- 1 Rise of the New Gods
- 1.1 How to Use the Entries
- 1.2 Archon of Death
- 1.3 Cydon
- 1.4 Innora
- 1.5 Jora
- 1.6 Mordan
- 1.7 Nadral
- 1.8 Neela
- 1.9 Ragoth
- 1.10 Sharn
- 1.11 Solara
- 1.12 Val’tor
- 1.13 Vanima’du (Bellath)
- 1.14 The Great Spirit of Erandor
- 2 The Afterlife
- 3 Religious Organizations
- 4 Domains
Rise of the New Gods
When the Shattered World was Healed, part of the arrangement was that the gods had to depart as part of their penance for the part they had played in shattering the world to begin with. Not all the gods agreed with this, but most who did were annihilated during the final moments of the ritual that brought about the Healing.
Soon after the Healing, Great Spirit of Erandor went to those surviving mortals who'd taken part in the ritual of Healing and elevated them to god status. The only requirement was that they then leave Erandor to reside in the planes vacated by the old pantheon. In this way, many of the gods were replaced by those with similar views. Some were not because either they were destroyed or they had no one that represented their interests during the ritual. In a couple cases, the mortal offered godhoods declined, choosing to live out their lives only as mortals. This included Fina of Blackwell, the priestess of Sarai who performed the Healing itself. The absence of a trickster goddess however, is naturally a fact viewed with some suspicion. However, the fact remains her place in the pantheon stands empty, as do nearly a half dozen others.
Yet, the gods found balance among themselves. They threw out archaic and culturally-dictated views of "good", "neutral" and "evil" alignment. The gods were what they were. They made known their values and what was a virtue in their eyes. Their followers would be those who agreed with them. It is that simple.
How to Use the Entries
Each entry below includes the name of the god and a brief description. The attitude described in each entry is shared by the god’s most devoted followers, their Chosen priests and priestesses. These characters (who possess the Chosen One stunt) can access the aspects for invocations, but can be compelled by them as well. Other followers might have aspects similar to their god's aspects.
Domains, Favored Weapons, and Symbols
Domains describe the kinds of magic a god will grant his chosen priests and is directly related to the gods sphere of influence. When a character chooses to play a priest and buys the Chosen One stunt, he can select two of the five types of magic described there. Favored weapons and the symbol used to represent the god or goddess is also a role play aid rather than a strict demand put upon the god’s followers. For example, a dwarf priest to Mordan may indeed wield a hammer and wear an amulet with the image of an anvil upon it so that the faithful of Mordan would know him as their priest, but he is not restricted to wielding only hammers. Nor is he required to wear a symbol of Mordan -- though if he wields magic of the gods, he will likely need to use the symbol to channel that magic.
The Chosen Ones of the gods might not simply be priests and priestesses. Some gods choose from a variety of classes of people and others are quite specific in what their followers will be and can become. See the individual god's writeup for details.
Talents and Other Clergy
Clergy associated with temples and specific gods or goddesses are not all priests or priestesses. Being one of the gods' Chosen Ones is rare and important, but just because a cleric isn't granted miraculous powers, doesn't mean his isn't an important member of the temple. Clergy includes acolytes, scribes, learned men and women, healers and herbalists, and others that celebrate a specific god or goddess. Just as a deity determines what kinds of magic their chosen priests and priestesses have access to, a temple provides the opportunity for specialized learning for all its clergy. Some or all the talents taught at the temple may be available to faithful adherents of the faith beyond the Chosen Ones.
Clergy, where indicated, refers to all members of a temple's staff. This includes not just those chosen by the gods to gain magical powers, but also those who hold other positions within the church.
Archon of Death
Once a grand marshal for a titan long since fallen, the Archon has arisen from death due to the efforts scores of necromancers working together. They proved incapable of controlling the resurrected Archon and soon became its servants instead of the other way around. It soon gathered power enough to rival that of gods.
The Archon, as it appears in Twilight, is a whirling storm cloud with a vaguely female form. Corrupted by the ritual intended to resurrect her, the Archon now seeks to bring the gift of death to Erandor. The Archon's physical form is only a vessel however. Should her plans be thwarted, she will rise to take her place amid the pantheon that rules the faith of Erandor.
Aspects: Salvation Through Death, Eternal Perfection Belongs to the Realm of Shadow, Rage for What Was Lost
Domains: Air, Entropy, Necromancy, Shadow, War
Favored Weapon and Symbol: The Scourge.
