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| Unshed Tears Tue 13 Oct - Sat 17 Oct |
Gauntlet Sect
Arm of Might 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- This invocation increases the caster's physical damage with melee weapons by a number of ranks as shown below.
| Rank | Physical Damage Increase |
| 6 | +1 |
| 7 | +2 |
| 8 | +3 |
The maximum damage that may be achieved through the use of this invocation is quartz.
Arm of Might 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the High Priest to store one Arm of Might 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 Arm of Might 6 - 8 is cast as part of the ceremony required to cast the Arm of Might 9. The High Priest will be out between 15 and 17 power whilst the Arm of Might 9 is in effect (9 for the Arm of Might 9 and between 6 and 8 for the stored Arm of Might 6 - 8). Once the Rank 6 - 8 Arm of Might is released all power may be restored normally.
A character may only have a single Rank 9 Arm of Might invocation in effect at a time.
Assault of the Valley 9, 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest calls upon the Power of the Neutral Sphere to enhance the combat potential of him and his allies.
Assault of the Valley remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "For the Valley!") or until the caster is slain. It provides no benefit until triggered. The triggering of this invocation should take the form of a short inspiring speech or some other role playing to show that the High Priest is encouraging his fellows to greater deeds.
At Rank 9 once triggered Assault of the Valley increase the physical damage of all characters who were within 20 ft. of the caster at the time of triggering by one rank, to a maximum of Quartz, for 15 minutes.
At Rank 10 once triggered Assault of the Valley increase the physical damage of all characters who were within 20 ft. of the caster at the time of triggering by two ranks, to a maximum of Quartz, or one rank, to a maximum of Sept (at the recipients choice), for 15 minutes.
Once 15 minutes have passed from the triggering of the invocation the Assault of the Valley ceases to be in effect.
Balanced 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 Balanced 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 Balanced 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.
Bone Break 8
Range:- Self Only
Duration:- 15 Minutes or until used
Extendable:- No
Primary Only:- No
Description:- This invocation fills the caster with the power to crush limbs with a single blow. Within the duration of the invocation the caster may perform one Bone Break with a weapon wielded in both hands. In order to use such a Bone Break the caster must call upon the Neutral Sphere with an appropriate shout, such as "For the Sphere!", before the blow is struck. Should the blow miss or be parried then the Bone Break is wasted. If the blow strikes one of the target's limbs (head or body do not count) the caster should call "Bone Break". instead of their usual damage.
Cure Wounds 1 - 8
Range:- Touch
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- The caster calls upon the Neutral Sphere to cure his wounds. Cure Wounds will restore the following amount of lost life up to the targets usual maximum.
| Rank | Player Life Restored (per Hand) | Monster Hits Restored |
| 1 | 6 | 2 |
| 2 | 12 (6) | 4 |
| 3 | 18 (9) | 6 |
| 4 | 24 (12) | 8 |
| 5 | 30 (15) | 10 |
| 6 | 50 (25) | 30 |
| 7 | 100 (50) | 50 |
| 8 | 150 (75) | 70 |
Detect Power 1
Range:- 20 ft. diameter circle, centred on the caster
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This invocation reveals the presence of all power within 10 ft. of the caster. This includes items hidden behind other objects, or even behind or in other power items. It does not reveal innate power contained in living creatures.
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".
Double Strength 6
Range:- Self Only
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- This invocation grants the caster the Double Strength Skill for the duration of the invocation.
Enduring Spirit 5, 6
Range:- Self Only (5), Touch (6)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- This invocation protects the last point of Power with the recipients body from being taken from him by outside forces. For example if the recipient of an Enduring Spirit had eight power within his body and was hit with a Power Drain 16 he would lose seven power rather than all eight as the Enduring Spirit would preserve the last point. This prevents the recipient from being knocked unconcious by any effect that would drain or steal his power but does not protect him from overcasting.
Enhanced Reflexes 2, 4, 6 - 8
Range:- Touch (see below)
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The caster summons the power of the Neutral Sphere to quicken their reflexes, granting them additional dexterity as shown below:
| Rank | Additional Dexterity Granted |
| 2 | +1 |
| 4 | +2 |
| 6 | +3 |
| 7 | +4 |
| 8 | +5 |
This additional dexterity will stack with either armoured or unarmoured dexterity but not with the additional dexterity provided by Enhanced Reflexes potions or other instances of the Enhanced Reflexes invocation. The caster may cast this invocation upon others at an effective rank no higher than 4.
