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Principle of Order

Keywords: Protection, Stability, Structure, Endurance.

Characters who follow the Principle of Order believe in structured civilisation, the stability of communities, and enduring the tides of change that threatens to topple it all.

How far a characters regard for Order in the world extends is entirely up to the character. Some believe that everybody should work together to bring forth a better world, whilst others believe that anyone who commits any crime should be corrected punished and educated.

All followers of Order should hold Demons and other chaotic entities with disdain and distrust.

For Priests and particularly devout characters

All who draw from the powers of Order and by extension the paths of Justice and Might should attempt to stick to a plan of action and follow Orders from a superior source. In normal cases they should also refuse any beneficial durational Chaos miracles such as Chaos Blade, Disruptive Aura or Order Resistance and should only accept under dire circumstances. Instant miracles, such as Remove Slow, are left to the character to decide.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Discern Chaos Power Sight Discern Path
Dispel Chaos 0 Dispel Chaos 1 Dispel Chaos 2 Dispel Chaos 3 Dispel Chaos 4
Mass Dispel Chaos 0
Heal Wounds 4 Heal Wounds 9 Heal Wounds 14 Heal Wounds 20 Heal Wounds 26
Protection
Mend (T) Mend (R) Gather and Mend
Strengthen 0 Strengthen 1 Strengthen 2 Strengthen 3 Strengthen 4
Toughness 1 Toughness 2
Harden 1 Harden 2 Harden 3 Harden 4
Strength Double Strength
Order Withdraw (S) Order Withdraw (T)
Repel Demon
Neutralise Poison 0 Neutralise Poison 1 Neutralise Poison 2 Neutralise Poison 3
Extend 0 Extend 1 Extend 2 Extend 3 Extend 4
Chaos Resistance 1 Chaos Resistance 2
Order Gift 1 Order Gift 2 Order Gift 4
Miracle Gift 0 Miracle Gift 1 Miracle Gift 2 Miracle Gift 3 Miracle Gift 4
Order Lace 4 Order Lace 8 Order Lace 12 Order Lace 16 Order Lace 20
Halt 1 Halt 2
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Dispel Chaos 5 Dispel Chaos 6 Dispel Chaos 7 Dispel Chaos 8 Dispel Chaos 9 Dispel Chaos 10
Mass Dispel Chaos 1 Mass Dispel Chaos 2 Mass Dispel Chaos 3 Mass Dispel Chaos 4 Mass Dispel Chaos 5 Mass Dispel Chaos 6
Heal Wounds 32 Heal Wounds 39 Heal Wounds 46 Heal Wounds 53 Heal Wounds 60 Heal Wounds 68
Mass Heal Wounds 4 Mass Heal Wounds 9 Mass Heal Wounds 14 Mass Heal Wounds 20 Mass Heal Wounds 26 Mass Heal Wounds 32
Mass Mend
Strengthen 5 Strengthen 6 Strengthen 7 Strengthen 8 Strengthen 9 Strengthen 10
Toughness 3 Toughness 4 Toughness 5
Harden 5 Harden 6 Harden 7 Harden 8 Harden 9 Harden 10
Triple Strength Quadruple Strength Quintuple Strength
Repulse Demon
Neutralise Poison 4 Neutralise Poison 5 Neutralise Poison 6 Neutralise Poison 7 Neutralise Poison 8 Neutralise Poison 9
Extend 5 Extend 6 Extend 7 Extend 8 Extend 9 Extend 10
Chaos Resistance 3 Chaos Resistance 4 Chaos Resistance 5
Order Gift 8 Order Gift 16 Order Gift 32
Miracle Gift 5 Miracle Gift 6 Miracle Gift 7 Miracle Gift 8 Miracle Gift 9 Miracle Gift 10
Order Lace 24 Order Lace 28 Order Lace 32 Order Lace 36 Order Lace 40 Order Lace 44
Halt 3 Halt 4 Halt 5
Mass Halt 1 Mass Halt 2 Mass Halt 3
Discern Chaos

Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items, active miracles and followers of the Paths of Chaos, Freedom, Anarchy or Balance within 10’.

