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White Path
Bless 1 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- This invocation bestows upon the recipient a Power armour class at the rate of one point of armour class per Rank of the invocation:
| Rank | Power Armour Class Provided |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
| 6 | 6 |
| 7 | 7 |
| 8 | 8 |
This invocation can be extended. Physical and Magical armour class are unaffected. This invocation stacks with either unarmoured or armoured dexterity but will not work in conjunction with any Evil invocation, such as Cloak of Ushaz.
Cosmic Blessing 9, 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation fills the caster with the power of the Good Sphere which fortifies any Bless invocations cast by them.
At Rank 9 any Bless invocation (including Mass Bless) cast by the High Priest is increased in duration by a factor of four as if the invocation had been cast down a rank. For example a Bless Rank 8 cast down to a 5 would last for 64 hours, rather than 16, if the caster had a Cosmic Blessing 9 in effect.
At Rank 10 any Bless invocation (including Mass Bless) cast by the High Priest is increased in duration by a factor of four as if the invocation had been cast down a rank. This increase in duration stacks with that provided by a Bless Extension 9 if the High Priest has both in effect. For example a Bless Rank 8 cast down to a 5 would last for 256 hours rather than 16 if the caster had both a Cosmic Blessing 9 and 10 in effect.
Cosmic Blessing is effectively permanent, it will only cease to be in effect if the caster releases it or dies. The High Priest would be out 9 Power for a Rank 9 Cosmic Blessing in effect or 19 if he had both the rank 9 and the rank 10 in effect.
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.
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.
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.
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.
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 referees discretion). Whichever locations receive curing also have any bleeding stopped.
A Rank 5 Cure Mortal Wounds can be used to mend a broken bone.
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".
Dismiss Undead 5, 8
Range:- Touch
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the caster to dismiss one Lesser Undead spirit from the plane. Upon completion of the vocal the caster must extend his empty weapon hand, palm outwards, towards the undead to be affected and attract its attention by shouting 'Spirit of NAME I dismiss thee hence'. The NAME will be the type of the undead as revealed by a Discern Nature of Undead, or the true name of a more powerful undead creature. The undead will back away in a straight line from this whilst the caster continues his chant, until the caster sustains damage or until the undead reaches a solid object behind it.
The undead being targetted by the Dismiss may NOT attack the caster during this time. Subject to continuing to concentrate upon the dismisser, it may however Attack any others foolish enough to step within reach. If the undead reaches a solid object then the caster must utter the phrase 'Spirit of NAME be gone', and touch the undead; whereupon the undead is instantly dismissed. Note that Lesser undead with one or two names can be dismissed e.g. a "Lesser Ghoul" or a "Lesser Undead Warrior" can be dismissed.
The Rank 8 version of this invocation functions in exactly the same way, with the same restrictions but can be used against Greater Undead as well as Lesser Undead.
Unique Undead; those without a Lesser or Greater prefix cannot be Dismissed through the use of this invocation.
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.
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).
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.
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.
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.
Mass Bless 9, 10
Range:- 10 ft. diameter circle, centered on caster
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- The High Priest entreats the Good Sphere to spread it's blessings over everyone present for the full duration of casting.
At Rank 9 Mass Bless casts a Rank 6 bless upon everyone within range. This Bless may be cast down for increased duration at the will of the recipient and the duration is also increased if the caster of the Mass Bless has a Cosmic Blessing invocation in effect.
At Rank 10 Mass Bless casts a Rank 7 bless upon everyone within range. This Bless may be cast down for increased duration at the will of the recipient and the duration is also increased if the caster of the Mass Bless has a Cosmic Blessing invocation in effect.
Mass Bless is unusual in that the recipient of the Bless rather than the caster of the Mass Bless who must expend the power cost for the Bless invocation. For example Durg, a Half Orc Warrior with 8 power, receives a Mass Bless 10 giving him a Bless 7 which he chooses to have cast down to a Bless 4 for 16 hours. Durg must expend 7 Power for the Bless of which 4 (the effective rank of the Bless) is "out" and cannot be recovered through normal means until the Bless has ceased to be "in effect".
Personal Blessing 9, 10
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest casts his own personal blessing upon the recipient providing them with increased power armour class.
At Rank 9 Personal Blessing provides +1 Power Armour Class which stacks with all other forms of Power Armour Class.