Enhanced Reflexes 9, 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation fills the caster with the power of the Neutral Sphere which fortifies any Enhanced Reflexes invocations cast by them.
At Rank 9 any Enhanced Reflexes invocation 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 an Enhanced Reflexes Rank 8 cast down to a 4 would last for 64 hours, rather than 16, if the caster had an Enhanced Reflexes 9 in effect.
At Rank 10 any Enhanced Reflexes invocation 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 Enhanced Reflexes 9 if the High Priest has both in effect. For example a Enhanced Reflexes Rank 8 cast down to a 4 would last for 256 hours rather than 16 if the caster had both an Enhanced Reflexes 9 and 10 in effect.
Enhanced Reflexes 9 and 10 are effectively permanent and will only cease to be in effect if the caster releases the invocation or dies. The High Priest would be out 9 Power for a Rank 9 Enhanced Reflexes in effect or 19 if he had both the rank 9 and the rank 10 in effect.
Halt 1 - 8
Range:- 20 ft
Duration:- 10 Seconds
Extendable:- No
Primary Only:- No
Description:- This invocation will immobilise a target for 10 seconds or until damaged. An affected target may not move, speak or perform any other action. Halt affects creatures of various ranks as 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 | 400 |
| 8 | 256 | 600 |
Halt is unusual in that it only requires 1 line of vocals ("Halt I command thee be still") to cast although if the invocation is being cast without the use of an Invoke Sphere invocation then the 15 minute casting time is still required.
Halt will affect Undead creatures normally.
Hammer Hand 9, 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest becomes embodied with the essence of the Neutral Sphere allowing his fighting abilities to be further increased by invocations.
At Rank 9 Hammer Hand allows the character damage to be enhanced by invocations to a maximum damage of Sept rather than Quartz as is usually the case.
At Rank 10 Hammer Hand allows the characters damage to be enhanced by invocations to a maximum damage of Sept rather than Quartz as is usually the case. Should the caster have both a Hammer Hand 10 and a Hammer Hand of rank 6, 7, 8 or 9 in effect at the same time then the maximum damage achievable through the use of invocations is further increased to Oct.
Hammer Hand 9 and 10 will remain in effect until released or until the caster is slain.
Hammerhand 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- This invocation increases the damage limit for spells and invocations (such as Arm of Might or Mighty Blows) from Quartz to Sept. The Rank 7 and 8 versions provide no additional benefits but do allow the invocation to be extended.
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 Neutral Sphere for aid and so may cast a single Neutral 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.
Meditate 1, 3
Range:- Self Only (1), Touch (3)
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This invocation will place a willing target into a meditative trance provided they have the Meditate skill. Once per day this invocation will allow a character with the Meditate skill to regain all of their power by remaining in a trance for 30 minutes.
Mighty Blows 3, 5
Range:- Touch
Duration:- 15 Minutes or until used
Extendable:- No
Primary Only:- No
Description:- This spell will increases the physical damage dealt by the caster by +1 rank for 8 blows at rank 3 or 20 blows at rank 5. The caster should utter a distinctive shout prior to calling his damage to show that he is expending a use of the Mighty Blows, "Hunter!, Quad" for example. The maximum damage obtainable when using this spell is Quartz.
Power Blows 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- This invocation increases the caster's power damage with weapons by a number of ranks as shown below.
| Rank | Power Damage Increased |
| 6 | +1 |
| 7 | +2 |
| 8 | +3 |
The maximum damage that may be achieved through the use of this invocation is Power Six.
Power Hammer 1 - 8
Range:- 20 ft
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- The caster hurls an invisible missile of spiritual force at his target which strikes automatically for the damage shown below.
| Rank | Player Life Damage | Monster Hits Inflicted |
| 1 | 5 | 1 |
| 2 | 10 | 3 |
| 3 | 15 | 9 |
| 4 | 20 | 12 |
| 5 | 25 | 15 |
| 6 | 50 | 40 |
| 7 | 60 | 50 |
| 8 | 70 | 60 |
The damage from a Power Hammer is reduced by Power Armour Class only. Dexterity does not reduce the damage from a Power Hammer.
