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|Knowledge and Conversation of Tholumiyelos = {{!}} [[Theurgy#Knowledge and Conversation of Tholumiyelos|Knowledge and Conversation of Tholumiyelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} Call for divine advice
 
|Knowledge and Conversation of Tholumiyelos = {{!}} [[Theurgy#Knowledge and Conversation of Tholumiyelos|Knowledge and Conversation of Tholumiyelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} Call for divine advice
 
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|Cleansing = {{!}} [[Theurgy#Cleansing|Cleansing]] {{!}}{{!}} 1 {{!}}{{!}} Fa+Focus {{!}}{{!}} LGP, T, Prolonged, 1W {{!}}{{!}} Similar to the Orthodox Rite of Consecration, Cleansing may be used to target people as well as objects, purifying them from evil taint or influence. The Cleansed person resists being affected by psychic powers, Antinomy, Urge or Hubris; half of the casters victory points (rounded down) becomes a negative penalty for any of these powers attempting to affect the target. This rite has also proven effective in treating wounds when no antiseptic is available. Some Amaltheans perform this rite daily as part of their regular devotional ceremonies. A Cleansed person participating in a rite acts as a vestment (+1 to rite roll), but the target must have some knowledge of theurgy, if not actual ability, in order to really participate.  ("Hand me that crosier", does not count). 
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|Cleansing = {{!}} [[Theurgy#Cleansing|Cleansing]] {{!}}{{!}} 1 {{!}}{{!}} Fa+Focus {{!}}{{!}} LGP, T, Prolonged, 1W {{!}}{{!}} Purify people or objects from evil taint
 
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|Hearth = {{!}} [[Theurgy#Hearth|Hearth]] {{!}}{{!}} 2 {{!}}{{!}} Pa+Focus {{!}}{{!}} LG, T, Prolonged, 1W {{!}}{{!}} Favoured by missionaries on uncivilized worlds, this rite creates what appears to be a campfire, generating enough light to see a 10 meter radius, and enough heat to boil water or cook food. Unlike the Avestite rite Torchbearer, however, the flame created is not a natural fire; it is not hot enough to fire pottery or smelt ore, and cannot be used to start other fires or ignite flammable materials. No fuel is needed, but a cleared space must be prepared for the rite. Hearth lasts for one span per wyrd point. 
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|Hearth = {{!}} [[Theurgy#Hearth|Hearth]] {{!}}{{!}} 2 {{!}}{{!}} Pa+Focus {{!}}{{!}} LG, T, Prolonged, 1W {{!}}{{!}} Create warming fire
 
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|Calming = {{!}} [[Theurgy#Calming|Calming]] {{!}}{{!}} 3 {{!}}{{!}} Ca+Charm {{!}}{{!}} G, LOS, Prolonged, 1W {{!}}{{!}} Considered something of a joke by outsiders, the Calming rite disperses the negative energies of rage, hate, fear and even less negative (but sometimes equally destructive) simple excitement. This rite has prevented many confrontations from escalating to violence, which accounts for the Amaltheans reputation as diplomats. In addition, Calming may be effective for the targets who are psychically manipulated or possessed b demons; while it does not actually cure or prevent these conditions, it may aid the target by, for instance, silencing the possessed so the Exorcism may continue undisrupted.  Add the victory points to any Calm rolls the target needs to make. 
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|Calming = {{!}} [[Theurgy#Calming|Calming]] {{!}}{{!}} 3 {{!}}{{!}} Ca+Charm {{!}}{{!}} G, LOS, Prolonged, 1W {{!}}{{!}} Calm group of people
 
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|Knowing Heart = {{!}} [[Theurgy#Knowing Heart|Knowing Heart]] {{!}}{{!}} 4 {{!}}{{!}} Pe+Empathy {{!}}{{!}} P, LOS, Temp, 1W {{!}}{{!}} This rite combines the effects of the psychic abilities Intuit and MindSight, in that it allows the theurge to observe the internal workings of the targets psyche, both emotional and intellectual. The same restrictions for MindSight apply here, in that only the current state of mind may be read (or felt); subconscious or deeply buried feelings, thoughts or intentions are not disclosed by the Knowing Heart, but may be, if the gamesmaster allows, be probed for with a critical success. 
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|Knowing Heart = {{!}} [[Theurgy#Knowing Heart|Knowing Heart]] {{!}}{{!}} 4 {{!}}{{!}} Pe+Empathy {{!}}{{!}} P, LOS, Temp, 1W {{!}}{{!}} Read mind
 
