Kharne Encyclopedia


The Pantheon of Kharne

MIRACLES


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The spells used by priests are often referred to as miracles. Unlike ordinary spells, no special incantation, movements or powders are required. The priest simply calls upon his god for aid and the rest follows automatically.

A priest's skill represents his favour with the gods. Casting miracles will drain this and can take several turns to regain, just like magical power. Miracles are cast using the same order and in the same format as spells.

A priest's skill at using a particular god's miracles is adjusted up or down by the value shown to the right of the god's name on the party alignment chart. To use a miracle of a particular god, the priest's skill, plus or minus the bonus with that god, must be equal or higher than the points total of the miracle (shown top right of the table).

For example, a priest with a skill of 25 and a Garthrana bonus of 8 makes a total of 33, high enough to cast both the 20 and 30 point powers. However, he would need 7 more skill before he could cast the 40-point miracle.
Compared to the colorful images on all the other pages of the Encyclopedia, this site looks rather dull.

We selected this layout as a thank you note to the inventors of Quest and as nostalgic reminder for all the diehard players that have been with us since the days of the Play-by-Mail game.

The eight small images of the Gods of Kharne were scanned in original size from a 1995 Newsletter that was back then sent to players once a month.

Computer images have come a long way from the two-colored 8,464 pixel images thirty years ago to the 16 mega-pix pictures of today.

Each one of the eight Gods offers four miracles. In addition, there are four neutral miracles. Priest with the right skill level will be able to cast all the 20-point-, 30-point- and 40-point miracles, but always only one of the 50-point-miracles, depending on the group's spiritual alignment.

Neutral Miracles

RITUAL (90I)

A heading which covers a wide variety of simple ceremonies of religious nature. The commonest use is to sanctify a building. If the ritual is performed by a priest whose alignment is radically different to the alignment of the location the ritual is considered to be a ritual of desecration.

The target should be the building number to be affected.

MANNA (902)

Sustenance is no problem for a priest with this ability. When used it will provide sufficient food to feed the priest's party with some to spare. The food is highly nourishing and will help restore fitness and health to injured or tired characters.

A target of '99' is required for this miracle.



CALL SPIRIT (903)

With this ability a priest summons a spiritual servant to aid him for the remainder of the turn. The nature of the spirit will depend upon the alignment of the priest. A spirit summoned by a follower of Fleyshur would be an aid in combat, whereas a follower of Phyloqure would be aided in all kinds of information gathering.

A target of '0' is required.

TORCH LIGHT (904)

For the party that reveres every god, but none in particular, there is the useful miracle of Torch Light. Whether you've been exploring a dungeon for longer than expected and have run out of torches, or you just want to conserve torches, this miracle will enable you to find your way around in the dark for 5 turns.

The target for this miracle is '99'.

Baldor's Miracles

HEALING (I0I)

Generally recognized as one of the most useful miracles available to a priest. Healing will restore health to any injured character. As with all miracles, the effectiveness will be determined by the priests skill and his spiritual closeness to the miracles sponsor (in this case Baldor).

The target is the character to be healed. Write a target of 99 to heal all your group.

CURE POISON (I02)

A potent miracle against poisons of all kinds. When used it will slow or neutralize the poison depending upon the relative strengths of the priest using the miracle and the poison he is attempting to cure. It will not restore damage suffered as a result of the poison.

The target is the character to be cured. Write '99' for your own group.

BALDOR'S TOUCH (I03)

Baldor's Touch is effective against all forms of disease. Depending upon the power of the priest, it will totally cure the disease or at least alleviate the symptoms for a short while. If the disease is totally cured, all toughness lost as a result of the illness will be fully restored at the same time.

The target should be the affected character.

DEATH DEFLECTION (I04)

A devout priest of Baldor may call upon him to better protect his party of followers from spells which would otherwise instantly kill party members.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is '99'.

Garthrana's Miracles

KILL UNDEAD (20I)

Garthrana is strongly opposed to the existence of the undead and this miracle is a powerful weapon against them. Inexperienced priests will only be able to repel the weaker forms of undead, but those will more experience (or devout followers of Garthrana) will be able to blast weaker undead out of existence and even more powerful undead types will be forced to flee.

The target is the monster class or group to be affected.

FLAME (202)

With this miracle the priest summons the holy fires of Garthrana. The weapons of the priest's group will burst into flame. This does not harm the group, or the weapons, but greatly increases the damage caused by the weapons during the next round of combat. The flames will harm creatures not affected by normal weaponry.

