Iosue
Legend
Continuing the Magic section of the Data chapter...
Holy Magic
This is your typical cleric support and healing magic, in Sword World wielded only by those with the Priest skill package. Although not as distinct as the domains of 5e, depending on which deity the Priest is a devotee of, they get Special Holy Magic: spells unique to that deity.
Level 1: Sanity (removes the effect of spells affecting the mind), Banish (random ill effects for Barboros and undead), Field Protection (area effect; those who receive it take -1 damage for 18 rounds)
Level 2: Awaken (awakens unconscious 0 or negative HP characters with 1 HP), Cure Wounds (medium power healing), Detect Faith (caster learns who a priest is a devotee to, and the characteristics of that deity)
Level 3: Cure Blindness (self-explanatory), Cure Poison (self-explanatory), Field Resist (-3 damage from a specified property), Force (basic damage spell)
Level 4: Sacred Weapon (cast on 1 targer for +1 to-hit, +2 damage vs Barboros and undead), Sacred Shield (-3 physical damage from Barboros and undead), Faith Indicate (suppresses Special Holy Magic)
Level 5: Cure Disease (self-explanatory), Cure Hurt (most powerful healing magic in Rulebook I), Transfer Mana Points (transfers casters own mana points to another), Holy Light (damage spell vs undead)
Level 6: Bless (temporary +6 to one of Dexterity, Agility, Strength, or Constitution), Holy Cradle (target recovers from a 3 hour sleep as much as from a 6 hour sleep), Remove Curse (self-explanatory)
Special Holy Magic
Lyfos, the Ancestor God
Level 2: Search Barbaros (detects Barbaros in a 30 m radius)
Level 4: Mind Sending (telepathy for 10 seconds with 1 target)
Tidan, the Sun God
Level 2: Sunlight (Lights up 20 m radius; the 1st level Sorcerer spell is only 10 m)
Level 4: Ray (damage spell, +3 damage to undead)
Kilhir, the God of Cleverness
Level 2: Penetrate (+2 to one Monster Knowledge Check)
Level 4: Weakpoint (lowers the crit value for damage to the target)
Siene, the Moon Goddess
Level 2: Night Walker (gives darkvision to the target)
Level 4: Blindness (blinds a target for three minutes)
Miltabal, the Nimble-Fingered God
Level 2: Retry (once a day, can re-roll a Skill Check Package check that takes 1 minute or more)
Level 4: Appraisal (gives a +4 to a Treasure Appraisal check)
Eev, God Shield of the Abyss
Level 2: Counter Demon (+2 Life and Spirit Resistance against effects by demons)
Level 4: Sacred Aura (adds demons to monsters affected by Sacred Weapon and Sacred Shield)
Harula, God of the Guide Star
Level 2: Star Guide (shooting star indicates location of nearest church)
Level 4: Disclose Demon (+2 to Monster Knowledge Checks for demons)
Fulsil, Goddess of Wind and Rain
Level 2: Wind Circulation (reduces affect of high or low temperatures within area)
Level 4: Cold Rain (area affect damage spell, reduces Evasion by -1)
Magitec spells come in three general types: the magisphere alters an object (such as bullets), the magisphere alters itself into some kind of device, or rarely, the magisphere acts on a target to provide some kind of buff or nerf.
Level 1: Solid Bullet (increases bullet Impact Rating), Target Sight (magisphere transforms into a gun-sight to improve to-hit +1), Flashlight (magisphere transforms to provide light), Mana Search (magisphere transforms into a magic item detector)
Level 2: Explorer Aid (magisphere transforms into visual and audio sensors to provide +2 to Search and Disable checks), Critical Bullet (increased damage and lower crit value), Healing Bullet (provides low-level healing), Knocker Bomb (transforms object into a lock-disabling bomb)
Level 3: Effect Bullet (high damage with optional damage property), Effect Weapon (gives a weapon a damage property, and boosts damage +1), Jump Boots (magisphere transforms into jump-boosting boots), Shock Bomb (transforms an object into a bomb that reduces target's Agility by -12)
Level 4: Analyze (provides information about magitec and magitec monsters), Quick-loader (loads up to the maximum for ammunition), Automobile (a large magisphere transforms into a motorcycle), Smoke Bomb (blinds any creature using the five senses, even those with darkvision)
Level 5: Shotgun Bullet (medium damage area effect), Grenade (higher damage spell), Wire Anchor (magisphere hook and lead restrains a target)
Level 6: Burst Shot (allows burst of three shots, with +2 to-hit, for medium damage), Create Weapon (magisphere transforms into a normal A-class weapon), Disguise Set (disguises target into known character or creature), Resist Bomb (damage of specified property is reduced by -4).
That concludes the Magic section. We've already looked SCAs in detail, so next time we will take a closer look at Items.
