The Fuming Gate
A Clerical Order of the Hierarchy of Eternal Flame


Invocations

Priests of the Order of the Fuming Gate have access to all the invocations generally available to Agrikan clergy as well as the following six invocations unique to their order:

These invocations are described below.

[Please note: for more information on what invocations are and how they function, please see either the religion rules from Hârnmaster 1st ed. or, if it's out by the time you're reading this, the new Hârnmaster Religion rules].


Cause Plague (I/10)

This invocation is performed with the ceremony Appeal for Plague. The celebrant performing the invocation must touch the water as he begins to pray. The plague begins with a burning fever that will not break. Each day the infected must make a shock roll versus the SI of the invoker. If they fail they will fall unconscious and slowly waste away. Unless otherwise specified, the plague will disappear from the water source within 12 hours of the invocation.

The invocation may have the following results:

CS: The plague is passed from the practitioner by touch. He is immune (as are all those praying with him). Treat the plague as a curable disease. It begins at H2, and is highly contagious.

MS: The plague is passed from the invoker by the water. He is not immune (but those praying with him are.) Treat the plague as a curable disease. It begins at H3, and is contagious on touch.

MF: The plague is passed from the invoker by the water. Nether he, nor those praying with him, are immune. Treat the plague as a curable disease. It begins at H4 and is contagious only through ingestion of the poisoned water source.

CS: The plague is a disease which is incurable by all natural means. No one is immune. Death will result in Ritual SI days from all who touch or drink the water within 24 hours of the casting.


Breed Decay (II/15)

This invocation causes existing matter to decay up to Ritual SI times faster than normal. The invocation causes the matter to catch fire and burn with an iridescent blue flame that appears to burn only the object upon which it was cast. The invoker must touch the item which he wishes to decay. The item receives a 2+Ritual SI d6 will check to resist. This invocation, once begun, can only be stopped by direct divine intervention, or death of the invoker.

The success of this invocation is as follows:

CS: The decay occurs at 2xRitual SI times faster than normal. The will check is reduced to 2 + ‡ Ritual SI.

MS: The decay occurs as explained above.

MF: The caster is no longer immune to the process. Dipping his hands in holy oil before beginning the process will stop the decay on him (as the oil will not allow him to burn).

CS: The caster is no longer immune and only direct divine intervention may save him.


Burn True (II/15)

This invocation changes a regular fire into a blaze twice as hot and twice as large as it should be. It will consume only the required amount of fuel for the original fire (hereafter called the seed fire.) The flame will cling to anything it touches, and burn for up to Ritual SI hours without fuel once away from the seed fire.

The flame does regular 1d6 fire damage per strike. The flame always appears to be a searing red in color, regardless of its heat. The invoker must place his hands directly in the seed fire and be as much in contact with the flames as possible to perform the invocation successfully.

Holy oil is often used to anoint the invoker before the invocation begins. This ritual does not cause a fire to form, nor allow wet wood to burn well. The seed fire is a normal fire (except for its size and ferocity) that can easily be put out with water or dirt; and requires regular fuel to continue.

At the invokers request the flame may spike; temporarily become more than it should be (hotter, bigger, etc.) for up to Ritual Rounds. This flame can not be carried away from the seed fire. The invoker is immune to the touch of the seed fire if it spikes, but will suffer regular damage without protection from the seed fire.


Burn Eternal (III/20)

This extends the fire's normal duration by up to Ritual ML hours. The fire will burn and can not be extinguished until the duration has ended. The ritual begins with the invoker beginning a fire in the normal manner while chanting over it. In the beginning the fire will require regular fuel and gains no benefits against rainfall nor wet wood for up to Ritual ML minutes.

Once this initial period has passed, the flame no longer requires fuel, and will burn for up to the following duration's, depending upon the success or failure of the invocation:

CS: Ritual ML *5 hours

MS: Ritual ML *3 hours

MF: Ritual ML *2 hours

CF: Ritual ML hours.


Petrifying Flames (III/20)

At the touch of a seed fire, the victim suddenly becomes engulfed in flames and cannot move. He can see through the flames, as they barely obstruct his vision. He can feel the heat like a million tiny ants crawling all over his body, but he is paralyzed for the duration of the ritual.

CS: The seed fire may be used on up to Ritual SI targets before the ritual must be cast again on a new seed fire. The invoker is immune to its effects. The paralysis will last for up to Ritual ML hours. The victim suffers no physical damage except for a little muscle stiffness (-1d6 to all stats/-1d6*10 to all skills.) Choose an appropriate psychological problem and give it to the victim.

MS: The seed fire may be used on only one victim. The invoker is immune to its effects. The Paralysis will last for up to Ritual SI hours with no physical damage to the victim. Other than nightmares for a few weeks, the victim suffers no psychological harm.

MF: The seed fire may be used on only one victim. The caster is not immune. The victim suffers 1d6 burn damage over the exposed surface of his body (as a whole, not per area). He is immobilized for Ritual ML hours.

CF: The seed fire only works on the invoker. Treat as a CS with the invoker as the victim.


Destroy Portal (IV/25)

This invocation destroys any door or covering of a passage or portal. The invoker must touch the door while chanting for up to Ritual SI-15 minutes. Upon completion the door will begin to burn with an blood red flame. The door will, within 15-Ritual SI seconds either explode, melt or disintegrate (CF/MS/CS). With a MF nothing happens. Magic doors take twice as long to be destroyed. Only a door blessed with an equal, or better, level invocation from another deity may block this ritual.


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