Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.
Season | Date |
Spring | 1st March – 31st May |
Summer | 1st June – 31st August |
Autumn | 1st September – 30th November |
Winter | 1st December – 28/29th February |
Low Level | |||||
Level 0 | Level 1 | Level 2 | Level 3 | Level 4 | |
Discern Nature | Power Sight | Discern Path | |||
Miracle Gift 0 | Miracle Gift 1 | Miracle Gift 2 | Miracle Gift 3 | Miracle Gift 4 | |
Magic Resistance 1 | Magic Resistance 2 | ||||
Seasonal Hands 2 | Seasonal Hands 4 | Seasonal Hands 6 | |||
Seasonal Enhancement 1 | Seasonal Enhancement 2 | ||||
Elemental Protection 2 | Elemental Protection 4 | Elemental Protection 6 | Elemental Protection 8 | ||
Wither 1 | Wither 2 | ||||
Mend (T) | Mend (R) | Gather and Mend | |||
Stasis 1 | Stasis 2 | ||||
Nature Gift 1 | Nature Gift 2 | Nature Gift 4 | |||
Seasonal Form 1 | |||||
High Level | Rank to learn | ||||
Level 5 | Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
15 | 20 | 30 | 40 | 55 | 70 |
Miracle Gift 5 | Miracle Gift 6 | Miracle Gift 7 | Miracle Gift 8 | Miracle Gift 9 | Miracle Gift 10 |
Magic Resistance 3 | Magic Resistance 4 | Magic Resistance 5 | |||
Seasonal Hands 8 | Seasonal Hands 10 | Seasonal Hands 12 | Seasonal Hands 14 | Seasonal Hands 16 | Seasonal Hands 18 |
Seasonal Enhancement 3 | Seasonal Enhancement 4 | Seasonal Enhancement 5 | |||
Elemental Protection 10 | Elemental Protection 12 | Elemental Protection 14 | Elemental Protection 16 | Elemental Protection 18 | Elemental Protection 20 |
Wither 3 | Wither 4 | Wither 5 | |||
Mass Wither 1 | Mass Wither 2 | Mass Wither 3 | |||
Mass Mend | |||||
Stasis 3 | Stasis 4 | Stasis 5 | |||
Rebirth | True Rebirth | ||||
Nature Gift 8 | Nature Gift 16 | Nature Gift 32 | |||
Seasonal Form 2 | Seasonal Form 3 | Seasonal Form 4 |
Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items, active miracles and followers of the Path of Nature within 10’.
Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items or active miracles which he can see.
This is a passive miracle. In order to see power, you must Concentrate and call “Power Sight”.
A Paladin’s Dedicated Weapon would be seen, as it is a miraculous item (Strengthen or Bless). A Paladin’s Power/Normal armour bonus would not be seen.
If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.
Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be able to determine the Path of the target (which may be a person or a miraculous item). The caster learns how many miracles and of what level and from which Path are active on a specified target with 20’. The target can be a person or an object.
If a person has not learnt any miracles, ceremonies, runesets or consecration skills then he has no Path. A person who has learnt Druidic miracles is a follower of the Path of Nature and additionally gives their primary sect.
Range: Touch
Duration: 15 Minutes
Type: —
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of a Seasonal miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.
A Druidic miracle cannot be gifted to a character who has learnt any miracles from a non-Druidic Principle (i.e. Order, Chaos, Life, Death). This restriction applies even if the character only knows the miracle via Miracle Gift.
Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.
You cannot Miracle Gift Miracle Gift.
Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
The character chooses a school (e.g. Fire, Light, General etc.) and then the character and his possessions gains immunity from the next <n> spells cast at him from that school, whether or not they are beneficial. The Magic Resistance takes effect before all other protections are taken into account. The player should call “Bounce” when a Resistance takes effect.
Only one Magic Resistance can be in effect at any one time, you CANNOT have multiple running to protect you from multiple schools at the same time.
Range: Self
Duration: Instantaneous
Type: Offensive, Elemental
Target: Area (5’ Cone)
Resisted by: Power armour, Dexterity (halved)
Power: Sap/Fire/Lightning/Ice
Effect:
Seasonal Hands causes a burst of intense type to shoot from the casters hands, targeting all characters to the front of the caster and within 5’ and causing <n> Body Points of Power Damage to every location and <n> Life Point damage.
Dexterity is only half as effective (rounded down).
Season | Type |
Spring | Sap |
Summer | Fire |
Autumn | Lightning |
Winter | Ice |
The spell vocal should end with the words “Type Hands <n>” to indicate the damage type.
Range: Touch
Duration: 15 minutes
Type: -
Target: Person
Effect:
Seasonal Enhancement increases an ability of the character dependent on the season as follows:
Season | Effect |
Spring | Provides the effects of the spell/miracle Dexterity <n> |
Summer | Provides the effects of the spell/miracle Willpower <n> |
Autumn | Provides the effects of the spell/miracle Endurance 6<n> |
Winter | Provides the effects of the spell/miracle Toughness <n> |
Notes:
Range: Touch
Duration: 15 minutes
Type: Defensive, Armouring
Target: Person
Effect:
Elemental Protection <n> gives <n> Normal Armour or Power Armour against a single element/principle chosen at the time of casting.