At Rank 10 Personal Blessing provides +2 Power Armour Class which stacks with all other forms of Power Armour Class.
A character may only have a single Personal Blessing in effect at a time.
Personal Blessing is usually named after the caster so becoming Khortaz's Blessing or similar. It is effectively permanent unless the caster releases the invocation or is slain. The caster is "out" the power used to cast the Personal Blessing until it ceases to be in effect.
Power Gift 1 - 5
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the caster to transfer his own Power to one recipient of choice (unconscious characters can receive Power) at the rate dependent upon the rank of the Power Gift as shown below.
| Rank | Time in seconds to transfer 1 point of Power | Power Transferred in 30 seconds |
| 1 | 30 | 1 |
| 2 | 15 | 2 |
| 3 | 8 | 4 |
| 4 | 4 | 8 |
| 5 | 2 | 16 |
The caster must concentrate for the duration of the transfer and remain in constant physical contact with the target. Once contact or concentration is broken the invocation is ended, but until then any amount of power can be transferred. The power so gifted must come from the casting character himself and not from any other source.
Power can never be given over the recipient's normal maximum.
Power Gift 6 - 8
Range:- Touch
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This allows the caster to instantly gift an amount of Power from themselves or their Talisman to another individual with a touch. The maximum amount of power that may be transferred is shown below, the caster may always choose to gift less than this. The Power Gifted is expended in addition to the Power expended to cast the invocation.
| Rank | Maximum Power Transferred |
| 6 | 50 |
| 7 | 100 |
| 8 | 150 |
Power can never be given over the recipient's normal maximum. The transfer happens immediately with no need for contact to be maintained as with the lay power invocation of the same name.
Power Gift 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the caster to store up to 30 of his own power which can then instantly be gifted to another through the use of a specific trigger phrase (such as "Gift of the Good Sphere"). The caster much touch the recipient as the phrase is uttered at which point the caster may transfer any amount of the stored power to the recipient. The power stored within a Power Gift 9 cannot be used for the casting of other invocations, nor can it be drained from the caster. It is effectively "out" until gifted to someone else. Once the last point of stored power is released the Power Gift 9 ceases to be in effect.
Should the caster be drained to zero power through the use of the Evil Sphere invocation Power Drain, then as soon as they have fallen to the floor a single point of power will be transferred from the power stored in the Power Gift 9 to the casters body.
Power can never be given over the recipient's normal maximum. The transfer happens immediately with no need for contact to be maintained beyond a brief touch.
Power Gift Range 5
Range:- 20 ft
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows allows the caster to instantly gift an amount of Power from themselves or their Talisman to another individual within 20ft. No more than a single point of power may be transferred using this invocation.
Power Weapon 3, 5, 6 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- One blunt weapon can be empowered to do spiritual damage as shown below;
| Rank | Power Damage Inflicted |
| 3 | Power 1 |
| 5 | Power 2 |
| 6 | Power 3 |
| 7 | Power 4 |
| 8 | Power 5 |
The rank 3 and 5 Power Weapon invocations may be cast upon daggers as well as blunt weapons.
Power Weapon 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the High Priest to store one Power Weapon invocation of rank 6 - 8 within their body for release upon the utterance of a specific trigger phrase (such as "Weapon of Power to my hand!") without the need for the usual ritual or being invoked.
The Power Weapon 6 - 8 is cast as part of the ceremony required to cast the Power Weapon 9. The High Priest will be out between 15 and 17 power whilst the Power Weapon 9 is in effect (9 for the Power Weapon 9 and between 6 and 8 for the stored Power Weapon 6 - 8). Once the Rank 6 - 8 Power Weapon is released all power may be restored normally.
A character may only have a single Rank 9 Power Weapon invocation in effect at a time.
Protection against Fear 6 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The Target is immune to Fear effects (such as a Fear invocation or a wolf's howl) for as long as the invocation is in effect. This invocation provides no additional benefits at ranks 7 and 8 but does allow the invocation to be extended.
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.
Remove Curse 4, 8
Range:- Touch
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- At rank 4 this invocation will remove all Evil Sphere rank 4 Curses from the target.
At rank 8 this invocation will remove all Evil Sphere rank 4 Curses or rank 8 Greater Curses from the target.
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") |
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.
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.