Hospitalers Sect

Aura of Serenity 7
Befriend 1 - 8
Burial 5
Courage 2, 3, 5
Cure Blindness 4
Cure Disease 1, 3, 5, 7
Cure Disease 9
Cure Mortal Wounds 6
Cure Wounds 1 - 5
Discern Nature of Undead 2
Field Surgery 9
Hallowed Ground 9
Heal 6
Heal 9, 10
Healing Hands 9
Invoke Sphere 5
Invoke Sphere 8
Martyr's Touch 5, 8
Martyr's Touch 9
Mass Cure Wounds 6 - 8
Mass Cure Wounds 9, 10
Mass Heal 9
Mass Resurrection 10
Mind Heal 6
Neutralise Poison 4, 7
Protection against Poison 8
Protection from Bleeding 3
Protection from Disease 1, 3, 5, 7
Regenerate 5, 7
Remove Pain 4
Remove Paralysis 3, 4
Resurrection 7 - 10
Spirit Bond 7
Unshackle Spirit 6
Unshackle Spirit 9

Aura of Serenity 7

Range:- Special

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster calls upon the power of the Good Sphere to create a small aura surrounding their own body, that can be extended to envelop a single other willing individual. No damage may be inflicted to, or by, the individuals within the Aura. Whilst the Aura is in effect neither the caster and the chosen individual are unable to move (or be moved via a spell or invocation) away from where the invocation was cast. The recipient of an Aura of Serenity may not cast spells or invocations nor may they trigger items which would affect those outside of the Aura, attempting to do so will end the Aura of Serenity.

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Befriend 1 - 8

Range:- 20 ft

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- This invocation creates a bond between the caster and the target such that they both believe themselves to be the firmest of friends who would wish no harm to come to each other. Neither is aware of the presence of an invocation at work and cannot be convinced of it, but once the invocation ends both parties will be aware that some effect has constrained their actions.

The bond only extends to the two involved and does not affect their view of any other person or creature in the vicinity, nor does it give either influence over the other apart from the trust between close comrades and friends. Befriend only affects living, humanoid creatures at the ranks shown below;

Rank Player Ranks Affected Monster Hits Affected
1 2 20
2 4 40
3 8 60
4 16 80
5 32 100
6 64 200
7 128 300
8 256 400

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Burial 5

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation allows the caster to ensure the peaceful passing on of a Spirit from its body. When cast on a recently deceased individual it protects the body and the departed spirit from being interfered with. A body which has received a Burial invocation may not be used to raise an undead, the spirit may not be contacted by a Talk to Dead or similar invocation and other invocations or abilities that would normally affect the dead will not function on a Buried individual. A body which has received a Burial may still be resurrected and any Spirit Bonds that the target may have had are not removed by a Burial.

The invocation has no effect upon a body which is already an undead.

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Courage 2, 3, 5

Range:- Touch (2), 20 ft. (3), Circle, 10 ft radius, centred on caster (5)

Duration:- Instant

Extendable:- Yes

Primary Only:- No

Description:- This invocation will remove all Fear effects (such as a Fear invocation or from a wolf's howl) from the target(s).

At rank 5 the caster should call "Mass Courage" when releasing the invocation to indicate that it has an area of effect.

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Cure Blindness 4

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation will remove any form of Blindness from the target.

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Cure Disease 1, 3, 5, 7

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- At rank 1 this invocation is called Cure Minor Disease. It will remove all Rank 1 Minor Diseases from the target. 6 Cure Minor Diseases cast on the same target within 1 minute will remove a Rank 3 Medium Disease.

At rank 3 this invocation is called Cure Medium Disease. It will remove all Rank 3 Medium Diseases from the target. 6 Cure Medium Diseases cast on the same target within 1 minute will remove a Rank 5 Major Disease.

At rank 5 this invocation is called Cure Major Disease. It will remove all Rank 5 Major Diseases from the target. 6 Cure Major Diseases cast on the same target within 1 minute will remove a Rank 7 Fatal Disease.

At rank 7 this invocation is called Cure Fatal Disease. It will remove all Rank 7 Fatal Diseases from the target and cure any other disease up to rank 8.

