Gods+Magic

= Divine Appeal = //"Oh Thrice-Pained Lady of Wells, I beseech you to aid me in this, my time of need! The shadow of evil raps on the door of my homestead and bringing with it a slow promise of death upon my kin! Grant me your blessings that I may bury my foe in your purest crystal!//" ~Jaz, conjuror and family man, locked in battle with a deadly beast hellbent on devouring his wife and son in their woodland homestead.

"In the world of Armeya, the gods reign supreme. Though they each have distinct personalities and desires (and thus ways of going about seeking these desires to be met), these minor facets make up only the mortal interpretation of these divine beings. Part of what separates a god from a mortal is that each god possesses absolute dominion over a single concept as far as magic is concerned. Each god is capable of governing the control and manipulation of one fundamental piece of the world. Because of this, and given the tying in of the standard arcane and divine magics as a single "magic" that merely takes different names, the gods have final say in allowing more powerful spells to come to pass. That means that in order to use a higher order spell that utilizes one of these controlled fundaments of creation, a mortal must ask for permission to do so from the god associated with that concept. Being themselves beings of desire, the best way to accomplish this is to make an appeal to the gods, stating clearly that the purpose by which you are casting this spell would directly aid the cause of the deity."
 * A Message from Mars:**

After reading the above, you should be getting an understanding of the nature of the Divine Appeal. It is a simple act performed as a free action in which the character, intending to cast one of the spells found in the tables below, pleas to the appropriate deity in control of that particular brand of magic for allowance to carry through with casting it. A Divine Appeal must be spoken aloud when made. A good format to follow when writing a Divine Appeal is thus: A useful tip for designing a Divine Appeal, to better convince the god that your cause is worthy, is to word your plea in such a way as to make it sound important to the god. For the example at the top of this page, Jaz is appealing to Naneid's sense of kinship and protection in order to procure permission for a powerful cold-based spell.
 * Name or Title of the Deity to be addressed (remember always not to mention Shul by name!)
 * Clear explanation of the event at hand
 * Clear intention of how the spell being sought will be used

The Gods, their Primary Association, and Divine Appeal Spells
Below is a collection of tables set out to display which spells require a Divine Appeal to cast as well as the personal fundament of each god. The short description for each of these spells may contain extra information. If a spell's short description states that the spell occupies a different level slot than it would normally occupy in standard D&D, then it is considered a revision for Armeya RPG and should be used to determined if your character has access to it or not. These spells **do not** appear in the individual class spell lists but are considered allowed in the game and capable of being prepared as normal. The Divine Appeal is made when you cast the spell, no
 * = ==Asch Ment== ||

Body
|| * **[|Bear’s Endurance, Mass]:** As [|bear’s endurance], affects one subject/ level.
 * **[|Bull’s Strength, Mass]:** As [|bull’s strength], affects one subject/level.
 * **[|Cat’s Grace, Mass]:** As [|cat’s grace], affects one subject/level.
 * **[|Regenerate]:** Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
 * **[|Transformation]**M: You gain combat bonuses. 6th level for Wizards and Warmages. ||


 * = ==Vo Q'fimby== ||

Air
|| * **[|Arc of Lightning]**: Line of electricity between two creatures (1d6/level damage). 5th level for Warmage.
 * **[|Call Lightning Storm]:** As [|call lightning], but 5d6 damage per bolt. 5th level for Druid.
 * **[|Chain Lightning]**: 1d6/level damage; 1 secondary bolt/level each deals half damage. 6th level for Warmage. 5th level for Duskblade.
 * **[|Control Winds]:** Change wind direction and speed.
 * **[|Whirlwind]:** Cyclone deals damage and can pick up creatures.
 * **[|Wind Walk]:** You and your allies turn vaporous and travel fast.
 * **[|Storm of Vengeance]:** Storm rains acid, lightning, and hail. ||


 * = ==Ta Rak Ra== ||

Earth
|| * **[|Earthquake]:** Intense tremor shakes 80-ft.-radius. 7th level for Warmage.
 * **// [|Imprisonment] //:** Entombs subject beneath the earth.
 * **[|Iron Body]:** Your body becomes living iron.
 * **[|Ironwood]:** Magic wood is strong as steel.
 * **[|Move Earth]:** Digs trenches and builds hills.
 * **[|Repel Metal or Stone]:** Pushes away metal and stone.
 * **[|Statue]:** Subject can become a statue at will.
 * **[|Stone Tell]:** Talk to natural or worked stone.
 * **[|Stoneskin] [|M]:** Ignore 10 points of damage per attack. 5th level for Wizards and Adepts.
 * **[|Transmute Metal to Wood]:** Metal within 40 ft. becomes wood.
 * **[|Transmute Mud to Rock]:** Transforms two 10-ft. cubes per level.
 * **[|Transmute Rock to Mud]:** Transforms two 10-ft. cubes per level.
 * **[|Wall of Iron] [|M]:** 30 hp/four levels; can topple onto foes.
 * **[|Wall of Stone]:** Creates a stone wall that can be shaped. ||


