Kabal Spells Spell in Arylon | World Anvil

Kabal Spells

How is their magic different?

Kabal Spells do not work the same way as the triad spells do. The are treated as powers given to the character. They do not use Mysticism as their skill of magic. Instead use Lore, faith is the specialty. (Half the dice in points.) combine with their signature asset of immortal or gods they serve. the die level determines the boon power they can have access to. They do not use Psyche to determine how much magic they can wield like all other casters. Instead, use Presence. (Half the dice in points.) All three of these is how many points they get in Mana pool. To be treated as boon point. They do not get as many as caster, but they do not to get that high. the highest they get is as follows. 12 points from presence, 12 points from faith, and 12 points from Signature asset. this = 36 points   Sermon- The art of the priest to perform in front of followers and crowds.   The word of_- Mana 3 cost. 1 time. The priest talks to the crowd and cast the spell to get them to feel the presence of the immortal/God they serve. When test is passed then the crowd will think this holy person has the answers and will do what the priest says to do. If the test fails, then the priest is hit with the immortal or God backlash. and he will have to meditate for a day.   Mythos of - The mythos of the deity the priest serves has to be heard. if the contest fails the target feels the deity and may run in terror if the target worships the enemy of the priest. if the target worships the same deity, then the target is inspired to fight or live for the deity.   Temple power- the priest calls upon the temple they work at, out on the field. To heal, to inspire, to rage other, to make the enemy question if they should fight. one these things can be picked in the scene.  

Rites

to honor the cycles of life or celebrations of the culture of people. The rites are big and elaborate. All rituals.   Revive- Mana 10 test difficult. the priest brings back a fallen person. if most things are still attached. especially the important parts.   Remove Curse- most priest can remove most curses. Mana 6 test 3d6 minimum.   Cure Disease- mana 6, tests based on the level,  

Prayers

  Healing words- Healing major injuries and restoring stuns. Mana 3 vs test of the injuries.   The light of the Overworld- The priest reveals the sacred symbol of his deity. Mana cost 3. 1 AOE. If any Underworld spirits or beings are in the area of effect of the priest will flee in pain of the light. (The Shadows of the Underworld. for the priest that follow underworld deities/ immortals.)   Remove Poison- mana 5 tests based on the level of poison.   Detect Poison- Mana 3. 1 AOE of the priest. Normal poisons can be detected by the priest and if wants to may spend more to increase the area of effect.   Prayer of protection- the priest cast a ward of protection in area of effect or 1 or more. if spends more mana. Presence plus lore plus mysticism.

Immortals/Gods:

These are a general idea of a god of the light or good aligned immortal. These will change depending on the god or the Immortal the priest follows. Example: If the priest is one who follows Nuada- God if Justice and Law. the spells will be as follows:
  1. Inspirational words- X die level. - The words may inspire a crowd of people to take up arms against a horde of Red-blade Orcs. It can also give a wounded warrior the courage to keep fighting and die for the glory of Nuada, who is watching over the warrior.
  2.  The Law! - this spell can be used to strike down one the enemies of the order with the sword of Nuada. It can be used to convince a mob of people who is about to murder a party member. The priest preaches the words and mantras of the god of Justice and Law.
  3. Ritual of the Honored- 64 mana cost rite - this rite is used for the most important or most worthy of warriors who have earned their seat with the god.
  4. So, talk to the GM about the Immortal and how they would affect the great Kabal spells.