Bless
Regular
A general spell of aid and protection. It must be cast on another; you cannot bless yourself. In some game worlds, only holy men or “good” wizards can cast this spell; this decision is the GM’s to make.
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, 50 for a 2-point blessing, 500 for a 3-point blessing. Blessings may not be “stacked” – a stronger blessing dispels a weaker one.
Time to cast: 1 minute for every point of energy in the spell.
Prerequisites: Magery 2 and at least two spells from each of 10 different colleges. Magery 3 is required to cast a 3-point blessing. A GM may require “holy” or “good” status if he wishes.
Item
Any. The blessing is cast on the item rather than a person, and affects the wearer of the item. When the blessing finally averts some great danger, the item loses its enchantment.
Energy cost to cast: 10 times the cost to cast on a person.