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
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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)
TORCH LIGHT (904)
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Baldor's Miracles
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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)
BALDOR'S TOUCH (I03)
DEATH DEFLECTION (I04)
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Garthrana's Miracles
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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)
BLESS(203)
VALKYRIE WINGS (204)
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Sundonak's Miracles
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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)
WRATH OF SUNDONAK (303)
BATTLE LORE (304)
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Fleyshur's Miracles
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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)
FLEYSHUR's GIFT (403)
PERMANENT ENCHANTMENT (404)
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Ythcal's Miracles
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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)
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Molwanh's Miracles
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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)
INSANITY (603)
TERRAFORM (604)
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Novala's Miracles
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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)
TRANSPORTABILITY (704)
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Phyloqure's Miracles
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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)
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