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Cure Disease 9

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation allows the High Priest to store one rank 7 Cure Disease invocation within their body for release upon the utterance of a specific trigger phrase (such as "May purity purge this disease") without the need for the usual ritual or being invoked.

The Cure Disease 7 is cast as part of the ceremony required to cast the Cure Disease 9. The High Priest will be out 16 power whilst the Cure Disease 9 is in effect (9 for the Cure Disease 9 and 7 for the stored Cure Disease 7). Once the Rank 7 Cure disease is released all 16 power may be restored normally.

A character may only have a single Rank 9 Cure Disease invocation in effect at a time.

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Cure Mortal Wounds 6

Range:- 20 ft

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation works in exactly the same way as the Rank 5 invocation Cure Mortal Wounds but at a range of 20ft.

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Cure Wounds 1 - 5

Range:- Touch

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- The caster is able to heal the wounds of living creatures, restoring life points or monster hits as shown below.

Rank Name Player Life Restored (Per Hand) Monster Hits Inflicted
1 Cure Light Wound 6 (6) 2
2 Cure Serious Wounds 12 (6) 4
3 Cure Critical Wounds 20 (10) 8
4 Cure Grievous Wounds 30 (15) 16
5 Cure Mortal Wounds 48 (24) 20

The Rank 1 invocation requires only a one handed touch, as normal. A one handed touch for a higher Rank invocation delivers only half the total amount of curing and exhausts the invocation completely. The invocation can never be split between two different individuals. The caster should call the name of the invocation as he touches his target to indicate the amount of healing provided.

At all Ranks the curing is `intelligent' and goes not where the hands are placed necessarily but where the healing is needed (at the referee’s discretion). Whichever locations receive curing also have any bleeding stopped.

A Rank 5 Cure Mortal Wounds can be used to mend a broken bone.

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Discern Nature of Undead 2

Range:- 20 ft.

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- This invocation informs the caster as to the nature and power level of a single targeted undead.

The power level of the creature will return as "Lesser", "Greater" or nothing indicating that the undead is unusual indeed. This will be followed by the creatures name or type so a full response may be "Lesser Ghoul", "Greater Skeletal Warrior" or simply "Death Knight". The Creatures name will often give some indication of it's abilities (Ghouls often use paralysis and Skeletons can only be harmed with blunt weapons for example).

The rank of the creature is important in determining whether or not a particular Undead can be dismissed (See Dismiss Undead).

The invocation does not aid normal sight, and so can not be used to "find" an undead in the darkness.

If this invocation is targeted at a creature which is not Undead then the monster will respond "Not Undead".

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Field Surgery 9

Range:- Touch

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The High Priest becomes an expert on a particular malady which is not curable through the use of normal invocations.

When this invocation is chosen the High Priest chooses his area of expertise (suggested specialisations include, Permanent damage, Vampirism or Lcanthropy) and a unique name for the invocation. By performing a unique ceremony dedicated to this invocation, and with the patient present for the full duration of the casting, the High Priest is able to cure them of the chosen effect. The High Priest should role play the healing process throughout his casting (such as Unshackle Spirit when curing Vampirism or Heal when curing permanent damage).

This invocation must be role played. It cannot be written on scrolls and may only be cast in character on events.

This invocation may be chosen multiple times, choosing a different malady each time.

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Hallowed Ground 9

Range:- Touch

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation allows the High Priest casting it to dedicate an area of ground to his Sphere. The area in question should be marked by a casting mat and ritual components covering an area no smaller than a 6 ft. diameter circle. The components in question should be checked with the player referee, at the start of the adventure, to ensure that they meet the minimum requirements for cosmic casting. Once set up this casting area cannot be disturbed by anyone other than the caster who can only remove it by releasing the invocation.

The Hallowed area allows the High Priest to cast further cosmic invocations within it. This is the only way in which Cosmic invocations can be cast away from the Sect's ceremony areas situated outside of the Towers.

