A general spell of aid and protection. It must be cast on another; you cannot bless yourself.
The effect of a blessing is as follows:
All the subject’s die rolls are modified favorably by one point (or more, for a more powerful blessing). The modification will not affect critical successes and failures. This lasts indefinitely . . . until the subject fails some die roll (or a foe makes a good die roll) and the subject is in some serious danger. Then the blessing miraculously averts or reduces the danger – and ends. It is up to the GM to decide when the blessing has its final effect, and what form the protection takes. If an arrow is aimed at your heart, a 1-point blessing might move it to your arm, while a 2-point one would send it through your hat, and a 3-point one would let it slay a foe behind you.
Duration: As above.
Cost: 10 for a 1-point blessing. Requires Power Investiture 1
50 for a 2-point blessing. Requires Power Investiture 2
500 for a 3-point blessing. Requires Power Investiture 3
Blessings may not be “stacked” – a stronger blessing ends a weaker one.
Time to cast: 1 minute for every point of energy in the spell.
Prerequisites: Power Investiture
Exactly the opposite of Bless. All the subject’s die rolls are modified unfavorably, lasting until he scores some notable success despite the bad rolls – GM’s decision as to exactly what this is. Then the success turns somehow to ashes, and the curse is ended.
Cost: 3 for a 1-point Curse. Requires Power Investiture 1
10 for a 2-point Curse. Requires Power Investiture 2
20 for a 3-point Curse. Requires Power Investiture 3
Like Blessings, Curses cannot be “stacked.”
Time to cast: 2 seconds for a 1-point Curse,
4 seconds for a 2-point Curse,
6 seconds for a 3-point Curse.
Prerequisites: Power Investiture