Thursday, June 26, 2025

Spell school: Miracle Mage

Miracle magic:

Preface: This is a spell school intended for the Mage Class, or other Glog mages. Spells with a (2+) format have a minimum amount of MD invested.

F: is short for forte, and provides advantage to attack rolls when a condition is met.

Spells with* attached take two full turns to cast.


In addition, it is assumed that you have received training as a priest when you learned this school of magic. You may have trained to be a Priest, Pastor, Imam, Rabbi, or Deacon. Notably there are no Popes or Caliphs, as the hierarchy is much simpler within the Church of the last revelation (and of course, being a successor to a prophet offers no wisdom, as either you speak to God, or you don't). This training manifests as a skill.


You also get a gun of your choice from within the setting you are playing in as starting equipment. You may purchase ammunition at standard cost at most larger churches (other people cannot, and you cannot sell it to others).


Cantrips: Each can be used 3/day as an action, and have range (touch)

1: Purify: Cleanse a wound, source of water, or item of disease. 

2: Exorcise: Prevents spirits from possessing the target. Removes fear and anger. Lasts 1 hour. 


Part: Create a [dice]m wide and [sight]m long pathway through a fluid. The pathway crumbles after [sum] rounds. 


Polaris: [sum]+[sum] cold/radiant, 120m, acc[dice]. 

F: used while holding a stellar spear, and/or while in vacuum. 


Cure: Cure an affliction for a [dice]HD creature, such as a disease or disability. At +3[dice] cure a minor magical affliction. 

 

Holy ground (3m): [sum]x[sum] hours. Any who spill blood while on this ground take [dice] radiant damage and 1 exhaustion. Cancer and Fiends also takes 6 fire damage simply from existing. 

 

Cascading mist (3m): Spend a flask of holy water to create a [dice]m by [sum]m wall of mist, all ranged attacks that pass through it have their damage subtracted by [sum] and their accuracy subtracted by [dice]. Lasts [sum]x[sum] minutes. 


Anoint (touch): Spend a flask of holy water, the next attack that hits the blessed is reduced by [sum]x[dice] damage. 


Mirror steel wings (touch): Gain 40ft/12m fly speed and damage reflection to radiant for [dice]x[sum] hours. Increase ac by [dice]. You may only fly for [dice] minutes of that time. 


Simurg (3+) (sight): May be cast as a free reaction to an ally being attacked. Hits before the attacker. [dice]+[sum] fire damage. 


Hadid Malak: [dice] tiny slots worth of active bullets are all fired at up to [dice] targets at acc[dice]


Sticks to snakes (touch): Turn [dice] sticks into venomous snakes. 


Locust plague* (3+) (delayed 1d100) (sight): Each turn, for [dice] turns, [sum]x[sum]x[sum]x[sum] locusts descend on the target area. 


Shamir (3m): [sum] slashing damage in a [dice] m plane, arranged horizontally or vertically, perpendicular to the caster. 


Shamir (alter) (3+) (3m): Summon a [dice]HD shamir. (See creature of the tunnels). 


Magic stone (touch): Make [sum] tiny stones or other spheres glow for [dice]x[sum] hours. If thrown or shot, each stone has [dice] extra accuracy. 


Pillar of scorching clouds* (4+) (3m): summon a [dice]m tall column which deals [sum] fire/force damage to any who enter. It lasts [sum] rounds and moves randomly 3m at the start of each round. At the end of each round, a caster who knows this spell may spend an action to move it by 3m. 


Hammer of god* (6+) (1 exhaustion) (delayed 1) : Strike reality like a bell. Deals [dice]+[sum] force damage in a (dice)m cone. All spells within [dice] kilometers for (dice) hours count as being cast with 1 more or less dice. 


Conduit (4+) (delayed 1): Deal [dice] knockback damage to all targets within [dice]. Become indestructible for [dice] rounds. The next spell you cast is cast with y additional thaums. After the spell ends, you take y soul damage. Y can be any finite number more then [dice]. The angel you are connecting to can deny the spell.


Speak with dead (voice): Communes with disembodied spirits and souls with bodies far away enough to be touched by your voice. They can be asked [dice] questions, including their locations. 


Command nature (voice): May command a mundane plant or animal with [dice] or less HD to heal itself, die, produce fruit, or follow any one word order. 


Soften stone (touch): [sum] cubic meters of stone turns to clay. Heals golems by [sum]x2 hp. 


Create golem* (5+) (touch): Inscribe a word with closed eyes onto a [dice] ton statue. It comes to life as a [dice]HD [dice]str, humanoid with immunity to fire damage, and will follow the tenets of god. Destroying the word destroys the golem. You may write the word multiple times in different places, this consumes the same amount of magic as before again and increases the HD of the golem. Seeing The Word will cause you to forget the last three seconds, and to save vs amnesia with an assortment of unrelated memories (1d2 mind slots). The Word is taught to mages with muscle memory alone, tracing fingers along pieces of carved stone in lightness rooms.




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