Demons will also be detected.

Power Sight

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items or active miracles which he can see.

This is a passive miracle. In order to see power, you must Concentrate and call “Power Sight”.

A Paladin’s Dedicated Weapon would be seen, as it is a miraculous item (Strengthen or Bless). A Paladin’s Power/Normal armour bonus would not be seen.

If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.

Discern Path

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person, Object
Effect:
The caster will be able to determine the Path of the target (which may be a person or a miraculous item). The caster learns how many miracles and of what level and from which Path are active on a specified target with 20’. The target can be a person or an object.

If a person has not learnt any miracles, ceremonies, runesets or consecration skills then he has no Path. A person who has learnt Druidic miracles is a follower of the Path of Nature and additionally gives their primary sect.

Dispel Chaos

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person, Object
Resisted by: -
Effect:
Removes any one Chaos miracle of level <n> or less.

Dispel Chaos will also dispel miracles from adjacent paths – Freedom, Anarchy and Balance.

Mass Dispel Chaos <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area
Prerequisite: Dispel Chaos <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Dispel Chaos <n>.

Heal Wounds <n>

Range: Touch
Duration: Instantaneous
Type:
Target: Person
Effect:
Heals <n> Body Points (not Life Points) on a character the caster is touching.

For Heal Wounds 4 the location healed is the touched location. For all other Heal Wounds the healing is intelligent, see Location Specific Effects.

Mass Heal Wounds <n>

Range: Touch
Duration: Instantaneous
Type:
Target: Area
Prerequisite: Heal Wounds <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Heal Wounds <n>.

All Mass Heal Wounds miracles are intelligent.

Protection

Range: 20’
Duration: 15 minutes
Type:
Target: Object
Effect:
Can be cast on any weapon, shield, armour or other object (other object being up to 1 cubic foot in volume).

Protects the object from being destroyed (e.g. via the spells/miracles Destroy, Warp & Rust).

Protection can be cast alongside Strengthen, but provides no additional damage/protection/breakage value.

Example: Exhor casts Strengthen 1 and Protection on Katrin’s shield. The Strengthen 1 increases its breakage value by 3. The Protection does not increase the shields breakage value, but does mean that if the Strengthen is dispelled, the shield is still protected from being destroyed by spells/miracles.

Mend (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type:
Target: Object
Effect:
Mends any one object, up to a volume of 1 cubic foot.

Gather and Mend

Range: Touch
Duration: Instantaneous
Type:
Target: Object
Effect:
Gather and Mend collects all the pieces of a broken object before mending it. Thus it can be used to instantaneously fix something that would normally require 15 man minutes of piece collecting first (i.e. for an object destroyed by a Disintegrate or which has been affected by Gale after being broken).

The pieces must all be within 100’ of the target point. Regardless if the pieces are being held or are enclosed, the pieces will disappear and reform into the object at the target point. If any pieces are not within range, then no pieces will move.

Mass Mend

Range: 20’
Duration: Instantaneous
Type:
Target: Object
Prerequisite: Mend (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and a type of item (Shield, Weapon, Armour), and everything of that type within 10’ is targeted by a Mend.

Strengthen <n>

Range: Touch
Duration: 15 minutes
Type: Protective
Target: Object
Effect:
Can be cast on any weapon, shield or armour, strengthening the internal order of the object.

Weapon
When cast on a weapon, Strengthen increases the amount of Normal Damage done by <n> (Strengthen 0 only protects the weapon from destructive spells/miracles). However, the total damage provided from the weapon and this miracle cannot exceed double the base Normal Damage (e.g. a 1H Sword, base 4, can have up to Strengthen 4 cast on it). Note that higher levels of Strengthen can still be cast on the weapon, which makes the effect harder to dispel, but the miracle’s effect is limited.