Chosen Ones: The favored of the Archon are Necromancers.
- Dread Knowledge. You gain +2 to prepare Necromancy spells.
- Dreadsight. You can see in magical darkness. This allows you to ignore compels related to being unable to see due to dim light or supernatural darkness.
- Dark Lore. You can use Will or Lore in place of Rapport to deal with undead in this world, or to deal with any being in the realm of Shadow.
God of the sea and monstrous creations as well as patron deity of the Sea Folk. Largely unknown to the people of Gallea, he is known from ancient times in the lands of Nerium and the sea kingdom of Nauticum. He is the only god to have refused to participate in the Titan War of old, and therefore was exempt from the banishment demanded by the Great Spirit of Erandor after the Healing. However, he also did not participate in the Healing of the world.
It is believed by his priesthood that he is attempting to court the young goddess Jora, though that may simply be overly-romantic, wishful thinking on the part of his followers. It is also believed by the Sea Folk that he takes wives or consorts from among the priestesses. When one of them bears a child, that child is considered nobility.
His calm appearance hides a wrath that, when aroused, is as violent and final as a typhoon.
Aspects: Tempestuous, Calm -- on the Surface, When at First You Don't Succeed Use More Force
Domains: Air, Energies, Strength, Transformation, Water
Favored Weapon and Symbol: Trident and sea horse (giant sized)
Chosen Ones: Those Chosen by Cydon invariably become his priests or priestesses. Among the Sea Folk, these are almost always female as they believe that the god literally takes his priestesses as one of his wives.
The following talents can be purchased as stunts or extras and are available to any member of the clergy.
- Brethren of the Sea. You can communicate with sea creatures using Rapport regardless whether they understand your language or not. They understand your intent, if not exactly your words. Animals behave as animals will, but at least you can communicate to a shark you are not food.
- Lightning Trident. Via special crafters you are give a sacred trident that, so long as it is in your hands, allows you to strike a target with lightning. It can be done once per session and lasts for a scene. To attack using this special ability, use Fight in place of Shoot. The range is anything within direct line of sight.
- At Home in Water. Your relationship with Cydon and rigorous training at his temple's pools, have made you an excellent swimmer. You gain a +2 bonus to overcome obstacles when swimming. This includes moving zones.
- Holy Water. You know the sacred rituals to purify and bless water. Once the ritual is performed, which takes about ten minutes, the water can be safely consumed regardless of its origin. It can also be used as an improvised weapon against undead creatures, granting a holy weapon bonus of +2 stress upon a successful attack roll.
Innor is the goddess of the moon, stars, night and of secret love. She is known in Faeln as Merra where she is also considered to have dominion over the use of magic.
Innora is an exotically beautiful goddess who is depicted with a peaceful countenance that offers solace to the suffering. Often she is depicted smiling softly, or perhaps sharing a secret smile with the viewer. This goddess is popular with sailors, any who suffer, and lovers.
Aspects: Love Should be Cherished, Serene Beauty, Solace for the Suffering
Domains: Blessing, Defense, Healing, Phantasm (charms, enchantment, but not magic of attack or defense), Transformation
Favored Weapon and Symbol: Dagger and Moon
Chosen Ones: Her chosen become priests or priestesses. Her chosen ones are never selected from among those whose primary profession is battle, killing, or otherwise causing suffering.
The following talents are available to all the clergy that serve her.
- Endless Hope. You believe in Innora's bottomless mercy and patience. You take no stress from mental attacks designed to make you feel hopeless or discouraging.
- Self Sacrifice. You cherish life so much you will risk your own to defend it. You gain +1 mild consequence that can be used to absorb either physical or mental stress on behalf of someone else. To do so, you must be in the same zone as the person about to take stress. By stepping in front of them, you take upon yourself the injury they would have taken. This means you must take all the stress that the one you are saving would have taken. You can divide the damage.
- Starlit Navigation. You have the knowledge and ability to navigate by the stars. Very useful at sea, this skill can also be used overland. You can use Will in place of Lore to find your way at night, so long as you can see the sky.
- The Wonder of Life. You can use Will to help yourself or others begin healing mental consequences by taking a little time to observe the small miracles of the world and discussing them. When using this ability to help yourself recover, you the difficulty to do so is not increased by +2.
Jora is a curious and ambitious goddess who hungers for new things and new knowledge, but also safeguards history and encourages self-improvement. Her focus is learning new things and is a popular goddess among wizards. She is usually depicted wearing robes favored by scholars holding an open tome in one hand and a staff in the other. Because knowledge must often be sought through experience, she is also popular with adventurers.
