Blessings of Skarppsey Deities
Note that for the numbers listed for Character point cost, the number before the slash indicates the cost at Character Creation, the number after the slash indicates cost during play (if GM allows it). Also, the higher the Hierarchy Level, the more powerful (generally) and rare the power is (indicating it's use by upper echelon priests or archpriests, those especially favored by the God, etc..)
Theodin
- Know History
- Character Points: 5 / 25
- Hierarchy Level: 2
- Strain Cost: 3
- Description of Effect: With 10 minutes of concentration and a successful Alertness Test, the priest may receive information as to the past and background of a place, item, or person (if it is a person, a Contest of Wills may be allowed by the GM). The GM may be as free or as limited as he desires with information and chalk it up to the whim of Theodin. The greater the success of the Test, the more information and the more important or relevant it is.
- Glimpse Future
- Character Points: 5 / 25
- Hierarchy Level: 3
- Strain Cost: 5
- Description of Effect: The Character spends an hour in meditation and then performs a divination (using Runes, Bones, Tea Leaves, whatever). The GM may require an Alertness Test or not. At the GM's (Theodin's) discretion, the character receives insight into a problem, direction for the future, a glimpse or feeling about how events will turn out, or absolute nonsense. The usefulness of this ability is largely dependent on how your GM treats precognition and how helpful he is.
- Prophetic Dream
- Character Points: 5 / 25
- Hierarchy Level: 3
- Strain Cost: 5
- Description of Effect:
- Sense Aura
- Character Points: 5 / 25
- Hierarchy Level: 1
- Strain Cost: 1
- Description of Effect:
- Read Mind
- Character Points: 5 / 25
- Hierarchy Level: 4
- Strain Cost: 2
- Description of Effect:
- Send Thoughts/ Command
- Character Points: 5 / 25
- Hierarchy Level: 5
- Strain Cost: 3
- Description of Effect:
- Scry
- Character Points: 5 25
- Hierarchy Level: 2
- Strain Cost: 3 or 5
- Description of Effect: This allows a priest to send out his senses (3 points for a single sense, 5 points for all the senses) out of his body. He lies quiescent and senseless (unconscious of events around him) as his senses float free (they are perceptible to Magickal Adepts as a glowing ball). The priest may instantly visit any site he is familiar with or may proceed at a rapid speed from familiar territory into unknown areas. Note that attacks that are transferred through the senses (like a gaze attack) will affect the priest as per normal. The spell lasts 10 minutes, plus 10 minutes for each additional Strain point spent. Certain spells, interventions by deities or other powers, or strong willed individuals may prevent the priest from clearly sensing the area or entering certain locals.
- Sixth Sense
- Character Points: 5 / 25
- Hierarchy Level: 1
- Strain Cost: 0
- Description of Effect: An initiate who possesses this power is more in tune with Theodin and his gift of prophecy, but on a subconscious level. This power does not require an exertion on Strain. It remains quiescent until activated by an immediate, direct, personal threat. It operates in the same manner as the Extra: Sixth Sense.
- Know Language
- Character Points: 5 / 25
- Hierarchy Level: 1
- Strain Cost: 2
- Description of Effect: By expending two Strain, the priest is capable of speaking or reading any language for the length of one conversation or for 1 hour, whichever is shorter. After this duration ends, they lose this ability, but not knowledge of any information they have learned from discourse or reading.
- Lend/Borrow Memory/Skill
- Character Points: 5 / 25
- Hierarchy Level: 2
- Strain Cost: 2
- Description of Effect: This power allows the priest to trade or borrow an ability from a willing target to himself or between two willing targets (If one or more targets are unwilling, a Contest of Wills may be allowed). One skill per invoking of this ability may be traded or borrowed. The skill is instantly known at the level that the source of the skill knew it at. The knowledge of this skill lasts for 1 day, or until the person falls asleep, whichever occurs first.
Tyroc
- Inspire
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- Battle Fury
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- Terrorize
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- Flaming Weapon
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- Heartseeker
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- Giant's Strength
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- Sense Foe
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- Razor's Edge
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- Armor
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- Iron Arm
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Ul-Thor
- Summon Birds
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- Throw Lightning
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- Sense Weather
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- Speak With/Control Birds
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- Storm Strength
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- Calm Weather
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- Servant Slyph
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- Servant Naiad
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- Weather Ward
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- Summon/Control Wind/Weather
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Bragi
- Know Lore
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- Enchanting Voice
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- Mesmerize
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- Know Instrument
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- Know Song/Legend/Story/Poem
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- Suggestion
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- Instill Emotion
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- Deafen/Stun
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- Commanding Voice
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- Silence
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Hel
- Cause Pain
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- Death Vision
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- Raise Dead
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- Control Dead
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- Banish/Exorcism
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- Summon Shade
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- Breath of Hel
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- Strike Barren
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- Hel's Mark
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- Instill Fear
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Freya
- Instill Fecundity
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- Sanctify
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- Protective Ward
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- Healing Touch
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- Call/Calm Animal
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- Alarm Ward
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- Seek Animal/Person
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- Call Good Weather
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- Sustain Animal/Plant
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- Create Food
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Njorda
- Call Waves
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- Calm Waters
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- Servant Naiad
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- Summon Sea Beast
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- Speak With/Control Sea Beast
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- Call Sailing Wind
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- Seek Water
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- Seek Shore
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- Know Weather
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- Swim Like Fish/Breathe Water
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Ulf-Loki
- Invisibility
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- Silence
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- Instill Gullibility
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- Luck
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- Produce Minor Illusion
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- Produce Major Illusion
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- Phantasm
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- Levitate
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- Open/Unlock/Untie/Undo
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- Minor Shapeshifting
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Vayden
- Control Earth
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- Control Plants
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- Summon Animal (Land)
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- Speak With/Control Animal
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- Create Earth
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- Know/Find Plant
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- Know/Find Animal
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- Borrow Animal/Plant Attribute
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- Meld With Animal/Plant
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- Stone Sleep
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Sif
- Heal Wounds
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- Cure Disease
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- Nullify Poison
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- Induce Sleep
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- Sense Disease/Infection
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- Sense Poison
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- Increase Recovery Rate
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- Calming Presence
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- Enchanting Look
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- Restoration
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Brodun
- Appraise Item
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- Know Physical Property
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- Sense Path/Know Direction
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- Detect Lies
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- Repair/Mend
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- Purify/Cleanse
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- Craft/Forge/Make
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- Sense Need/Emotion
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- Tireless Tread/Strong Back
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- Oath/Contract
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