Power Hammer 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest calls upon the Power of the Neutral Sphere to aid him in smiting his enemies.
Power Hammer 9 remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "I call forth the Power of the Hammer!") or until the caster is slain. It provides no benefit until triggered.
At Rank 9 once triggered the Power Hammer allows the High Priest to cast rank 6 Power Hammer invocations at vocal length, without the need for an Invoke or the usual Ritual. This ability lasts for 15 Minutes at which point the Power Hammer 9 ceases to be in effect.
At Rank 10 once triggered the Power Hammer allows the High Priest to cast rank 7 Power Hammer invocations at vocal length, without the need for an Invoke or the usual Ritual. This ability lasts for 15 Minutes at which point the Power Hammer 10 ceases to be in effect.
Power Meld 1 - 5
Range:- Touch
Duration:- Until contact is broken
Extendable:- No
Primary Only:- No
Description:- This invocation allows the caster to transfer Power from one willing person of choice (unconscious characters are not willing) at the rate of Power every thirty seconds detailed below. 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, subject only to the amount the donor is willing to give up. The Power so melded enters the casting character himself.
| Rank | Power Melded Per 30 Seconds | Approx. Time In Seconds For 1 Point |
| 1 | 1 | 30 |
| 2 | 2 | 15 |
| 3 | 4 | 8 |
| 4 | 8 | 4 |
| 5 | 16 | 2 |
This invocation causes no damage (due to Power loss) to the donor. The caster cannot receive Power above his normal maximum; and the donor cannot be taken below zero power.
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Power of the Gauntlet 9, 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest calls upon the Power of the Neutral Sphere to enhance the combat potential of him and his allies.
Power of the Gauntlet remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "For the Valley!") or until the caster is slain. It provides no benefit until triggered. The triggering of this invocation should take the form of a short inspiring speech or some other role playing to show that the High Priest is encouraging his fellows to greater deeds.
At Rank 9 once triggered Power of the Gauntlet increase the power damage of all characters who were within 20 ft. of the caster at the time of triggering by one rank, to a maximum of Power 6, for 15 minutes. This will allow characters not doing Power damage previously to do Power 1.
At Rank 10 once triggered Power of the Gauntlet increase the power damage of all characters who were within 20 ft. of the caster at the time of triggering by two ranks, to a maximum of Power 6, or one rank, to a maximum of Power 7 (at the recipients choice), for 15 minutes. This will allow characters not doing Power damage previously to do Power 2.
Once 15 minutes have passed from the triggering of the invocation the Power of the Gauntlet ceases to be in effect.
Power Weapon 1, 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 |
| 1 | Power 0 |
| 3 | Power 1 |
| 5 | Power 2 |
| 6 | Power 3 |
| 7 | Power 4 |
| 8 | Power 5 |
Note that the rank 1 Power Weapon inflicts no Power Damage. A weapon with a Power Weapon Rank 1 in effect is considered Empowered for the purposes of spells and invocations that target the weapon, such as the Black Magic Spell Destory Weapon. Note that the Lay Rank Power Weapon invocations may be cast on daggers in addition to 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.
Speed Meditation 6
Range:- Self Only
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This invocation may not be cast at vocal length through the use of the Invoke Sphere invocation.
At the completion of the casting of a Speed Meditation the caster recovers all of his Power to his usual maximum as if he had Meditated normally. This counts as the character's use of the Meditate skill for that day.
Spiritual Balance 7, 8
Range:- Self Only (7), Touch (8)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- The caster makes a pact with the Neutral Sphere to protect the target from spiritual extremes. The target becomes immune to all Evil and Good Sphere invocations of Rank 5 or below for the duration of the invocation.
Spiritual Balance 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The High Priest becomes one with the Balance of the Neutral Sphere isolating them from the Good and Evil Spheres.
Once per day whilst the Spiritual Balance 9 is in effect a rank 7 Spiritual Balance cast by the High Priest will be effective against all Good and Evil Sphere invocations up to Rank 8, rather than 5 as would usually be the case.
Spiritual Balance 9 remains in effect until released or the caster is slain.