Aspects: Curious and Ambitious, Learning for the Sake of Learning
Domains: Defense, Healing, Strength, Scrying, Transformation
Favored Weapon and Symbol: Open Hand and the Quill
Chosen Ones: While some of her chosen might be referred as priest or priestess, it's more common to her chosen from among particularly talented scholars and explorers. It's most common to see her chosen ones carry the titles like Bard, Sage or Scholar.
The following talent is restricted to Jora's Chosen Ones.
- Magical Lore. You can use Lore to for priestcraft instead of the usual Will skill and learn to cast spells with wizardry as well as priestcraft. This enables Jora's chosen ones to use both priestcraft by purchasing the Chosen One stunt and wizardry by purchasing the Wizardry stunt with the same skill.
The following talents are available to any of her clergy.
- Comprehend Languages. By accessing a Joran temple library, you can inevitably crack the code of any written language, given time. It may take some time, but eventually a translation scroll will be found allowing you to read ancient scripts.
- Medicine. You have excellent training in anatomy and the medical arts. You need not rely upon magic, but can instead my a Lore roll to allow a patient to begin recovery of physical consequences. The difficulties are Fair (+2) for a mild consequence, Good (+3) for a moderate consequence, and Great (+4) for a severe consequence. Use of this stunt requires a kit of some type that contains a variety of herbs, surgical tools, salves, and other things useful for the treating of injuries. You may also attempt to remove aspects related to poison or disease -- the difficulty depends upon the poison or disease in question.
- Scholar. Members of Jora's temple often choose a particular area of study and become an expert in that area. Choose one field of study, such as herbalism, alchemy, history, religion or other topic. You gain a +2 bonus to all Lore rolls related to that field of specialization.
God of the dwarves and crafts. In Faeln, he is called Modan. This god promotes fine crafts, quality over quantity, fair bargains, and hospitality. Originally a dwarf himself, his depictions retain most of his original mountain dwarf features. Stout, strong and with a long, frazzled beard, he is usually bare-chested but for a smith's apron. He is believed to bring knowledge of crafting to people all over the world.
Aspects: Perfection in Crafting, Hard Work Well Rewarded, Hospitality Is Sacred
Domains: Defense, Earth, Scrying, Strength, War
Favored Weapon and Symbol: Hammer and Anvil
Chosen Ones: Mordan's chosen are invariably called priests and priestesses, even when their calling has to do with war and engines of war.
The following talents are taught at temples of Mordan to members of their clergy.
- Master Craftsman. Pick a specialty such as armory, carpentry, cobbling, leather working, fletching, masonry, etc. You gain a +2 to all Craft rolls when taking an action directly related to this specialty.
- Oppose the Destroyers. Mordan's faithful are also bitter enemies of goblinoids (including orcs), and giants due to their god's personal grievances, as well as the destructive tendencies of these people. The sole exception to this animosity are the odd traveling goblin tinkers who seem to have given up their more destructive paths for something a little better. Mordan's clergy can purchase this talent to gain a +1 to Fight when facing members of these hated races.
- Student of the Craft. Pick a specialty such as masonry, carpentry, cobbling, etc. You can use Crafts in place of lore to make overcome rolls related to the history of that craft, use of that craft, or famous craftsmen of that field.
- Weak Spot. You can use Crafts to create advantages related to finding the weakest point in constructed items.
God of dragons and nature, Nadral was a ferocious dragon himself before he ascended. Nadral embodies the power and magic of dragon kind as well as the majesty of the natural world.
Nadral considers even "magical" beasts to be among his children.
Aspects: Naturalist Survivor, Fierce Protector of Natural Places
Domains: Air, Defense, Energies, Nature, Strength
Favored Weapon and Symbol: Talons and Winged Dragon
Chosen Ones: The very few chosen by Nadral are referred to as green knights. A green knight is expected to protect, defend and serve a particular natural feature of importance, be it hot springs, a cave, a grove, etc. Such a knight is not confined to this location; travel is allowed. But their primary purpose is to preserve nature and their primary responsibility is to a particular location.
The following talent is available to green knights.
- Defender of the Sacred Place. You gain a +1 to Fight actions made in defense of your chosen location.
The following talents are often taught to Nadral's clergy.
- Naturalist. You gain a +2 bonus to Lore roles that have to do specifically with identifying and using things found in nature.