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|Read Ghost-Tinge = {{!}} [[Theurgy#Read Ghost-Tinge|Read Ghost-Tinge]] {{!}}{{!}} 4 {{!}}{{!}} Pe+Empathy {{!}}{{!}} P, LOS, Temp, 1W {{!}}{{!}} Similar to the Knowing Heart Ritual, this rite allows the Amalthean to read the SEF about the sentient physical form.  A green/blue energy field denotes health, grey denotes sickness, red psychological pain, and deep grey signals approaching death. Splotches of grey in an otherwise healthy SEF denotes the injured/sick portion of the body. Medical diagnoses can be made from this information (add the victory points on the casting roll to any Physic roll performed on the patient).
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|Read Ghost-Tinge = {{!}} [[Theurgy#Read Ghost-Tinge|Read Ghost-Tinge]] {{!}}{{!}} 4 {{!}}{{!}} Pe+Empathy {{!}}{{!}} P, LOS, Temp, 1W {{!}}{{!}} Medical diagnosis
 
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|Fruitful Multiplication = {{!}} [[Theurgy#Fruitful Multiplication|Fruitful Multiplication]] {{!}}{{!}} 5 {{!}}{{!}} Fa+(Vigor {{!}}{{!}} or, S-of-Hand), LP, T {{!}}{{!}} Perpetual    1  Most often used to help feed famine areas, this rite increases the mass of a single targeted substance (such as food, water, cloth, building materials, breathable air, etc.) by a factor equal to the victory points. This rite will not replicate manufactured items, only basic materials. Attempting to this rite on money or precious metals is grounds for excommunication.
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|Fruitful Multiplication = {{!}} [[Theurgy#Fruitful Multiplication|Fruitful Multiplication]] {{!}}{{!}} 5 {{!}}{{!}} Fa+Vigor or S-of-Hand {{!}}{{!}} LP, T, Perpetual, 1W {{!}}{{!}} increase the mass of a single substance
 
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|Health of the Congregation = {{!}} [[Theurgy#Health of the Congregation|Health of the Congregation]] {{!}}{{!}} 5 {{!}}{{!}} Ca+Focus {{!}}{{!}} PGL, LOS, Prolonged, 1W {{!}}{{!}} A congregation draws its strength from the faith of its members. Health of the Congregation allows a priest to bolster all links in the chain of the community by bonding its members together to share in one anothers suffering. A number of willing volunteers may divert the wounds of one another Congregation member to themselves in any combination. During the duration of the rite, each may take a number of Vitality damage points initially delivered to another member of the congreg- ation equal to their Faith score. Thus, is Scotan the Vorox and Farther Haverson the Amalthean were linked to Sgt. Roc of the Muster, when Sgt. Roc gets hit by an assault rifle for five points of damage. Scotan and Haverson can elect to take some of this damage themselves; each can take up to their Faith in damage (1 for Scotan and 5 for Haverson).  This rite allows one congregationer plus one for every victory point to absorb damage for another. This damage is treated as normal damage of whatever type effected the target, be it fire, bullets. Lasers, falling or whatever. (Mark the damage with an "F" to keep track of the total number of a members Faith allows). Those linked by this rite elect to take damage, and do not have to take any damage that they do not choose to. 
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|Health of the Congregation = {{!}} [[Theurgy#Health of the Congregation|Health of the Congregation]] {{!}}{{!}} 5 {{!}}{{!}} Ca+Focus {{!}}{{!}} PGL, LOS, Prolonged, 1W {{!}}{{!}} Share vitality within Congregation
 
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|Restoration = {{!}} [[Theurgy#Restoration|Restoration]] {{!}}{{!}} 5 {{!}}{{!}} Fa+StoicMind {{!}}{{!}} LGP, T, Instant, 1W {{!}}{{!}} By invoking the compassion of Saint Amalthea, a theurge can restore a body's spiritual humours to their proper balance: diseases can be cured and poisons expelled. Damage from these ills is not healed by the cause of the problem is removed, allowing patients to recover normally. In the case of disease, the patients own immune system wins over the virus, while poisons are expelled from the body, leaving evidence which may be analysed by investigators attempting to trace the prisoner. Additional, emotional turbulence can be soothed; the symptoms of neuroses or psychoses are abated, and a theurge may use this rite to aid therapy for such afflictions; the victory points on the activation roll becomes the goal bonuses for the therapist or patient to work towards recovery. 
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|Restoration = {{!}} [[Theurgy#Restoration|Restoration]] {{!}}{{!}} 5 {{!}}{{!}} Fa+StoicMind {{!}}{{!}} LGP, T, Instant, 1W {{!}}{{!}} Cure disease / expell poison
 