Armour
When cast on a piece of armour, Strengthen increases its Normal Protection by <n> (Strengthen 0 only protects the armour from destructive spells/miracles). However, the total protection provided from the armour and this miracle cannot exceed double the base Normal Armour (e.g. a piece of Plate, base 6, can have up to Strengthen 6 cast on it). Note that higher levels of Strengthen can still be cast on the armour, which makes the effect harder to dispel, but the miracle’s effect is limited.

Higher levels of Strengthen can be cast over multiple locations by reducing its overall effectiveness. For each extra location, the amount of Strengthening is reduced by 1. When cast in this manner the miracle obeys the following rules:

  • The effective level of the miracle is lowered for purposes of dispelling and a Dispel affects all pieces.
  • The pieces of armour must be worn together, if they are separated the effect is dispelled on all pieces.
  • Down-casting or extending the miracle is done at the original level of the miracle and effects all pieces. Individual pieces cannot be down-cast/extended separately.

Permanently strengthened items cannot be created in this manner.

Example: Castlemaine wears a suit of Studded Thick Leather armour, base 3, which covers his body and both arms. With Strengthen 4 he has the following options:
1. Cast the miracle on one location, adding 3 points of Armour (the maximum for Studded Thick Leather). At least a Dispel 4 will be required to remove the miracle.
2. Cast the miracle on two locations, adding 3 points of Armour to both. At least a Dispel 3 will be required to remove the miracle.
3. Cast the miracle on three locations, adding 2 points of Armour to all. At least a Dispel 2 will be required to remove the miracle.
4. Cast the miracle with a single Extend 4 for 1 hour on two locations, adding 3 points of armour to both. At least a Dispel 3 will be required to remove the miracle.
5. Cast the miracle as a Strengthen 3 for 1 hour on two locations, adding 2 points of armour to both. At least a Dispel 2 will be required to remove the miracle.

You can have layers of Strengthen stacked (e.g studded leather with a Strengthen on and then plate on top with a Strengthen on).

Shield
When cast on a shield, Strengthen increases its Breakage Value by <n> x 3 (Strengthen 0 only protects the shield from destructive spells/miracles). However, the total Breakage Value provided from the shield and this miracle cannot exceed double the base Breakage Value (e.g. a superior shield, base 15, can have up to Strengthen 5 cast on it).

Toughness <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
This miracle increases the targets Toughness by <n>.

Harden <n>

Range: Touch
Duration: 15 minutes
Type: Defensive, Armouring
Target: Person
Effect:
Harden may be cast in one of two ways. It may be cast to give <n> points of Normal and Power protection, or cast to only give <n> Power protection, chosen at the time of casting. If the Harden provides Normal protection, this has an associated Dexterity penalty. If the Harden does not provide Normal protection, it has no Dexterity penalty.

<Strength> Strength

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Gives the target additional levels of Strength for 15 minutes, as the Strength skill. This increases the amount of damage he does with a weapon, and allows him to break out of some spells and miracles.

Note that this is not cumulative with any other strength increasing spell/miracle or with any Strength increasing skill.

Order Withdraw (S)/(T)

Range: Self/Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
The target affected by Order Withdraw withdraws to the Plane of Order. For the duration he is unable to move, communicate, or effect the environment around him and the world cannot affect the target.

In order to Order Withdraw you cannot be restrained (e.g. by spells/miracles like Grip, Entangle etc. or physically by being held/ropes etc.).

When the Order Withdraw ends, the target emerges from the same point that he entered. If the point is occupied, then they will emerge at the nearest available point unconscious for 5 minutes or until damaged.

The point at which the target withdraws from is miraculous and hence can be detected with skills/miracles like Rec Miracle, Power Sight etc.

Someone can cast an appropriate Dispel Miracle on Order Withdraw if they can detect the point they withdrew from (as above) or know where it is as they saw them cast it/told exactly where it happened.