For example you can choose from the following list of element/principles:
Type | Effect |
Normal | Metal, Non-Metal |
Power | Fire, Ice, Lightning, Sun, Dark, Chaos, Holy, Unholy, Sap, Mystic |
Elemental Protection obeys all the normal rules for ‘Stacking Defensive Spells/Miracles’. That is, only the best protection is counted for any attack. So, “Elemental Protection – Metal” doesn’t stack with armour.
Elemental Protection may be cast down one level in order to provide protection against an additional element/principle chosen at the time of casting. This can be combined with downcasting as normal.
Exaple: Mohsar is fighting a group of Winter Undead. Wanting a mixture of protection he casts Elemental Protection 8 as Elemental Protection 6 against Ice and Unholy damage. Later in the day it becomes clear the attack isn’t letting up so he casts Elemental Protection 8 again as Elemental Protection 4 against Ice and Unholy damage for 1 hour.
Only one Elemental Protection can be active on the character at any time.
Range: Touch/20’
Duration: Instantaneous
Type: –
Target: Object
Effect:
Mends any one object, up to a volume of 1 cubic foot.
Range: Touch
Duration: Instantaneous
Type: –
Target: Object
Effect:
Gather and Mend collects all the pieces of a broken object before mending it. Thus it can be used to instantaneously fix something that would normally require 15 man minutes of piece collecting first (i.e. for an object destroyed by a Disintegrate or which has been affected by Gale after being broken).
The pieces must all be within 100’ of the target point. Regardless if the pieces are being held or are enclosed, the pieces will disappear and reform into the object at the target point. If any pieces are not within range, then no pieces will move.
Range: 20’
Duration: Instantaneous
Type: –
Target: Object
Prerequisite: Mend (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and a type of item (Shield, Weapon, Armour), and everything of that type within 10’ is targeted by a Mend.
Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Person
Effect:
Wither decreases the target’s Toughness by <n> for the duration of the spell. This spell cannot take a character’s Toughness below 0.
Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Area
Prerequisite: Wither <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is effected by a Wither <n>.
Range: Touch
Duration: 15 minutes
Type: —
Target: Person
Effect:
Reduces the effective level of all poisons/diseases on the target by <n> for the duration of the miracle. At the end of the duration, any poisons/diseases that have not been cured/expired revert to their original level.
Note that the poison/disease still needs to be cured at its original level and it does not remove the poison/disease completely if it reduces its effective level such that the target is suffering no effects.
Stasis also effects bleeding for the duration as follows:
Stasis | Bleeding |
1 | Stops any 1/min bleeding |
2 | Reduces any 1/sec bleeding to 1/min |
3 | Stops any 1/sec bleeding |
Range: Touch
Duration: Instantaneous
Type: —
Target: Dead body
Effect:
Works the same as the Life miracle Raise Dead, but also allows a percentage of the character’s points to be re-spent (10 % of a characters points or 1 skill, whichever is the greater, subject to Character Ref’s approval). The changes may take some time to appear (So a character can be reborn on a game, use the same stats as before they died and request a restat afterwards if desired).
Range: Touch
Duration: Instantaneous
Type: —
Target: Dead body
Effect:
Works the same as the Life miracle True Raise Dead, but also allows a percentage of the character’s points to be re-spent (10 % of a characters points or 1 skill, whichever is the greater, subject to Character Ref’s approval). The changes may take some time to appear (So a character can be reborn on a game, use the same stats as before they died and request a restat afterwards if desired).
Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Standing per minute to another person with the following restrictions:
1. The caster cannot have any other Gift active.
2. The caster must touch the person, if contact is broken then the Gift ends.
3. The caster must have no Path or follow the Path of Nature.
4. The caster cannot go below 0 standing, when reached the Gift ends.
5. The person must follow the Path of Nature.
6. If the person is a follower of the same Primary Sect as the caster, the transfer rate is doubled. N.B. The transfer rate is not doubled if the caster has no Path.
7. The person cannot gain more Standing than his normal maximum – any Standing currently active in miracles, when reached the Gift ends.
Example: Cal has a maximum of 30 Standing, he has cast 5 instant Heal Life 4’s (total 5 Standing) and a Bless 2 for 15 minutes (2 Standing). So he currently has 23 Standing. If he was to be the recipient of a Life Gift he could currently only go up to 28 Standing.
Nature Gift can be extended, but you cannot make permanent items of it.
Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Area (10’ Radius)
Effect:
The character partially turns himself into a primordial manifestation of the ever changing seasons. The caster may select <n> options from the following list:
Season | Effect |
Spring | Aura of Regrow -/1/2/3 |
Summer | Aura of Willpower 1/2/3/4 |
Autumn | Aura of Wither 1/2/3/4 |
Winter | Aura of Freeze/-/Slow/- |
Whilst in Seasonal Form, the target can only cast miracles from the sect of Seasonal.
The target of Seasonal Form must have dedicated themselves to the sect of Seasonal. Seasonal Form can only be learnt and cast if Seasonal is the primary Sect of the caster and target.