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|Manna from Heaven = {{!}} [[Theurgy#Manna from Heaven|Manna from Heaven]] {{!}}{{!}} 6 {{!}}{{!}} Fa+Focus {{!}}{{!}} LP, -, -, 1W {{!}}{{!}} Casting this rite creates a sufficient amount of food to feed 10 adults for one day per point of Wyrd spent. The quality and variety of food created is dependant on the victory points: 5 or 6 yields fully prepared meals, 3 or 4 a simple but hearty assortment of meats, vegetables, etc. and 1 yielding a chewy dense substance somewhere between jerky and old bread.
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|Manna from Heaven = {{!}} [[Theurgy#Manna from Heaven|Manna from Heaven]] {{!}}{{!}} 6 {{!}}{{!}} Fa+Focus {{!}}{{!}} LP, -, -, 1W {{!}}{{!}} create food
 
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|Healing Hand of Saint Amalthea = {{!}} [[Theurgy#Healing Hand of Saint Amalthea|Healing Hand of Saint Amalthea]] {{!}}{{!}} 7 {{!}}{{!}} Ca+Physic {{!}}{{!}} LGP, T, Instant, 1W {{!}}{{!}} By meditating upon Saint Amalthea and reciting all the names of the Pancreator from the Compassionate Truths, the theurge may not only heal back one Vitality point per victory point (as the Church level 3 rite, The laying on of Hands), but also reattach severed limbs and remove deeply embedded shrapnel, diseased organs or insidious parasites. At the games- masters discretion, the newly dead may be revived with a critical success. 
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|Healing Hand of Saint Amalthea = {{!}} [[Theurgy#Healing Hand of Saint Amalthea|Healing Hand of Saint Amalthea]] {{!}}{{!}} 7 {{!}}{{!}} Ca+Physic {{!}}{{!}} LGP, T, Instant, 1W {{!}}{{!}} Healing
 
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|Sanctuary = {{!}} [[Theurgy#Sanctuary|Sanctuary]] {{!}}{{!}} 8 {{!}}{{!}} Fa+Charm {{!}}{{!}} LGP, -, Prolonged, 1W {{!}}{{!}} Perhaps the foundation of Sanctuary Aeons political survival through the ages, this rite acts as a powerful "damper field" preventing any violent or harmful actions. Affecting either a large room or a 10 meter radius around the theurge, and roll made within the Sanctuary using Fight, Melee or Shoot only succeeds on a 1, and any other malevolent or overly aggressive actions, such as a psychic attack will be contested by the rites roll. 
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|Sanctuary = {{!}} [[Theurgy#Sanctuary|Sanctuary]] {{!}}{{!}} 8 {{!}}{{!}} Fa+Charm {{!}}{{!}} LGP, -, Prolonged, 1W {{!}}{{!}} Create area without violence
 
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|Invitation to Hamomeyelos = {{!}} [[Theurgy#Invitation to Hamomeyelos|Invitation to Hamomeyelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} This exceptionally rare and powerful rite, a closely guarded secret of the order, enables a theuge to contact and summon to the physical world one of the "bodiless powers of the Empyrean", the compassionate and beneficent intelligence known as Hamoneyelos. According to Eskatonic doctrine, Hamoneyelos rules the Sixth Emanation from the Celestial Sun, among the ranks of Virtues.  Hamoneyelos has never revealed itself directly to anyone, but always manifests in a tangible physical form under the guise of a good Samaritan, a kindly stranger, a timely messenger, or any manner of helpful or generous locals, passers-by, wandering mendicants or even forgotten acquaintances. Regardless of the type of manifestation, Hamoneyelos will always be in a position to make available to the theurge and her party whatever safety, sustenance or support necessary (not necessarily what is requested, but what is truly required).
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|Invitation to Hamomeyelos = {{!}} [[Theurgy#Invitation to Hamomeyelos|Invitation to Hamomeyelos]] {{!}}{{!}} 9 {{!}}{{!}} Pa+Impress {{!}}{{!}} LGP, -, -, 1W {{!}}{{!}} Call for divine mercy
 