In order to cast a cosmic invocation the High Priest must first invoke within the Hallowed area (requiring 5 minutes and their normal casting kit) followed by a 15 minute ritual dedicated to the cosmic invocation they are attempting to cast. No time reduction will be made on these castings as excellent casting kit and vocals are required for Cosmic Invocations.

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Heal 6

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation will return the target to their maximum total and locational life and will mend all broken bones that the target may have. This invocation will have no effect upon a character who is dying (has fallen below 0 life).

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Heal 9, 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- At Rank 9 this invocation allows the High Priest to store one rank 6 Heal invocation within their body for release upon the utterance of a specific trigger phrase (such as "Mend this shattered form!") without the need for the usual ritual or being invoked.

The Heal 6 is cast as part of the ceremony required to cast the Heal 9. The High Priest will be out 15 power whilst the Heal 9 is in effect (9 for the Heal 9 and 6 for the stored Heal). Once the Rank 6 Heal is released all 15 power may be restored normally.

At Rank 10 this invocation allows the High Priest to store one rank 6 Heal invocation within their body for release upon the utterance of a specific trigger phrase (such as "Mend this shattered form!") without the need for the usual ritual or being invoked. The Heal released by a rank 10 heal may be targeted at a range of 20 ft. rather than touch as is usually the case.

The Heal 6 is cast as part of the ceremony required to cast the Heal 10. The High Priest will be out 16 power whilst the Heal 10 is in effect (10 for the Heal 10 and 6 for the stored Heal). Once the Rank 6 Heal is released all 16 power may be restored normally.

A character may only have a single Rank 9 Heal and a single Rank 10 Heal invocation in effect at a time, although you may have one of each Rank 9 and 10.

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Healing Hands 9

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation fills the caster with the power of the Good Sphere allowing him to perform multiple Heal invocations from a single casting.

When a High Priest with a Healing Hands invocation in effect casts a Rank 6 Heal using the full casting ritual (never from a Heal 9, Scroll, Vocal length ability or anything else at all) he may cast the Heal invocation upon every person touched within 1 minute of completing his casting. Each Heal released in this way costs the High Priest 6 power as usual.

For example Djimm has a Healing Hands in effect and three of his party require a Heal. He sits and casts a Rank 6 Heal invocation, performing the full 10 minute ritual (he has an excellent casting kit of course). At the completion of his casting he touches each of the three injured party members and they each gain the benefit of the Heal invocation. This costs Djimm 18 power as he has effectively performed three rank 6 Heal invocations.

Healing Hands is effectively permanent and will only cease to be in effect if the caster releases it or is slain.

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Invoke Sphere 5

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This invocation takes a full 5 minutes to cast and requires a consistent and appropriate ceremony to be performed centred upon a casting mat (see the high level casting page). Upon completion the caster has called directly on the Good Sphere for aid and so may cast a single Good Ritual Invocation, at normal use of power, using vocals only, without the normal 15 minutes casting time. The Ritual invocation must be cast within 15 minutes of the Invoke, and until it is cast no invocations from other Spheres can be cast nor can another Invoke Sphere be cast. The caster may only cast a Ritual Invocation that he is already capable of casting, no additional casting ability is granted by this invocation.

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Invoke Sphere 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- At rank 8 upon completion the caster has called directly on the Good Sphere for aid and so may cast up to two Good Ritual Invocations, at normal use of power, using vocals only, without the normal 15 minute casting time. The Ritual invocations must be cast within 15 minutes of the Invoke, and until they are cast no invocations from other Spheres can be cast, nor can another Invoke Sphere be cast. The caster may only cast Ritual Invocations that he is already capable of casting, no additional casting ability is granted by this invocation.

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Martyr's Touch 5, 8

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- The caster is able to take the suffering of others onto themselves using this invocation.

At rank 5 any one debilitating effect (such as Blindness, Dumbness, Disease etc.) of up to rank or level 8 may be transferred from its original target to the caster of the Martyr's Touch. The rank, duration and effect of the transferred malady are unaffected.

At rank 8 any one debilitating effect (such as Blindness, Dumbness, Disease etc.) of any rank or level may be transferred from its original target to the caster of the Martyr's Touch. The rank, duration and effect of the transferred malady are unaffected.