Holy Magic
This is your typical cleric support and healing magic, in Sword World wielded only by those with the Priest skill package. Although not as distinct as the domains of 5e, depending on which deity the Priest is a devotee of, they get Special Holy Magic: spells unique to that deity.
Level 1: Sanity (removes the effect of spells affecting the mind), Banish (random ill effects for Barboros and undead), Field Protection (area effect; those who receive it take -1 damage for 18 rounds)
Level 2: Awaken (awakens unconscious 0 or negative HP characters with 1 HP), Cure Wounds (medium power healing), Detect Faith (caster learns who a priest is a devotee to, and the characteristics of that deity)
Level 3: Cure Blindness (self-explanatory), Cure Poison (self-explanatory), Field Resist (-3 damage from a specified property), Force (basic damage spell)
Level 4: Sacred Weapon (cast on 1 targer for +1 to-hit, +2 damage vs Barboros and undead), Sacred Shield (-3 physical damage from Barboros and undead), Faith Indicate (suppresses Special Holy Magic)
Level 5: Cure Disease (self-explanatory), Cure Hurt (most powerful healing magic in Rulebook I), Transfer Mana Points (transfers casters own mana points to another), Holy Light (damage spell vs undead)
Level 6: Bless (temporary +6 to one of Dexterity, Agility, Strength, or Constitution), Holy Cradle (target recovers from a 3 hour sleep as much as from a 6 hour sleep), Remove Curse (self-explanatory)
Special Holy Magic
Lyfos, the Ancestor God
Level 2: Search Barbaros (detects Barbaros in a 30 m radius)
Level 4: Mind Sending (telepathy for 10 seconds with 1 target)
Tidan, the Sun God
Level 2: Sunlight (Lights up 20 m radius; the 1st level Sorcerer spell is only 10 m)
Level 4: Ray (damage spell, +3 damage to undead)
Kilhir, the God of Cleverness
Level 2: Penetrate (+2 to one Monster Knowledge Check)
Level 4: Weakpoint (lowers the crit value for damage to the target)
Siene, the Moon Goddess
Level 2: Night Walker (gives darkvision to the target)
Level 4: Blindness (blinds a target for three minutes)
Miltabal, the Nimble-Fingered God
Level 2: Retry (once a day, can re-roll a Skill Check Package check that takes 1 minute or more)
Level 4: Appraisal (gives a +4 to a Treasure Appraisal check)
Eev, God Shield of the Abyss
Level 2: Counter Demon (+2 Life and Spirit Resistance against effects by demons)
Level 4: Sacred Aura (adds demons to monsters affected by Sacred Weapon and Sacred Shield)
Harula, God of the Guide Star
Level 2: Star Guide (shooting star indicates location of nearest church)
Level 4: Disclose Demon (+2 to Monster Knowledge Checks for demons)
Fulsil, Goddess of Wind and Rain
Level 2: Wind Circulation (reduces affect of high or low temperatures within area)
Level 4: Cold Rain (area affect damage spell, reduces Evasion by -1)
Magitec spells come in three general types: the magisphere alters an object (such as bullets), the magisphere alters itself into some kind of device, or rarely, the magisphere acts on a target to provide some kind of buff or nerf.
Level 1: Solid Bullet (increases bullet Impact Rating), Target Sight (magisphere transforms into a gun-sight to improve to-hit +1), Flashlight (magisphere transforms to provide light), Mana Search (magisphere transforms into a magic item detector)
Level 2: Explorer Aid (magisphere transforms into visual and audio sensors to provide +2 to Search and Disable checks), Critical Bullet (increased damage and lower crit value), Healing Bullet (provides low-level healing), Knocker Bomb (transforms object into a lock-disabling bomb)
Level 3: Effect Bullet (high damage with optional damage property), Effect Weapon (gives a weapon a damage property, and boosts damage +1), Jump Boots (magisphere transforms into jump-boosting boots), Shock Bomb (transforms an object into a bomb that reduces target's Agility by -12)
Level 4: Analyze (provides information about magitec and magitec monsters), Quick-loader (loads up to the maximum for ammunition), Automobile (a large magisphere transforms into a motorcycle), Smoke Bomb (blinds any creature using the five senses, even those with darkvision)
Level 5: Shotgun Bullet (medium damage area effect), Grenade (higher damage spell), Wire Anchor (magisphere hook and lead restrains a target)
Level 6: Burst Shot (allows burst of three shots, with +2 to-hit, for medium damage), Create Weapon (magisphere transforms into a normal A-class weapon), Disguise Set (disguises target into known character or creature), Resist Bomb (damage of specified property is reduced by -4).
That concludes the Magic section. We've already looked SCAs in detail, so next time we will take a closer look at Items.