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|Knowing the False Heart = {{!}} [[Theurgy#Knowing the False Heart|Knowing the False Heart]] {{!}}{{!}} 1 {{!}}{{!}} Pe+Empathy {{!}}{{!}} G, LOS, Prolonged, 1W {{!}}{{!}} Essential to the Avestite pursuit of justice, this rite allows the theurge to act as a human lie detector. Since this rite focuses only on intentional dishonesty and deliberate untruthfulness, it is sometimes possible for the target to dissemble, hiding or twisting with contested roll of Wits+Charm. This roll can receive a negative modifier if the target is trying to hade a sin of his own, and a positive one if the target is protecting an innocent under suspicion. The Avestite may still detect half-truths with three or more victory points, and may guess their exact nature with a critical success. This rite affects only a single target.
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|Knowing the False Heart = {{!}} [[Theurgy#Knowing the False Heart|Knowing the False Heart]] {{!}}{{!}} 1 {{!}}{{!}} Pe+Empathy {{!}}{{!}} G, LOS, Prolonged, 1W {{!}}{{!}} act as a human lie detector
 
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|Scent of Evil = {{!}} [[Theurgy#Scent of Evil|Scent of Evil]] {{!}}{{!}} 2 {{!}}{{!}} Pe+Empathy {{!}}{{!}} GP, Snse, Prolonged, 1W {{!}}{{!}} Casting Scent of Evil enables a theurge to "sniff out" acts of Antimony, the actions of psychic's Urge and the presence of demons or alien artefacts with a negative influence. The rite only indicates the presence of such evil, but does not show the theurge exactly what is going on; some degree of precision is possible, however, with a more successful roll. One victory point, for example, merely signals evils presence in a general area ("There is evil in this house!"): with three or more a specific area can be sensed ("Somebody in this room…"); five or six gives the theurge a sense of the type of evil present (i.e., Antinimic, Urge, etc). With a critical success, the evils source can be pinpointed ("J'Accuse! Antinomy most foul!")
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|Scent of Evil = {{!}} [[Theurgy#Scent of Evil|Scent of Evil]] {{!}}{{!}} 2 {{!}}{{!}} Pe+Empathy {{!}}{{!}} GP, Snse, Prolonged, 1W {{!}}{{!}} indicates the presence of evil
 
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|Sting of Conscience = {{!}} [[Theurgy#Sting of Conscience|Sting of Conscience]] {{!}}{{!}} 3 {{!}}{{!}} Ex+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} This rite is usually accompanied by a verbal harangue from the theurge or another Avestite, the two combining to make the target feel incredibly guilty about some past sin or misdeed. If uncontested, the target will feel compelled to confess and make up for the transgression. The target may choose to contest with a roll of Calm+StoicMind.  When the rite is cast without the verbal accusations to guide it, there is no telling exactly what its effect may be. A relatively guiltless person may begin to obsess on some minor bit of mischief from childhood, while a truly sinful person may be driven to wildly self-destructive acts that could endanger everyone around him. 
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|Sting of Conscience = {{!}} [[Theurgy#Sting of Conscience|Sting of Conscience]] {{!}}{{!}} 3 {{!}}{{!}} Ex+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} target will feel compelled to confess
 
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|Blissful Ignorance = {{!}} [[Theurgy#Blissful Ignorance|Blissful Ignorance]] {{!}}{{!}} 4 {{!}}{{!}} Fa+Impress {{!}}{{!}} PGL, LOS, Temp, 1W {{!}}{{!}} Avestites have long sought ways to show people that learning is not only unnecessary but counter to the Good Life. This rite helps the demonstrate it. The Avestite can reduce any learned skill the target has by one per victory point. If this reduces the skill the learned skill to 0, the target often cannot attempt to used that skill at all. 
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|Blissful Ignorance = {{!}} [[Theurgy#Blissful Ignorance|Blissful Ignorance]] {{!}}{{!}} 4 {{!}}{{!}} Fa+Impress {{!}}{{!}} PGL, LOS, Temp, 1W {{!}}{{!}} reduce target's learned skill
 
