Ernalda the Queen
One can become a priestess of Ernalda the Queen, a separate position from that of a priestess of Ernalda Allmother. All that is required is that one is an initiate of Ernalda, and meet the standard requirements for priestesshood based upon the skills of Orate, Fast Talk, World Lore and Mineral Lore.
She teaches the following magic:
Common Rune Magic: All.
Special Rune Magic: Command [animal], Command Gnome, Command Earth Spirit, Dismiss Earth Spirit, Exorcise Earth Spirit, Enchant Copper, Precision Orate.
In addition to whatever subcults from the following.
New Ernalda the Queen Magic
Exorcise Earth Spirit (Rune Magic)
1 point
ritual ceremony, stackable, reusable
This spell can be cast upon anyone possessed by an earth spirit.
It takes
one hour to cast. Once case the spirit must resist it's magic points
against an effective POW of 10 for every point in the spell. So a 3
points
version of this ritual means the spirit must resist against an effective
POW of 30. If successful, the Earth Spirit is commanded to return to the feet of Ernalda the Queen at her home on the Godplane.
New Ernalda the Queen Subcults
Kadone the Grounder
Teaches Dismiss Sylph and the following magic:
Exorcise Air Spirit (Rune Magic)
1 point
ritual ceremony, stackable, reusable
This spell can be cast upon anyone possessed by an air spirit.
It takes
one hour to cast. Once cast the spirit must resist it's magic points
against an effective POW of 10 for every point in the spell. So a 3
points
version of this ritual means the spirit must resist against an effective
POW of 30. If successful, the air spirit is expelled from the host.
Grounding Ritual (Rune Magic)
1 point
ritual enchant, stackable, conditionally reusable
This spell creates an area where nothing can fly above it, or is at least hampered. The caster takes four gold coins and places them to mark the area, which must be no greater than 81 square meters per point of spell. When cast it is stacked with as many points of Heaviness as the caster wishes. Anything that enters the area marked by the grounding ritual is immediately affected by the Heaviness spell and have no resistance. The area of effect extends 50m into the air per point of spell stacked, so increasing the area of effect increases the height that is affected. Any Heaviness spells stacked with Grounding Ritual cannot be reprayed for unless the Grounding Ritual is first reprayed for.
Removing the coins (which need not be visible) ends the spell. If the coins are removed by the caster, then the caster may then repray for the ritual spell. Subsequently, then, any Heaviness spells stacked with Grounding Ritual cannot be repraid for until the coins are properly removed, and are lost if the coins are removed improperly.
Heaviness (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell is used to make people or objects heavier, thus grounding them. For every point in this spell the target gains 6 points of effective SIZ for calculating the effects of Flight, Fly and other related flying spells. For creatures that move without magic, then their flying movement is reduced by 1 point per point of spell - and if they are reduced to zero or less they fall from the sky. If cast at an unwilling target then obviously magic points must be overcome for the spell to take effect.
Kev the Visionary
Teaches the following spells:
Disclose Visions (Rune Magic)
2 points
ritual ceremony, nonstackable, reusable
This spell can only be cast in an area sanctified to Kev. Once cast any willing participants in the ritual (upto the caster's POW) will be able to see whatever visions the caster can see. This includes Divinations, Soul Sight and the effects of the Perceive Other Worlds spell. In the case of Divinations everyone has a chance to interpret the vision correctly, or incorrectly, or gain extra knowledge via it's interpretation.
Perceive Other Worlds (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
This spell allows the caster to see clearly onto both the spirit plane and the hero plane. It allows the caster to see, and target, spirits and to see whether there are HeroQuesters present, or people hidden away in the mythical realm of the surrounding area.
Resist Madness (Rune Magic)
1 point
ranged, temporal, stackable, reusable
For every point in this spell the target gains an effective countermagic 10 that is effective only against the Madness and Mindblast spells. For every point in the spell the character has an effective 15 mp's extra to defend against madness spirits.
See Vision (Rune Magic)
1 point
self only, instant, stackable, one-use
This spell must be stacked with a divination spell. Once cast the divination spell can be used without a ritual or being in sanctified ground, giving effective instantaneous access to divinationary knowledge.
Understand Omens (Rune Magic)
1 point
self only, instant, stackable, reusable
This spell must be stacked with Divination. For every point in the Understand Omens spell the caster has an additional 10% chance to interpret the divination correctly. Whereas a normal divination chance fails on 96-00, every point in Understand Omens reduces this chance by 1% to a maximum of always failing on 00.
Orendana the Queen
Teaches Command Earth Priestess and the following spells:
Clan Harmony (Rune Magic)
1 point
self, temporal, stackable, reusable
This spell affects any Orlanthi within 3 meters of the caster and keeps them from getting excited or violent. It counteracts emotion affecting spells like Demoralise or Fanaticism that are weaker than the Clan Harmony spell. Clan Harmony can be boosted with magic points to overcome more powerful emotion-affecting spells and to blast through countermagic and other defensive spells. Each point of the spell increases the area of effect by 3 meters.
To work, the caster must roll d100 and compare the results on the resistance table. All targets whose magic points would have been overcome are affected. For instance, a priest with 12 magic points rolled 52, all potential targets with 11 magic points or less are affected.
Regal Aura (Rune Magic)
1 point
self only, temporal, stackable, reusable
Once cast the caster will start to exude a regal aura of majesty, which will be recognised by all good hearted Orlanthi around him. For the duration of the spell, the caster has 10% extra on all communication skills when using them against Orlanthi.
Roitina the Ceremonialist
Teaches the following spells:
Earth Rituals (Rune Magic)
2 points
ritual ceremony, stackable, reusable
This can be cast alongside any other ritual ceremony spell from Ernalda or any of her associated earth goddesses. It adds 25% chance to the spell succeeding for every Earth Rituals spell stacked.
Restart Ceremony (Rune Magic)
1 point
ritual ceremony, nonstackable, one-use
Sometimes a ritual goes wrong, horribly, horribly wrong. And sometimes failure is not an option. Generally this spell is only used in HeroQuest rituals, where a mistake in the ritual can be fatal to those involved. Any ritual from Ernalda or any of her associated earth goddesses can be affected by this spell. Once cast, the ceremony can be restarted from the beginning at no penalty to anyone involved. However, the ritual must be restarted - you cannot fail the ritual, cast this spell and then choose not to try again. This spell cannot be used twice at the same ritual, even Roitina cannot prevent such a fateful failure.
Esrola, the Grain Goddess