 * = ==Shul== ||

Fire
|| * **[|Delayed Blast Fireball]:** 1d6/level fire damage; you can postpone blast for 5 rounds. 7th level for Warmage.
 * **[|Fire Seeds]:** Acorns and berries become grenades and bombs. 6th level for Warmages.
 * **[|Fire Storm]:** Deals 1d6/level fire damage. 7th level for Warmage.
 * **[|Flame Strike]:** Smite foes with divine fire (1d6/level damage). 5th level for Druids and Warmages.
 * **[|Greater Fireburst]:** Subjects within 15 ft. take 1d10/level fire damage. 5th level for Warmage.
 * **[|Incendiary Cloud]:** Cloud deals 4d6 fire damage/round. 8th level for Warmage.
 * **[|Mass Fire Shield]:** Creatures attacking allies take damage; allies are protected from fire or cold. 5th level for Warmage.
 * **[|Meteor Swarm]:** Four exploding spheres each deal 6d6 fire damage. 9th level for Wizard and Warmage.
 * **[|Sunbeam]:** Beam [|blinds] and deals 4d6 damage. 7th level for Warmage.
 * **[|Sunburst]:** [|Blinds] all within 10 ft., deals 6d6 damage. 8th level for Warmage.
 * **[|Wall of Fire]:** Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. 5th level for Wizards and Adepts and Warmages. ||


 * = ==Naneid== ||

Water
|| * [|Cone of Cold]: 1d6/level cold damage. 5th level for Warmage.
 * [|Freezing Sphere]: Freezes water or deals [|//cold//] [|//damage//]. 6th level for Warmages.
 * [|Polar Ray]: [|//Ranged touch attack//] deals 1d6/level [|//cold//] [|//damage//]. 8th level for Wizard and Warmage. 5th level for Duskblade. ||


 * = ==L'Orielan== ||

Mind
|| * **[|Antipathy]:** Object or location affected by spell repels certain creatures.
 * **[|Binding] [|M]:** Utilizes an array of techniques to imprison a creature.
 * **[|Charm Monster, Mass]:** As [|charm monster], but all within 30 ft.
 * **[|Command, Greater]:** As [|command], but affects one subject/level.
 * **[|Demand]:** As [|sending], plus you can send [|suggestion]. 8th level for Beguilers.
 * **[|Dominate Monster]:** As [|dominate person], but any creature. 9th level for Beguilers.
 * **[|Dominate Person]:** Controls [|humanoid] telepathically. 5th level for Beguilers.
 * **[|Feeblemind]:** Subject’s Int and Cha drop to 1. 5th level for Beguilers.
 * **[|Fox’s Cunning, Mass]:** As [|fox’s cunning], affects one subject/level.
 * **[|Heroism, Greater]:** Gives +4 bonus on [|attack rolls], saves, [|skill checks]; immunity to [|fear]; temporary hp.
 * **[|Hold Monster]:** As [|hold person], but any creature. 5th level for Beguilers. 5th level for Duskblades.
 * **[|Hold Monster, Mass]:** As [|hold monster], but all within 30 ft. 9th level for Beguilers.
 * **[|Hold Person, Mass]:** As [|hold person], but all within 30 ft. 7th level for Beguilers.
 * **[|Insanity]:** Subject suffers continuous [|confusion].
 * **[|Irresistible Dance]:** Forces subject to dance. 6th level for Bard.
 * **[|Mind Fog]:** Subjects in fog get -10 to Wis and Will checks. 5th level for Beguilers.
 * **[|Owl’s Wisdom, Mass]:** As [|owl’s wisdom], affects one subject/level.
 * **[|Power Word Blind]:** [|Blinds] creature with 200 hp or less. 7th level for Beguilers.
 * **[|Power Word Kill]:** Kills one creature with 100 hp or less. 9th level for Beguilers.
 * **[|Power Word Stun]:** Stuns creature with 150 hp or less. 8th level for Beguilers.
 * ** [|Song of Discord] :** Forces targets to attack each other. 5th level for Bard.
 * **[|Suggestion, Mass]:** As [|suggestion], plus one subject/level. 6th level for Beguilers.
 * **[|Symbol of Fear] [|M]:** Triggered rune panics nearby creatures.
 * **[|Symbol of Insanity] [|M]:** Triggered rune renders nearby creatures insane
 * **[|Symbol of Persuasion] [|M]:** Triggered rune [|charms] nearby creatures.
 * **[|Symbol of Sleep] [|M]:** Triggered rune puts nearby creatures into catatonic slumber.
 * **[|Symbol of Stunning] [|M]:** Triggered rune stuns nearby creatures.
 * **[|Sympathy] [|M]:** Object or location attracts certain creatures. ||


 * = ==Council== ||
 * ==Soul== || * **[|Magic Jar] [|F]:** Enables possession of another creature.
 * **[|Trap the Soul] [|M] [|F]:** Imprisons subject within gem. ||