Renegade 20 Core Manual
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The sphere of Healing, Divination, Wisdom, Life, Necromancy, and so much more. A few components of this sphere were never exposed to arcanists, and that lore is only available to divine spell casters. Not only does this sphere contain the divine knowledge of healing and life, but the antithesis of it as well. Feeding from the energy of the spirit of a vanquished deity, the necromantic side of this sphere is the antithesis of the life-bearing aspects of the Water sphere. It is from this essence called Torath that vampires and other undead feed.
You heal creatures, restoring lost hit points. This is a very powerful and draining component.
You are restricted to the amount of damage you can heal with this component. If the resulting spell is an Innate Spell, you do not restore any hit points, but instead allow any targets to use their Bandage Self action with a bonus of this spell (as long as they haven't used it yet). If the resulting spell is an Encounter Spell, you can only heal damage caused during this encounter. If the resulting spell is a Venture Spell, you can heal damage caused in the last Venture. You can not heal damage received prior to the beginning of this Venture with this spell component. That damage must heal through rest and normal healing recovery.
Reference the table at the beginning of this section titled “Standard Hit Dice Determination for Spell Effects of Targets and Areas” to determine the number and type of dice of healing depending on the components.
You add your primary spell casting skill modifier to the resulting healing effect.
You can restore and regenerate limbs and repair the worst wounds. You need a divine focus and the 4 corporeal elements (Earth, Air, Fire, Water) as a Secondary Component to bind the magics.
| Level 2 | Restore damage from standard critical effects. |
| Level 4 | Restore damage from moderate critical effects. |
| Level 5 | Regenerate finger, toe or minor component |
| Level 6 | Restore damage from severe critical effects. |
| Level 7 | Regenerate Limb, eye or major component. |
| Level 8 | Restore damage from mortal critical effects. |
Restoring life to a corpse who has perished more than 9 days ago is a much more difficult task (as we all know, before the 9th day, a recent corpse is only mostly dead). You need to barter with the guardian spirits, which usually involves a quest or other sacrifice.
You can restore life force and call back the recent dead from the world beyond. You need a divine focus and 1 day to perform a Restore Life ritual. You also need the 4 corporeal elements (Earth, Air, Fire, Water) as a Lesser Sphere to bind the magics.
Restore Life to a corpse that has perished less than:
| Level 5 | 1 Day Ago |
| Level 6 | 3 Days Ago |
| Level 7 | 9 Days Ago |
| Level 8 | 9 Weeks Ago |
| Level 9 | 9 Months Ago |
| Level 10 | 9 Years Ago |
| Level 11 | 9 Decades Ago |
| Level 12 | 9 Centuries Ago |
| Level 13 | 9 Millennia Ago |
Restoring life to a corpse who has perished more than 9 days ago is a much more difficult task (as we all know, before the 9th day, a recent corpse is only mostly dead). You need to barter with the guardian spirits, which usually involves a quest or other sacrifice.
You can call upon deep wisdom to fathom information about an object or information. This component is a companion to some Air Sphere components that grants a deeper level of information.
The material component is consumed in the casting, and must be a precious source of water, such as a pearl. The component must be worth at least 1000 SP, and must not have any enchantments on it.
You can call upon the ancestors and spirits for divination and guidance.
| Level 1 | Minor Divination - 1 hour |
| Level 3 | Lesser Divination - 1 hour |
| Level 5 | Divination - 1d6 hours |
| Level 7 | Greater Divination - 2d6 hours |
| Level 9 | Divine Insight - 1 day |
You charm and influence a creatures mind. Note that this is very different than the domination effects of the Mind Sphere. You magically work on your opponents lower self to trust and instinctively follow you.
The continuing focus is 1 Day x your Cunning Skill modifier.
| Level 1 | Influence. You can adjust the behavior of your opponent. For example, you can make a hostile creature neutral towards you. |
| Level 3 | Lesser Charm. Your opponent considers you a friend |
| Level 5 | Greater Charm. Your opponent trusts you. |
You may attempt to poison one or more targets with a poison source through magical means. The material component is a vital part or essence of the creature or plant that is the source of the poison. Your cast spell draws the spiritual essence into the poison. The Sphere Level required to infuse a spell with poison is the Poison Power Level + 2.
The primary component must be a baneful spell.
| Level 2 | This makes any damage done by the Prime Component count as Elemental Holy, possibly doing additional damage to creatures who have a sensitivity to divinity or holy effects. If you have a source of holiness, you may use that as a material component and not need to increase the Spell Level (component is consumed). At the Game Masters discretion, exceptional sources of holiness may actually increase the damage of the spell. |
You may attempt to cure a poisoned victims ailment with this component. The material component is a vital part or essence of the creature or plant that is the source of the poison. The Sphere Level required to cure a poison is the Poison Power Level. If you do not have the material component you can cure the poison by doubling the Poison Power Level and using this component at that level.
You may attempt to slow and reduce the effects of a poisoned victims ailment with this component. While active, this spell reduces the effects of the poison by 1/2 and doubles the length of time the spell is effective.
The continuing focus is 1 Day x your Intuition Skill modifier.
You imbue life into a corpse infusing it with undeath, creating a skeleton, ghoul, shade or worse. You need a piece of jet or unholy material worth at least 1000 sp for each undead. The intelligence and ability of the undead is determined in part on how you compose the spell (Mind Sphere, Water Sphere).
| Level 3 | A CLM 5 Undead such as a Skeleton |
| Level 5 | A CLM 10 Undead such as a Shadow |
| Level 7 | A CLM 15 Undead such as a Vampire |
| Level 9 | A CLM 20 Undead such as a Lich |
You can drain life energy from living creatures, leaving them withered and weak.
This component can only be incorporated in a spell with the Targeted Destruction component of the Sphere of Fire as primary. In addition, you cannot use the Spell Distance component of the Sphere of Space. This means that you must pick your targets, that the spell must be centered on you, or you must touch your target(s).
| Level 2 | One quarter of the damage you inflict using the Targeted Destruction component is converted to healing energy to heal your own wounds or restore your life force. |
| Level 5 | Half the damage you inflict using the Targeted Destruction component is converted to healing energy to heal your own wounds or restore your life force. |
You can lessen the effects of fatigue and possibly remove the condition of fatigue from one or more targets (using the Target of Spell component of the Sphere of Illusion). Like poison, fatigue is a spiritual ailment, and not easily dismissed. For each level, you can reduce the effects of fatigue by the amount specified. If you are suffering a skill modifier of -3 due to fatigue, and you lessen fatigue by 2, you reduce the penalty of fatigue to a -1 penalty.
| Level 1 | Reduce fatigue by 1 |
| Level 3 | Reduce fatigue by 2 |
| Level 5 | Reduce fatigue by 3 |
| Level 7 | Reduce fatigue by 4 |
| Level 9 | Reduce fatigue by 5 |