The target for this miracle is '99'.

BLESS(203)

A powerful offensive and defensive miracle. A blessed party receives partial protection from all kinds of harm and is more likely to hit during combat against all kinds of foe. It can also be used to neutralize a curse.

The target for the miracle is the monster, party, character, or item to be blessed. A target of '99' blesses your party.

VALKYRIE WINGS (204)

In a hurry to get to a decent fight? Garthrana grants her most devout priests the power to fly. Once cast the party remain flying until the end of the turn or they initiate combat. The movement points cost becomes 2 for all terrains and mapping of the surrounding terrain is improved. The only disadvantage is that you don't get to meet anything in the wilderness unless you specifically talk to or engage it, at which point you land.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is '99'.

Sundonak's Miracles

STRENGTH (30I)

Priests with this ability can summon the might of Sundonak to imbue your group with great strength to aid them in combat. As a priest grows more powerful, or closer to Sundonak, the strength gained will also grow. The extra strength gained dissipates at the end of a game week.

Write a target of '99' when using this miracle.

BERSERK (302)

With this miracle the priest fills his group with reckless courage. They will fight against overwhelming odds and their obvious determination will often daunt a timid foe. Unlike the mage spell Battle Lust, the group are not totally consumed by their recklessness and still will recognize the group retreat factors set prior to the battle.

Write a target of '99' when using this miracle.

WRATH OF SUNDONAK (303)

With this miracle the faithful of Sundonak may call down his power to smite their foes. The WRATH usually takes the form of a great ball of fire. Sundonak will not support the use of this power against foes who might be defeated by other means. If the power is called for use against an obviously inferior foe, Sundonak may show his displeasure by turning his wrath against the summoning priest.

Target for this miracle is the monster type, monster group or player group to be affected.

BATTLE LORE (304)

Sundonak grants his most devout priests the power to train their fellow party members in the use of their weaponry. Each casting on a character increases their ability with their known weaponry. As a side effect, fighters and warrior priests may also gain a skill increase.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is the character to receive the lore.

Fleyshur's Miracles

TERROR (40I)

A simple miracle which places fear in the hearts of the chosen target. A novice priest will lower an enemy's morale or cause craven creatures to flee. When used by a more powerful priest this miracle can cause instant death from pure terror.

The target is the monster type, monster group, or player party to be affected.

POISON (402)

With this miracle a priest creates a poison coating on the weapons of his party. The potency of the poison will be determined by the power of the priest. The poison will affect all living foes struck by the weapons. It runs out at the end of the battle.

The target '99' is required for this miracle.

FLEYSHUR's GIFT (403)

A devastating curse by Fleyshur's priests against enemies of the sect. The nature of the curse varies, but its affect versus parties is to impede future miracle casting. Its potency is determined by the priest's power and Fleyshur's degree of hatred towards the afflicted individual. The miracle can also be used to curse an item.

The target for this miracle is the monster, NPC, party or item to be cursed.

PERMANENT ENCHANTMENT (404)

Does everybody seem to have magical weaponry or armour these days? Do you want to regain that combative edge? For the devout follower of Fleyshur there is the permanent enchant miracle. Each successful casting permanently adds one to the offense of the weapon or one to the defense of the shield, helm or armour. Multiple enchants stacked on a single item work, although the more cast on it, the likelier the item is to phase out of this existence.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is the specific item number of the item to be enchanted. N.B. the order I 90 reveals all specific item numbers.

Ythcal's Miracles

DISEASE (50I)

A miracle only used by the most evil of priests. The victim will suffer a hideous rotting disease, resulting eventually in death. The virulence of the disease is determined by the skill of the priest and his spiritual closeness to Ythcal.

The miracle's target is the monster group, monster type, or player party to be affected.

CALL MONSTER (502)

A very effective combat miracle. When cast a spirit of a creature will appear and briefly fight against the priest's enemies. The type of creature summoned will vary with the priest's alignment. A priest of Ythcal could summon some form of undead, whereas a priest of Molwanh would be more likely to summon a wolf or carnivorous ape. The summoned creature will depart after striking once.

The target for the miracle is the monster type, monster group, or player party against which you wish the summoned creature to fight.