While withdrawn the following are true:

  • The target can breathe.
  • The target does still require sustenance (food & drink).
  • The target can rest, sleep, pray & meditate and regain Life/Standing/Mana as appropriate.
  • Any spells/miracles continue to affect the target and their duration decreases as normal.
  • The target cannot cast any spells/miracles (this excludes Extend/Extension on the Withdraw specific casting), use any items etc.
  • Any injuries, bleeding, poisons/diseases etc. will continue to affect the target.

The caster can concentrate to end the withdraw early. Though on an OOC note they should decide on the duration of the withdraw before casting it, so cheating is avoided i.e. cancelling immediately after the area is safe.

Repel Demon

Range: Self
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Triple Strength
Effect:
All Demons are thrown back from the caster to a distance of 10’ (those beyond 10’ are not affected). It requires at least Triple Strength to resist the effects of this miracle.

Repulse Demon

Range: Self
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by:
Effect:
All Demons are thrown back from the caster to a distance of 10’ (those beyond 10’ are not affected). No amount of Strength can resist the power of this miracle.

Neutralise Poison <n>

Range: Touch
Duration: Instantaneous
Type:
Target: Person
Effect:
Neutralise Poison <n> cures one poison of level <n> or less, which is increased by 1 for each level of natural Toughness the target has (Spell or miracle toughness has no effect).

Example: Rubble has 2 points of Toughness and has a Level 3 Poison (Drain Wounds 20). A Neutralise Poison 1 would be needed to cure them.

Neutralise Poison can also be cast down four levels as Poison Resistance, which makes the target immune to poisons of level <n> or less for 24 hours, and reduces the level of other poisons by <n>+1. A Poison Resistance can be further cast down, increasing its duration in the normal way.

Example: Just has learnt Neutralise Poison 6. He can cast this as Poison Resistance 2, lasting for 24 hours, Poison Resistance 1, lasting for 48 hours, or Poison Resistance 0, lasting for 96 hours.

At the beginning of the day, he casts Poison Resistance 0, lasting for 96 hours. Later on, he is targeted with a Poison Touch 0 – Harm 4, which is negated. He is then targeted by a Poison Touch 2 – Curse 3, which is reduced by one level to Poison Touch 1 – Curse 2.

Neutralise Poison can also be cast as a base for a sympathetic antidote. In this case, one or more casters can combine to neutralise the poison, first by casting the ‘base’ component of the Neutralise Poison miracle and then the ‘active’ component of the casting to counteract the effect of the poison. In each case the GM determines whether the antidote is fully, partially or not successful. Discern Poison can determine suitable sympathetic castings if there are any. A more powerful Neutralise Poison allows for the use of less powerful sympathetic cures.

Example: Early in their career, Wychwood and his patrol have been attacked by two types of giant spider. A Guard has a Poison Touch 2 (weakness) and a Pathfinder has a Poison Touch 4 (Paralysis 2). After discerning, Wychwood discovers he can cast Neutralise Poison 0 as a base and someone else can cast the active part of the antidotes. The Weakness poison requires a ‘strength’ spell cast as the active component. The Paralysis Poison can be neutralised by the base miracle, Neutralise Poison 0 and the active component, Freedom 7 or any Toughness 2 spell or miracle.

Extend <n>

Range: Touch
Duration: Variable
Type:
Target: Spell, Miracle
Effect:
Extend <n> increases the duration of a spell/miracle with a base duration of 15 minutes, provided it is cast immediately after the spell/miracle to be effected. Extend <n> increases the duration of a spell/miracle of level <n> to 1 hour. For every level above <n>, the duration is multiplied by 4 (as per the usual rules).

Extend is modified as follows:

  • +0 levels – Miracle by same caster
  • +1 level – Miracle by different caster
  • +2 levels – Spell by same caster
  • +3 levels – Spell by different caster

Note casting a spell/miracle by item, could count as the same or different caster, depending on who activated it (regardless of who created it).