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|Torchbearing = {{!}} [[Theurgy#Torchbearing|Torchbearing]] {{!}}{{!}} 4 {{!}}{{!}} Pa+Focus {{!}}{{!}} G, T, Temp, 1W {{!}}{{!}} With this rite the theurge can create a flame without using lighters, matches or a flint and steel. After the first 10 turns, the fire will need fuel to burn like any other, but it can be kept burning without fuel by spending one Wyrd point for each extra five turns. Normally the flame can only be ignited at touch, but a 6th level version of this rite exists in which the flame can be created anywhere in sight.
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|Torchbearing = {{!}} [[Theurgy#Torchbearing|Torchbearing]] {{!}}{{!}} 4 {{!}}{{!}} Pa+Focus {{!}}{{!}} G, T, Temp, 1W {{!}}{{!}} create a flame
 
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|Fault of the Soulless = {{!}} [[Theurgy#Fault of the Soulless|Fault of the Soulless]] {{!}}{{!}} 5 {{!}}{{!}} Pa+(Impress {{!}}{{!}} or, Tech), LG, LOS {{!}}{{!}} -        1  Developed soon after the Fall, this rite targets a piece of high-tech and causes it to malfunction. Normally used against personal technology (blasters, comlinks, a single computer terminal, a robot of human size or smaller), this rite can be used to target larger machines with an additional Wyrd expenditure based on size an complexity (e.g. 2 points to disable a personal land vehicle, 5 points for a buildings security system, and 50 points to take out a starship. At the gamemasters discretion, this can be adjusted by circumstances; for example, a theurge with sufficient tech knowledge may try to target only the starships control systems for 7 points).  The severity of the malfunction is based on the victory points: one would be simple mishaps taking only a few turns to correct, such as misfires, jams etc.; three is more serious but repairable damage which cannot be corrected until the next span, like dead batteries, overheating motors, systems crash etc; fire or six means the machine is permanently ruined and unfixable, with broken chassis, cracked casing or wiped memories. With a critical success, spectacularly destructive effects may occur: fuel leakages, core meltdowns, smoke and sparks pouring out of the control panel while gears and springs drop out of the bottom of the console.
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|Fault of the Soulless = {{!}} [[Theurgy#Fault of the Soulless|Fault of the Soulless]] {{!}}{{!}} 5 {{!}}{{!}} Pa+(Impress or Tech) {{!}}{{!}} LG, LOS, -, 1W {{!}}{{!}} high-tech malfunctions
 
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|Fearsome Majesty = {{!}} [[Theurgy#Fearsome Majesty|Fearsome Majesty]] {{!}}{{!}} 6 {{!}}{{!}} Pa+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} This rite is identical to the level 6 Brother Battle rite of the same name.
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|Avestites Fearsome Majesty = {{!}} [[Theurgy#Fearsome Majesty|Fearsome Majesty]] {{!}}{{!}} 6 {{!}}{{!}} Pa+Impress {{!}}{{!}} LG, LOS, Prolonged, 1W {{!}}{{!}} Victim freezes
 
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|Padre Pontius Cciardi's Touch of Fire = {{!}} [[Theurgy#Padre Pontius Cciardi's Touch of Fire|Padre Pontius Cciardi's Touch of Fire]] {{!}}{{!}} 6 {{!}}{{!}} Ex+(Remedy, {{!}}{{!}} Physick), LGP, T, Temp {{!}}{{!}} 1  The Touch of Fire is essentially the same as the Body of Fire, but the flame only manifests in the theurges hand and its effect are transferred to another person. Unfortunately, recipients must be secure in their faith to benefit from it; the target must successfully roll Faith opposed by his own Ego trait, or take burn damage instead of healing.
 
|Padre Pontius Cciardi's Touch of Fire = {{!}} [[Theurgy#Padre Pontius Cciardi's Touch of Fire|Padre Pontius Cciardi's Touch of Fire]] {{!}}{{!}} 6 {{!}}{{!}} Ex+(Remedy, {{!}}{{!}} Physick), LGP, T, Temp {{!}}{{!}} 1  The Touch of Fire is essentially the same as the Body of Fire, but the flame only manifests in the theurges hand and its effect are transferred to another person. Unfortunately, recipients must be secure in their faith to benefit from it; the target must successfully roll Faith opposed by his own Ego trait, or take burn damage instead of healing.

Revision as of 14:08, 18 July 2018

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