- Grace of the Swift. You gain a +1 bonus to use Athletics to actions to overcome barriers when moving zones and defense actions when you are attempting to get away from someone.
- Friend of Nature. You gain a +2 bonus to Rapport actions when attempting to befriend a nature spirit or fey being who is inclined to listen to you.
Neela is the goddess of warriors, devotion, and loyalty. She's the wife of the god Val’tor. In Faeln, she appears as the Earth Mother. There she is called Feala. Neela is most commonly depicted as a strong warrior woman armed with shield and spear. Many cities are likely to call upon Neela first in times of war when enemies are at the gates. Due to Neela's focus on defense and the home, she is a popular goddess among warrior women.
Aspects: Defender of Hearth and Home, Loyalty and Devotion Above All
Domains: Air, Glory, Defense, Earth, War
Favored Weapon and Symbol: Spear and Shield
Chosen Ones: Her chosen shield maidens are respected widely. Those chosen ones less focused on martial arts typically take the title of priest or priestess.
The following talents are taught to the clergy of Neela's temples.
- Defense of the Weak. You gain a +1 to defend actions using Fight or Athletics when fighting on behalf of those weaker than you. In addition, you can pay a Fate point to take a blow meant for someone else. This means you take all shifts of damage after the attack was resolved against the other person, and they must be in the same zone as you.
- Glorious Warrior. You are especially inspiring when in full battle regalia. When you use Rapport to inspire others using create an advantage to fight in defense of what they hold dear, you gain a +3 bonus when you invoke the aspect instead of the usual +2.
- Shield Wall. Working on conjunction with other warriors wielding shields, especially other shield maidens, you can build a better defense. You can "lock shields" with fellow warriors to create a barrier using a Fight create an advantage action. Then any member of your group that also has this stunt can invoke the Shield Wall you just created to gain a +3 bonus for defend actions instead of the usual +2. Any member may also use subsequent create an advantage actions using Fight to replace spent free invocations. In this way, you can shore up your defense throughout a combat. This talent is especially useful when a group of fighters possess it.
- Answer the Blow. While wielding a shield, when you succeed with style on a defend action using Fight, you can use your shifts of success as a total for an immediate attack against your opponent.
This is the god of conquest, power over others, pride, and sacrifice. Ragoth promotes ambition even among his own followers. Once allies, his opposing philosophy has put him at odds with Val’tor. His name derives from the elf words for great enemy. Even Vanima considers Ragoth to be her enemy. Ragoth is typically portrayed as a mounted warrior, heavily armed and armored wielding a flail and shield.
His highly organized cult thrives in regions dominated by his church.
Aspects: Brutal Ambition, Might Makes Right, Practicality Over Comfort
Domains: Defense, Energies, Phantasm (where it pertains to mental domination and influence), Strength, War
Favored Weapon and Symbol: Mass impact weapon (hammer, mace, maul, or flail) and Chains
Chosen Ones: The chosen of this god are named battle masters with the most senior battle master of a region or kingdom being named lord of war.
Ragoth's clergy comprises of task masters and organized in a militaristic style. In regions dominated by Ragoth's temples such as Ragonia, all the civilians and soldiers are considered to be his followers, but only task masters (each with specific duties), battle masters and the lord of war have true power. Those people living in regions where Ragoth's temple is strongest must be very cautious should they choose to follow a different deity, because following any other deity is considered a weakness by Ragoth's fanatical battle masters. And according to Ragoth, the weak are to be dominated or enslaved.
The following talent is available only to battle masters.
- Thundering Smite. Once per session you may add +2 to a Fight attack with a mass impact weapon. When you do, you can spend a Fate point to use Fight in place of Shoot to make this attack at range. When using this feature, you slam your weapon upon the ground or other hard surface to blast forth a powerful lightning bolt to strike your intended target.
The following talents are available to any other clergy.
- Master's Presence. You gain +2 when creating advantages using Provoke to induce feelings of fear and intimidation on others.
- Slave Driver. When someone under your command is faced with a difficult task, you can take an action to egg them on. Bringing a painful truth to the motto, "Where there's a whip, there's a way", you can stir them to work harder using intimidation and pain. Create an advantage on a target using Provoke. They will then gain a +3 bonus when they invoke the aspect instead of the usual +2. You may be a terrible person, but you do know how to motivate people.
- Bear the Pain. When you need to, you can knuckle down and shrug off the pain. When faced with attacks that require Athletics for defense, you may substitute Physique instead. You may be riddled so full of arrows that you look like a porcupine, but you still just. Keep. Coming.