Miracle Level 0 1 2 3 4
Extend 0 1hr
Extend 1 4hrs 1hr
Extend 2 16hrs 4hrs 1hr
Extend 3 64hrs 16hrs 4hrs 1hr
Extend 4 256hrs 64hrs 16hrs 4hrs 1hr
.. ..

If the Extend is cancelled/dispelled, then the original spell/miracle reverts to its original duration from the time it was first cast. Hence it may have already expired or have up to 15mins left to run.

If the original spell/miracle is cancelled/dispelled, then the Extend is automatically cancelled.

To extend a Mass spell/miracle you must cast a separate Extend on every character you want extended. You cannot cast one Extend to affect everyone.

Chaos Resistance <n>

Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
The caster and his possessions gain immunity from the next <n> Chaos, Freedom, Balance and Anarchy miracles cast at him, whether or not they are beneficial. The Chaos Resistance takes effect before all other protections are taken into account. The player should call “Bounce” when a Resistance takes effect.

Order Gift <n>

Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Standing per minute to another person with the following restrictions:

  1. The caster cannot have any other Gift active.
  2. The caster must touch the person, if contact is broken then the Gift ends.
  3. The caster must have no Path or follow the Path of Order, Justice, Might or Balance.
  4. The caster cannot go below 0 standing, when reached the Gift ends.
  5. The person must follow the Path of Order, Justice, Might or Balance.
  6. If the person is a follower of the same Path as the caster, the transfer rate is doubled. N.B. The transfer rate is not doubled if the caster has no Path.
  7. The person cannot gain more Standing than his normal maximum – any Standing currently active in miracles, when reached the Gift ends.

Example: Cal has a maximum of 30 Standing, he has cast 5 instant Heal Life 4’s (total 5 Standing) and a Bless 2 for 15 minutes (2 Standing). So he currently has 23 Standing. If he was to be the recipient of an Order Gift he could currently only go up to 28 Standing.

Order Gift can be extended, but you cannot make permanent items of it.

Miracle Gift <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of an Order (not Justice, Balance or Might) miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.

An Order miracle can be gifted to any character who does not follow the Path of Nature, though the recipient may have to answer to his Path if it is not appropriate to do so.

Example: Just, a Human Priest of Justice can use Miracle Gift 1 to transfer Heal Wounds 9 to any character who does not follow the Path of Nature. For 15 minutes, he loses all knowledge of Heal Wounds 9 and also the miracles above it, such as Heal Wounds 14. He still knows Heal Wounds 4, however. The receiver can cast Heal Wounds 9 only, he cannot cast Heal Wounds 4 or Heal Wounds 14.

Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.

You cannot Miracle Gift Miracle Gift.

Order Lace <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Power armour
Effect:
Forces Order into a target. This has the effect of draining <n> points of Standing if the target follows the Path of Chaos and <n>/2 (round down) if the target follows the Path of Freedom or Anarchy (N.B. followers of the Path of Nature are not affected). Both of these are after Power Armour has been taken into consideration.

Example: A Chaos follower is in 3 Power Armour and hit by an Order Lace 8. Therefore he is drained of 5 Standing. If he was a Freedom follower he would be drained of 2 Standing.

The target can regain Standing as per normal.

When cast on a Demon when it is not on its home plane, Order Lace causes <n> Life Point damage, after Power Armour has been taken into consideration.

Example: A Demon is in 3 Power Armour and hit by an Order Lace 8. He takes 5 points of Life damage.

Halt <n>

Range: 20’
Duration: 10 seconds or until damaged
Type: Offensive
Target: Person
Resisted by: Willpower
Effect:
Halt causes any target that fails to resist to stop moving for 10 seconds, or until the target takes damage.

Halt is not a mental effect (and so cannot be removed with Clear Mind) and works on all creatures.

Mass Halt <n>

Range: 20’
Duration: 10 seconds or until damaged
Type: Offensive
Target: Area
Resisted by: Willpower
Prerequisite: Halt <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Halt <n> miracle.