Damage may never be transferred using a Martyr's Touch.

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Martyr's Touch 9

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation allows the High Priest to store one rank 8 Martyr's Touch invocation within their body for release upon the utterance of a specific trigger phrase (such as "I take your suffering unto me!") without the need for the usual ritual or being invoked.

The Martyr's Touch 8 is cast as part of the ceremony required to cast the Martyr's Touch 9. The High Priest will be out 17 power whilst the Martyr's Touch 9 is in effect (9 for the Rank 9 and 8 for the stored Martyr's Touch 8). Once the Rank 8 Martyr's Touch is released all 17 power may be restored normally.

A character may only have a single Rank 9 Martyr's Touch invocation in effect at a time.

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Mass Cure Wounds 6 - 8

Range:- Circle, 10 ft radius, centred on caster

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- The caster summons the good sphere to surround him resulting in everyone within 10ft of the caster receiving a lay power Cure Wounds invocation as shown below:

Rank Effective Mass Cure Wounds
6 Cure Critical Rank 3
7 Cure Grievous Rank 4
8 Cure Mortal Rank 5

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Mass Cure Wounds 9, 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- At Rank 9 this invocation allows the High Priest to store one rank 6 Mass Cure Wounds invocation within their body for release upon the utterance of a specific trigger phrase (such as "Mend this shattered form!") without the need for the usual ritual or being invoked.

The Mass Cure Wounds 6 is cast as part of the ceremony required to cast the Mass Cure Wounds 9. The High Priest will be out 15 power whilst the Mass Cure Wounds 9 is in effect (9 for the Mass Cure Wounds 9 and 6 for the stored Mass Cure Wounds). Once the Rank 6 Mass Cure Wounds is released all 15 power may be restored normally.

At Rank 10 this invocation allows the High Priest to store one rank 7 Mass Cure Wounds invocation within their body for release upon the utterance of a specific trigger phrase (such as "Mend this shattered form!") without the need for the usual ritual or being invoked.

The Mass Cure Wounds 7 is cast as part of the ceremony required to cast the Mass Cure Wounds 10. The High Priest will be out 17 power whilst the Mass Cure Wounds 10 is in effect (10 for the Mass Cure Wounds 10 and 7 for the stored Mass Cure Wounds). Once the Rank 7 Mass Cure Wounds is released all 17 power may be restored normally.

A character may only have a single Rank 9 Mass Cure Wounds and a single Rank 10 Mass Cure Wounds invocation in effect at a time, although you may have one of each Rank 9 and 10.

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Mass Heal 9

Range:- 10 ft. diameter circle, centered on caster

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- Every character who remains within 10 feet of the caster for the full duration of the casting ceremony receives a rank 6 Heal invocation at the completion of the ceremony.

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Mass Resurrection 10

Range:- 10 ft. diameter circle, centered on caster

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- Every dead character who remains within 10 feet of the caster for the full duration of the casting ceremony receives a rank 7 Resurrection invocation at the completion of the ceremony. For the purpose of Spirit Bonds it is as if the caster of the Mass Resurrection had cast each of the Resurrection 7's (although he expends only the 10 power for the Mass Resurrection regardless of the amount of Resurrection 7's produced).

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Mind Heal 6

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation will return an insane individual to sanity. Note that this invocation may not be cast using an invoke. The caster must spend the casting time of the invocation role-playing the curing process with the target during which time neither the target nor the caster are aware of their surroundings.

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Neutralise Poison 4, 7

Range:- Touch

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- At rank 4 this invocation will remove the effects of a single Poison or Venom of up to rank 5.

At rank 7 this invocation will remove the effects of a single Poison or Venom of up to rank 10.

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Protection against Poison 8

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The target becomes immune to all Poisons and Venoms up to Rank 8, and Poison Damage up to "Poison 8" for the duration of the invocation. Note that this invocation does not render the recipient immune to a Ghoul's paralysis.

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Protection from Bleeding 3

Range:- Touch

Duration:- 15 Minutes

Extendable:- N/A

Primary Only:- No

Description:- Whilst this invocation is in effect the target does not suffer bleeding damage from wounds, throat slits or similar effects.