God of the hunt, travelers and adventurers. Sharn was known as Cathal when he was mortal but chose to assume a new identity when he ascended.
Although goblins more typically worship their own ancestors, they some tribes take this god as their patron. Goblins from Gallea to Faeln refer to him as the Horned God.
Aspects: Fierce Independence, The Spirit of Adventure, Master of the Hunt
Domains: Blessing, Nature, Strength, Transformation (as it pertains to healing and shapeshifting), Travel
Favored Weapon and Symbol: Bow and Tree
Chosen Ones: Sharn's favored priests and priestesses are almost always adventurers.
Clergy that venerate Sharn can count on members of the clergy to teach the following talents.
- Hunter's Lore. You can use Lore to take actions related to hunting. These actions include tracking, identifying paths used by animals or persons, finding an animal's lair, etc.
- Predator's Eyes. Your eyesight is especially sharp. You can see well at night so long as you aren't in total darkness and a moon is in the sky.
- Sense Weakness. You can use an Investigate overcome action to instantly determine the weakest link in a herd. This is usually the oldest or youngest or most sickly of a group of animals. Because sentient beings are far more complex creatures, this ability does not apply to non-animal intelligences.
Goddess of the sun and day, honesty, redemption. Although she is an ascended human, she has been adopted by solar elves as their patron deity since the departure of their old god. This is because solar elves cannot bring themselves to embrace Vanima'du, who rose as a goddess of their chosen arch-nemeses the night elves.
Curiously, the elves of Faeln picture this god as male, naming him Apono instead.
Aspects: Love of Life, Nurturing Yet Vengeful When Angered, Patron of Solar Elves
Domains: Fire, Glory, Healing, Nature, Phantasm (for the purpose of creating illusions using light)
Favored Weapon and Symbol: Spear and Sun
Chosen Ones: Members of her clergy blessed with magic are referred to as priests or priestesses.
The following talent are available in her temples to be taught to members of her clergy.
- Glorious Flames of Solara. Your fire-based magical attacks count as "holy" against creatures that are vulnerable to this type of damage and as "sunlight" against creatures vulnerable to the rays of the sun.
- Burning Resistance. You can use Will to defend against a fire attack, be it magical or not.
God of honor and noble deeds, loyalty and family and husband of Neela. His name derives from his mortal name of Decius Tyrantus Valerian, Val to his friends. He is also a god most often called upon in times of war.
He has taken on the role of sky god in the lands of Faeln and is considered to be the leader of the pantheon there. They call him Jovius.
Aspects: The Needs of the Many Outweigh the Needs of the One, Patron of Civilization, God of Kings
Domains: Blessing, Defense, Energies, Glory, Strength
Favored Weapon and Symbol: Halberd and the Eagle
Chosen Ones: Val'tor's chosen are referred to as priests.
The following talents are available to members of Val'tor's clergy.
- Woe to the Cowardly. Once per session, you can declare a person a coward by placing the Coward on them. It includes one free invocation.
- Nobility. You gain a +2 to impress other with your regal mein using Provoke. This is a create an advantage action.
- Sense Truth. You can use Will in place of Empathy to detect lies.
- Smite. Once per day, you can add +2 to the damage done with your halberd. For this one attack, your halberd counts as a holy and magical weapon.
Goddess of elves, shadows, lust, trickery, vengeance, Vanima is portrayed as an attractive night elf with long, black hair and dusky blue skin. Her name means “beautiful darkness”. Night elves were the first to embrace the new goddess as their own, but many forest elves and and lunar elves became followers within a decade after the Healing of the World. Solar elves, dismayed their absent lord had no replacement, have adopted Solara in his stead.
Avonians, dwarves, and most others call her Bellath. Elves of Faeln call her Luda, but goblins usually call her Black Malla and emphasize the less pleasant side of her nature.
Aspects: Exotic Fey Beauty, Dark Temptations, Vengeful Wrath
Domains: Entropy, Healing, Phantasm, Shadow, Strength
Favored Weapon and Symbol: Whip and Cloak
Chosen Ones: In Vanima's temple, there had been a longstanding tradition of her chosen always being female and taking the title of priestess. This is evolving. Her newest chosen have been among the ranks of the temple's warriors and have been either female or male. These are called temple knights in some places. In Shadaar, a temple knight is called a Hand of Vanima, or Vanima's hand. In all cases, priestesses lead the temple while the temple knights serve priestesses.
