Magic, Miracles and Gods

Magic
Miracles
Gods

Magic
Magic is real on Crasimoff’s World but its secrets are known only by a few and these few guard their knowledge jealously. Characters who start the game as mages will know a few simple spells. They may find more whilst adventuring in the wilderness, down dungeons, or during research in libraries, but most commonly, they can experiment on their own to discover new spells.

The casting of a spell usually involves an incantation, accompanied by movements of the hands and the mixing of rare herbs and powders. These are called spell powders which can either be bought from certain shops, found in the wilderness or down dungeons.

Knowing which powders are needed for a spell does not guarantee success. Some spells may be above the current abilities of a mage. This is why mages in the same party often know different spells. Your mages already know how to use the spells shown in your first turn results.

Skill also represents the magical power or energy available to a mage. Casting spells causes a lot of mental stress and so uses this power up. Some power will be regained at the end of a turn and during rest. If a spell requires more power than is possessed by the mage then he will not be able to cast it.

The powders required for each spell are shown by the spell number. Each digit of the spell number is the last digit of a powder.

For example: Spell 98 would require powders 309 and 308, one of each would be used when the spell is cast. Spell powders always have item numbers of 301 to 309. A powder can only be used once in each incantation, so you could not have a spell 988 but a spell 89 could exist.

A mage can practice mixing powders together in an attempt to learn a new spell. If you are successful, you will then be able to cast that spell, and as you have successfully learnt something new, may also increase in skill as well. Powders are used up when you practice spell casting.

HINT - practice learning spells with just one powder first, then move on to two powders and eventually three.
 

Miracles
Gods tend to be conceited and over-opinionated, and as such require a large amount dedicated and regular worship. Priest which take this to heart will rapidly gain favour with the gods.

The spells used by priests are often referred to as miracles. Unlike ordinary spells, no special incantation, movements or powders are required. The priests simply call upon his god for aid and the rest follows automatically.

A priest's skill represents his favour with the gods. Casting miracles will drain this and it may take several  turns to regain, just like magical power. Miracles are cast using the same order as spells but it is not possible for a priest to experiment to create new miracles.

A priest's skill at using miracles is adjusted by a special bonus determined by his alignment and the views of the god who provides the power he wishes to use. These bonuses are shown next in the to the alignment chart on your turn. To use a miracle the priest's skill, plus or minus the bonus, must be at least equal to the points requirements of the miracle.

For example: a priest with a skill of 25 and a T’gellen bonus of 8 makes a total of 33, high enough to cast both the 20 and 30 point powers. He would need 7 more skill before he could cast the 40 point miracle, or could move further still towards T’gellen for a bigger bonus.

If you have more than one priest, the powers for the most skilled priest will be shown. For the priests of lesser ability you should check the Spells and Powers section on your turn to see which powers they can use. Also remember that the bonuses depends upon your alignment. If your alignment changes during a turn, you may lose the bonus so certain powers may no longer be available.
 

The Gods of Crasimoff’s World
Certain Gods favour certain powers and as a priest's alignment approaches that of a God, his ability to use the powers favoured by that God will increase. At the same time his use of powers from the other Gods will dwindle. There are certain powers which can only be used by the most devout worshippers of a particular God. Other forgotten Gods of legend are believed to exist. Each God has a particular holy symbol which is used by those who follow most faithfully. The holy symbol is sometimes in the form of an amulet and is also used in shield designs.

T'gellen - God of Fire
T'gellen believes in the principles of courage, honour and goodness. In his opinion there is too much evil in the world and it must be destroyed. Those who are evil or support the cause of evil forfeit their right to live. He expects his followers to be warlike and brave for it their task to fight evil in all its forms.

His main spiritual servants are - S'aru, B'urnal and A'shar

K'nor - God of Light
K'nor believes that people should be free to decide their own destiny without interference from other people or the Gods. His aims are to protect the weak from their aggressors and minimise the influence of his evil brother F'nor on events. His followers are the healers of the world and quoting their most famous High Priest, 'Kindness is a language that the deaf can hear and the blind can read.'

His main spiritual servants are - A'leia, O'rias and K'sura

F'nor - God of Darkness
F'nor is the Duke of the Demonic and his followers are expected to cause violent destruction, pain and misery wherever possible. F'nor prefers those who follow him to be self reliant and strong. He is not impressed by words or promises, only actions please him. Halfbreeds greatly revere him.

His main spiritual servants are - G'orgul, T'raltor and G'horzan

V'garn - God of Death
V'garn is the Lord of Death and the Undead, it is the removal of life which feeds him. He does not care exactly how sacrifices are made as long as his followers try to kill in his name. Life to him means nothing except as a way of increasing his power and his legions of undead. People speak the name of V'garn in hushed tones for fear of attracting the attention of death.

His main spiritual servants are - S'vaal, D'karn and N'ecrol

L'noval - Goddess of Love
'Make love not war' is the motto which this sect hides behind. Though worshipped by lovers, L'noval is also known as the Mistress of Mischief for most of her temples are simply fronts for thieves guilds. Her followers are required to use stealth, trickery and deceit when it comes to action giving them the reputation for being decadent and dishonourable.

Her main spiritual servants are - E'trin and O'trin

A'dicne - God of War
A'dicne encourages honour, self reliance and valour in his followers who must always be ready to fight for the honour of their God and themselves. A famous A'dicne saying is, 'If his legs fail him, he fights on his knees.' All who are dishonourable are regarded as enemies and cowards are considered to be on the same level as animals. His followers range from simple barbarians to soldiers and even swashbucklers.

His main spiritual servants are - M'enthrax and F'lare

A'nis - Goddess of Fertility
A'nis is the nature goddess for her sphere of influence includes the plants, trees and even the earth itself. People pray to her for a good harvest or good weather and farmers regularly hold festivals in her honour. Those who needlessly damage plants, trees or the land must be prepared to face her wrath. Elves and druids are her main followers and she has been known to appear in forest glades surrounded by her faerie entourage.

Her main spiritual servants are - I'risil and L'dirith

A'stall - God of Knowledge
A'stall was at the height of his power during the reign of the astoffs but was shunned after the end of the Empire as humans saw him as a part of their past slavery. It is only in recent years that worship of this God has become more popular with an increasing number of sages seeking to learn more of the world about them. Followers do believe 'the pen to be mightier than the sword' and cannot see violence being in any way productive.

His main spiritual servants are - M'lorn and A'carn
 

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