulus must be provided. Every foe in the area of effect takes 1 stun (no save). Targets who fail their save suffer morale failure and must take a retreat action in the next round.

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. This spell cannot result in unconsciousness; reduce Stun damage as necessary to keep hp > 0.

Protection from Evil
Target adds SD 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 becomes ineligible for First Aid. After the roll, if his damage is less than target's hp + caster's SD he revives. Otherwise he remains unconscious but increases his System Shock result by 1 or 2 (SD/10 chance) victories.

Turn Undead
Affects all undead and some evil summoned or animated creatures. In the round this spell is cast, targets take VSD 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 the next 2 × VSD rounds any undead creature who begins the maneuver phase adjacent to the caster must use his maneuver movement to move directly away from the caster. (Note that the caster makes his maneuver movement before the undead.) Undead who manage to attack the caster do so at disadvantage. This effect requires that you thrust your consecrated item forward to drive the undead back, which requires a free hand.

Wolf Senses
Huntress only; add 1 + SD bonus dice to tracking for 10 + (5 × SL) minutes; or roll to detect creatures in a take-away area of 150’ center and 50’ rings. Creatures defend with Magic save modified by size of creature.