The following talents are available to all Vanima's clergy.
- Catharsis. When you spend time with another person in an intimate encounter, you can begin healing mental consequences on yourself, or the other person so long as the activity does not exacerbate the mental consequence. The intimate encounter may comprise of a romantic interlude of any type, sex, torture, or any combination of these. Whatever makes the character feel better.
- Lure of Temptation. Trained in the arts of seduction, you excel in luring others in to do your bidding. You gain a +2 to Rapport attempts to seduce, charm, or get someone to confide in you.
- Silent Repose. You can quietly fade into the shadows. You gain a +2 bonus to Stealth to vanish from sight using a create an advantage action to place an aspect on yourself. So long as you make no sound and do not move, you retain the +2 bonus when you actively resist attempts to find you. You can't use this stunt if someone is watching you when you make the attempt to disappear.
- Vengeful Strike. You must have a weapon in hand to use this ability. When you are struck by a successful Fight attack, you may pay a Fate point to reflexively strike back. Note how much stress you took. When you pay the Fate point this becomes your instant attack total. You can invoke aspects to increase this total, but you do not roll dice or add skill bonuses Your opponent can defend against this attack, but if he fails, he takes whatever stress surpasses his defense total.
The Great Spirit of Erandor
Spirit of nature, it chooses it’s druids from among those most devoted to defending the natural world.
Attitude: Pragmatic and stern, the great spirit takes the interference of god or titan very seriously. Those who cause wanton destruction and carelessly upset nature’s balance are typical targets of the Great Spirit’s druids.
Domains: Nature, Earth, Air, Fire, Water.
Favored Weapons and Symbol: Staff or Sickle and Circle
No lord of death and the dead exists, so the gods gather the souls of their followers to them. Those who follow no god or were rejected by their god tumble back down to Erandor to be reborn or to wander as a ghost. A few may seek to avoid this fate by turning themselves into undead.
Throughout the lands of Erandor and Faeln, religion has varying degrees of organization. In many areas, worship is organized at a local temple that is run by a high priest or equivalent officer and there is no organization beyond that. However, where nations have embraced one god above all others, it can happen that there is a greater hierarchy in place. Even then some temples may splinter off on their own.
Nations with officially recognized patron deities include:
- Ragonia. This land embraces the teachings of Ragoth above that of all other gods. The temples have organized themselves in hierarchical form with the Cathedral of Ragoth the focal point, most powerful temple, and leader of Ragoth's religion in their part of the world according to Ragoth's values.
- Shadaar. Here the Empress is also the High Priest of all the temples of Vanima'du. Vanima is often worshipped to the exclusion of all other gods but local temples are all answerable to the Imperial Temple of Shadaar.
The domains of the gods can sometimes overlap schools of arcane magic. For domains such as Fire, Summoning, Transformation, etc., see the descriptions in the arcane magic section. The following list is also included in the list of magical schools in the magic section for ease of reference.
Blessing: Use this domain to grant beneficial aspects relating to luck, health, and fate.
Defense: This domain of magic focuses on using magic to protect. Use this to provide physical or mental defense and to create aspects that bar magic from passing or contain magic.
Glory: You can surround yourself in divine radiance to become a weapon against the undead. You can channel sunlight, boost morale, and influence allies to great feats of courage.
Healing: This domain focuses specifically on the use of magic to perform all forms of healing, be it mental or physical. It can also remove debilitating aspects such those related to poison and disease. You can also use it to inflict damage upon undead targets.
Nature: You can cast spells that affect plants and natural animals. You can heal them, bless them, and even call them to act to defend you, attack your enemies or inhibit them, even if the plant is not normally an animated one. You can also cast spells that enhance your natural abilities.
Shadow: Use Shadow magic to manipulate darkness, cloud the sight of others, sense or see in the dark, summon creatures of darkness and shadows (shades), step from shadow to shadow.
Strength: You can grant strength to yourself or others and cast other spells that grasp, pummel or crush your enemies.
Travel: Spells to increase mobility, make life on the road more convenient or safer, and spells of teleportation. Note that to teleport to a place, the priest needs to know the location well, or see it.
War: You can cast spells enhancing the damage-dealing capability of allies or engines of war. You can enhance defensive works, create deadly barriers out of weapons, imbue normal weapons with magical power. The most powerful spells can blind, stun or kill a single opponent outright, but usually requires a stunt to the effect that if stress is done, a Fate point may be spent to inflict a consequence instead.