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Protection from Disease 1, 3, 5, 7

Range:- Touch

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The Target is immune to all Diseases of the same or lower rank that the effective rank of the Protection from Disease invocation as summarised below. A Disease received before the Protection from Disease was cast will affect the victim normally.

Rank Disease Protected Against
1 Minor (Rank 1)
3 Medium (Rank 3)
5 Major (Rank 5)
7 Fatal (Rank 7)

Because a Disease invocation takes time to take effect the caster of a Disease will be unaware that the invocation has failed against a protected target. It is therefore not necessary to say "No Effect" when struck with a Disease which you are protected from.

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Regenerate 5, 7

Range:- Touch

Duration:- 4 Hours (5), 15 Minutes (7)

Extendable:- No

Primary Only:- No

Description:- At rank 5 this invocation will cause a severed limb to grow back in four hours.

At rank 7 a severed limb will regrow in 15 minutes.

It is possible to cast this invocation on a corpse in order to replace destroyed limbs but only if the invocation is cast on the largest portion of the corpse. If only part of a limb has been severed then the time taken to regrow it may be reduced at the referee's discretion.

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Remove Pain 4

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This invocation will prevent a single source of pain (such as a broken limb or inflict pain invocation) from affecting the target for the duration of the invocation. If the source of pain is still present at the end of the duration then it will begin to affect the character again. Should a character be under the effect of a number of sources of pain (such as two broken limbs) then it will take one remove pain invocation for each source to prevent the character suffering the effects of pain.

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Remove Paralysis 3, 4

Range:- Touch (3), 20 ft. (4)

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- This invocation will remove any Paralysis effects currently affecting the target.

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Resurrection 7 - 10

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation is the Good Sphere's way of bringing the dead back to life. Resurrection may only be cast on the body of a dead humanoid creature (including all dead player characters). A Resurrected individual is immediately restored to life with their full normal compliment of Power, Spell Slots, Life, Ki and Adrenals as if they had benefited from a full nights sleep. All skills and abilities that are restricted in use to a number of times per sleep period (such as the ability to Memonic or Meditate or a Warrior's Knockback skill) that have been used that day are not regained following a Resurrection. The rank of Resurrection required is dependent on the spirit strength of the departed being. Each time you are resurrected you require the next highest rank of Resurrection. This is summarised below:

Death Resurrection Required
First Rank 7
Second Rank 8 (see Spirit Bond)
Third Rank 9 (see Spirit Bond)
Fourth Rank 10 (see Spirit Bond)
Fifth Permanent Death (See "Starting a new character")

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Spirit Bond 7

Range:- Touch

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation binds a small portion of the target's spirit to the caster, allowing the caster to bring them back to life using a rank 7 Resurrection invocation regardless of the number of times they had died before. Once the invocation has been cast the spiritual bond will remain in place until either the caster or the target chooses to end it (a dead target cannot choose to sever a Spirit Bond). Even the death of the caster will not end a Spirit Bond. Because the spiritual bond is created by the invocation and not an invocation in effect the caster is not "out" any power for it. There is no limit to how many spiritual bonds a person may have, either cast by them or upon them. It is generally assumed that a caster with Spirit Bond has already bonded with members of his party before embarking on an adventure. He will therefore not begin an adventure "out" any power for Spirit Bond.

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Unshackle Spirit 6

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This invocation will remove the Evil Sphere invocation Possession from a single target.

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Unshackle Spirit 9

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This invocation allows the High Priest to store one rank 6 Unshackle Spirit invocation within their body for release upon the utterance of a specific trigger phrase (such as "Let your mind be free!") without the need for the usual ritual or being invoked.

The Unshackle Spirit 6 is cast as part of the ceremony required to cast the Unshackle Spirit 9. The High Priest will be out 15 power whilst the Unshackle Spirit 9 is in effect (9 for the Rank 9 and 6 for the stored Unshackle Spirit 6). Once the Rank 6 Unshackle Spirit is released all 15 power may be restored normally.

A character may only have a single Rank 9 Unshackle Spirit invocation in effect at a time.

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