YTHCAL's TOUCH (503)

A deadly ability which sucks the life force from any creature. Lesser creatures can be made so weak as to be near death. More powerful ones will be weakened. The drained life force is absorbed by the priest and will help to heal any wounds the priest may have suffered. If sufficient force is drained the priest will be restored to full health and fitness but diseases or poison will not be cured.

The target for the miracle is the monster type, monster group, or player party against whom it is to be used.



SKILL DRAIN (504)

Skill drain is a particularly evil miracle, but what else would devout worshippers of Ythcal expect. If successful, one member of the target party loses 10 percent of their prime skill.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is the party you wish to drain.

Molwanh's Miracles

PLANT CONTROL (60I)

A useful miracle to protect a party from the ravages of the many kinds of sentient plant life which can be found. It can also be used to animate ordinary plant life to hinder the efforts of your foes in combat.

If used against a particular plant write the monster type or monster group to be affected. To animate ordinary plant life write a target of '0'.

BLIGHT (602)

A miracle commonly used by Molwanh's priests as a punishment against farmers or townsfolk who have displeased her. The miracle will reduce the fertility of the sector in which it is used, often leading to crop failure and food shortages for nearby towns. The miracle can also be used to attack sentient plants in combat.

The target for the miracle is the monster type or monster group of the plant being attacked. A target of zero is used to curse crops.

INSANITY (603)

A potentially devastating weapon against the growth of civilisation. The miracle is only really effective in towns. When cast a proportion of the citizens will be driven insane by malicious spirits. The mad citizens will then rampage through the town attacking other citizens and wrecking property until the town militia put them out of their misery.

A target of '0' is required for this miracle.

TERRAFORM (604)

To really hinder a settlement from becoming prosperous, it is simply a matter of ruining the surrounding terrain. Who wants to live and work in a place surrounded by barren plains and marshes? This miracle allows the devout followers of Molwanh to change the terrain type of a square from Fields down through Open, Rough and Barren to Marsh. Simply cast the miracle with a target of '0' when in the square to be changed.

Molwanh realises that her own followers would like to live in some comfort, so by using a target of '1' the terrain type can be improved from Marsh, through Barren, Rough and Open to Fields.

As with all 50 point miracles, 200 experience is used in the praying.



Novala's Miracles

CHARM (70I)

A useful miracle which sways the mind of the targeted creature, or creatures. Affected creatures will become slavishly devoted to the caster, unwilling to act against him.

The target for this miracle is the monster type, monster group, or player party to be affected.

LUCK OF NOVALA (702)

A special blessing which ensures good fortune for the party in all actions involving an element of chance (including combat, information gathering, recruiting, etc.). The extent of the good fortune will vary with the priest's ability and spiritual closeness to Novala. The miracle remains in effect until the end of the turn on which it is cast.

The target for this miracle is '99'.



HIDING (703)

A form of invisibility which makes detection of the 'hidden' party very difficult. A powerful priest can protect his party not only from visual observation but also from detection by sound, smell, or magic. The miracle remains in effect until the start of the next turn or the 'hidden' party is discovered.

The miracle's target is '99'.

TRANSPORTABILITY (704)

Ever wondered how news spreads from town to town so quickly? Novala grants her devout priests the miracle of instantaneous travel from any settlement to any other settlement known by them. This works as expected most of the time. However she has been known to play the odd trick, dumping a party in the middle of nowhere and then laughing at its misfortune.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is the settlement number you hope to arrive at.

Phyloqure's Miracles

ORACLE (80I)

A miracle of knowledge. This can be used to obtain information on any item, monster or party. The priest enters a light trance and when consciousness is regained he will have received information of one kind or another relating to the target.

The target for the miracle is the monster group, player party, or item number about which information is required.

SLUMBER (802)

A useful miracle for a priest trying to avoid bloodshed. This is a powerful ability capable of putting most creatures into a deep sleep thus giving the priest and his party time to get away before a fight. (Killing the sleeping creatures would of course be an evil act.)

The target for the miracle is the monster type, monster group, or player party to be affected.



REVELATION (803) This is the most powerful of the information providing miracles. It provides information on all aspects of the chosen target, including location, magical properties, special abilities, value, other names, etc.

The target is the monster group, player party or item number the priest is trying to find out about.



KNOW PARTY (804)

Phyloqure grants his most devout followers full and useful knowledge of the party the miracle is targeted at. Its size, alignment, no-attack status, member types and even details of one of its members are revealed.

As with all 50 point miracles, 200 experience is used in the praying. The target for this miracle is the party number you wish to know about.


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