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publish-ash: true
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---
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You start with two of these known, see the Invocation Starting Move
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on Page 45 for details.
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Only one Ongoing invocation or spell can be maintained at a time.
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The Risk of an Invocation usually only happens when you choose it on
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a **7-9**, but something like it or worse may happen when the GM says
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what happens on a **6-**.
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An Invocation’s Greater effect only happens when certain Advanced
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Moves unlock it.
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### Bestow Curse
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A foe you touch has their Armor reduced to 0 or is struck by some
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supernatural disease, blindness, or another affliction for a few
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minutes.
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**Risk:** You also suffer the effects of the curse.
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**Greater:** On a **12+**, the effect lasts as long as you’d like, including
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permanently.
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### Bless
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For the remainder of this scene, an ally gains Advantage Forward and
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either **+1** Armor or **+1** condition inflicted the next time they hurt
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someone - you choose when you Bless them.
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**Risk:** You also receive Disadvantage Forward.
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**Greater:** They have Advantage Ongoing for the scene, instead of just
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Forward.
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### Cause Fear (Ongoing)
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Name an individual or a type of mortal creature. While they can see
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you they are filled with dread, causing them to recoil and back away -
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the weak and cowardly among them must outright flee.
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**Risk:** Instead of simply recoiling or fleeing, they might act aggressively,
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rashly, or unpredictably.
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**Greater:** On a **12+**, even the mighty and strong-willed must flee.
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### Contact Spirits
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You speak with a departed soul whose body is nearby or whom you
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knew when they were alive. Their spirit manifests for the scene, and
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will answer any one question you ask to the best of its ability before
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it returns.
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**Risk:** Their answers are vague or veiled, as they are either unable or
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unwilling to answer you clearly.
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**Greater:** On a **12+**, you can ask them any number of questions for the
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scene.
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### Dismiss
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A nearby otherworldly entity or spirit is banished from the world or
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back to whatever tethers it here.
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**Risk:** As it leaves it manifests a curse, harm, or a way to return later,
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the GM will say how.
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**Greater:** On a **12+**, ordinary entities are utterly destroyed, and the
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strongest are driven away with whatever tethers them here destroyed.
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### Empower (Ongoing)
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Filled with your deity’s power, you or an ally treats one stat as **+3** and
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ignores conditions on it (both for rolls and for XP).
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**Risk:** Once the effect ends, the one(s) who benefited suffers two
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conditions from exhaustion.
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**Greater:** You can affect both yourself and ally. The same stat is
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empowered for both of you.
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### Illuminate (Ongoing)
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A magical light emits from you or something you touch, piercing
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darkness, illusions, and trickery.
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**Risk:** The enemies of your deity can sense this light from a great
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distance.
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**Greater:** The light is blinding to all who look at it and enemies of your
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deity can’t bear to be near it.
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### Message
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A message you speak is instantly delivered to a person of your
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choosing, no matter where they are.
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**Risk:** It won’t be delivered instantly.
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**Greater:** <span class="move-trigger">When they receive the message,</span> they can also respond with
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a single message in kind to you.
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### Procure
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You miraculously have just the mundane item you need, as if you had
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spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
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nearby.
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**Risk:** You don’t have exactly what you need, but something similar.
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**Greater:** The item is of superb make, perhaps with an additional
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feature or quality.
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### Safeguard (Ongoing)
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An ally either gains Advantage Ongoing to Defy or is protected from
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something pertaining to your deity’s domains (you choose when this
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is invoked).
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**Risk:** <span class="move-trigger">When this effect ends,</span> those affected must fulfill a demand of
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your deity or suffer a condition.
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**Greater:** On a **12+** all your allies are affected.
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### Sanctuary (Ongoing)
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As you perform this invocation, you walk the perimeter of an area,
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consecrating it to your deity. As long as you stay within this area, you
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know when someone enters it or when someone within it acts with
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malicious intent.
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**Risk:** You only know when someone within the area acts with
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malicious intent, but not when someone enters.
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**Greater:** On a **12+**, none can enter the sanctuary without your express
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knowledge and consent.
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### Speak in Tongues
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You can clearly speak with and understand any sentient creature for
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the scene.
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**Risk:** You can understand them, or they you, pick one.
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**Greater:** Nearby allies can also be affected.
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### Transcend Surroundings (Ongoing)
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A nearby physical obstacle, hazard, or environment no longer poses
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any threat to you.
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**Risk:** It does still pose a threat but you have Advantage Ongoing to
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Defy it.
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**Greater:** The effect extends to nearby allies.
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### Unleash Wrath
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Your deity’s power harms an enemy, usually inflicting a condition
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(Forceful, Distinctive, Piercing).
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**Risk:** It isn’t Piercing.
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**Greater:** On a **12+** they are also briefly stunned.
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