by Scott Nolan
with Bob Greenwade
The Church of Wisdom is one which concentrates on recognition of the wisest road to travel along the proverbial journey of life. Quite naturally, the Church recognizes the importance of divine intervention in one's life; however, its priests also teach that accurate information and the counsel of learned others are vital for wise decision-making.
The spells available to priests in the Church of Wisdom are not, by and large, particularly powerful for combat. There are a few combat-oriented spells (or, at least, spells which can be used in combat), but if a Wisdom priest is going to be a regular combatant, it's more likely to come from skill at arms, or possibly from knowledge of more conventional magic. In general, Church of Wisdom spells deal with knowledge and perception, since it is only with adequate knowledge that one can reach a truly wise and informed conclusion or decision.
Standard Limitations: Obvious Accessible Focus (Holy Symbol) (-1), Gestures (-½), Incantations (-½), Requires a Magic Skill Roll (-½), Religious Restrictions (-½). Total: (-2½)
The priest opens a channel directly to the subject's conscience and lays bare all foolish or misguided beliefs, causing the subject psychic trauma.
Power: 3d6 Energy Blast
Modifiers: Based on Ego Combat Value (+1), No Normal Defense (Defense is a lack of foolish or misguided
psychological limitations) (+1), Standard Limitations (-2½)
Active Cost: 45
END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
Real Cost: 13
Power: +2 Detect Evil, Range, Sense
Modifiers: Standard Limitations (-2½), Costs END (-½)
Active Cost: 9
END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
Real Cost: 3
Power: +2 Detect Invisible, Range, Sense
Modifiers: Standard Limitations (-2½), Costs END (-½)
Active Cost: 9
END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
Real Cost: 3
Power: +2 Detect Undead, Range, Discriminatory, Sense
Modifiers: Standard Limitations (-2½), Costs END (-½), Extra Time (-½), Concentrate (constant concentration) (0 DCV)(-1)
Active Cost: 14
END Cost: 1; Magic Roll: -1; Casting Time: 1 phase
Real Cost: 3
Power: 12d6 Dispel Magic, vs any one magic spell
Modifiers: Standard Limitations (-2½), Extra Time (-½)
Active Cost: 45
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase
Real Cost: 11
Power: +6 Telescopic Sight
Modifiers: Standard Limitations (-2½), Costs END (-½), Side Effects (3d6 Flash)(-½)
Active Cost: 9
END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
Real Cost: 2
Power: +3 Enhanced Perception, all senses
Modifiers: Standard Limitations (-2½), Costs END (-½)
Active Cost: 9
END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
Real Cost: 2
Power: UV Vision
Modifiers: Extra Time, only to start power (-½), Concentrate (½ DCV) (-½) Standard Limitations (-2½), Costs END (-½)
Active Cost: 5
END Cost: 1; Magic Roll: -1; Casting Time: 1 phase
Real Cost: 1
Power: 5d6 Mind Control
Modifiers: Area of Effect (Any Area, x2 Area) (+1¼), Telepathic Command (+¼), Single Command ("Stay Calm")(-½), Standard Limitations (-2½), Extra Time (1 turn) (-1), Constant Concentration (0 DCV) (-1), Costs END to Cast(-½)
Active Cost: 62
END Cost: 6 (Cast Only); Magic Roll: -6; Casting Time: 1 turn
Real Cost: 10
Power: Clairsentience, Sight and Hearing, x16 Increased Range
Modifiers: Extra Time (1 turn) (-1), Constant Concentration (0 DCV) (-1), Standard Limitations (-2½), Blocked by Lead (-½),
Locale must be known (-½)
Active Cost: 40
END Cost: 2; Magic Roll: -2; Casting Time: 1 turn
Real Cost: 7
Power: +3 to any skill roll based on Intelligence, Ego or Presence
Modifiers:Useable by Others (loses power) (+¾), Only for worthy causes (GM's call) (-½), Standard Limitations (-2½), Extra
Time (1 minute) (-1½)
Active Cost: 30
END Cost: 0; Magic Roll: -3; Casting Time: 1 minute
Real Cost: 6
Power: 6d6 Telepathy
Modifiers: Invisible to the Mental Group (+½), Only for detecting lies (-1), Must engage target in conversation (-½), Extra
Time (1 turn) (-1), Constant Concentration (0 DCV)(-1), Standard Limitations (-2½), Blocked by Lead (-½), Locale must be
known (-½)
Active Cost: 45
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn
Real Cost: 7
Power: Detect Scrying, +3 to PER
Power: Discriminatory Sense
Modifiers: 12- Activation (-¿)
Overall Modifiers: Standard Limitations (-2 ), Costs END (-½), Extra Time (-½)
Active Cost: 28
END Cost: 3; Magic Roll: -3; Casting Time: 1 phase
Real Cost: 6
Power: Contact: Greater Intelligence, 11-
Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½), Constant Concentration (0 DCV) (-1), Costs END (-½), x4
Increased END Cost (-1½), Only to Receive Brief Answer to Question (-½), Chance of Insanity (-1)
Active Cost: 50
END Cost: 20; Magic Roll: -5; Casting Time: 1 minute
Real Cost: 5
[If you think about it, this is a pretty good hack.
Contact allows you to occasionally contact an important personage.
Mind Link and Mind Scan allow you to force a contact. Contact gives the power to the GM. The cost of the contact
can be varied by the GM to reflect the power and difficulty of the spell. The Contact spells are the various powerful
divination spells. -- Scott]
Power: 4d6 Telepathy
Modifiers: Invisible to Mental Group (+½), Needs No LOS - stopped by 2' rock; 2" metal, any lead (+1), Only to the EGO+0
level (-½), Standard Limitations (-2½), Extra Time (1 turn) (-1), Constant Concentration (½ DCV) (-½)
Active Cost: 50
END Cost: 5; Magic Roll: -5; Casting Time: 1 turn
Real Cost: 9
Power: Detect Quality, Sense, Discriminatory
Modifiers: Costs END (-½), Standard Limitations (-2½), Extra Time (1 minute) (-1½)
Active Cost: 16
END Cost: 2; Magic Roll: -2; Casting Time: 1 minute
Real Cost: 3
Power: Invisibility, no fringe
Modifiers: Only vs Scrying (-1½)
Power: Images, -3 PER, vs Sight and Hearing Groups
Modifiers: Only vs Scrying (-1½), Linked to Invisibility (-½)
Overall Modifiers: Standard Limitations (-2½), Extra Time (-½)
Active Cost: 54
END Cost: 2; Magic Roll: -5; Casting Time: 1 phase
Real Cost: 4
Power: 3d6 Drain vs INT, fade rate per minute
Power: 2d6 Drain vs EGO, fade rate per minute
Modifiers: Linked to Drain vs INT (-½)
Overall Modifiers: Standard Limitations (-2½), Extra Time (-½)
Active Cost: 62
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 15
Power: Danger Sense, any area, any attack 15-
Modifiers: ½ END (+¾), Has Idea of Best Action to Take (+½), Only to know of danger to subject of spell (-½), Costs
END (-½)
Power: +2 Combat Skill Levels, DCV
Modifiers: Only vs Sensed Danger (-½)
Overall Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½)
Active Cost: 81
END Cost: 3; Magic Roll: -8; Casting Time: 1 minute
Real Cost: 10
Power: Invisibility to Clairsentience, no fringe
Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½)
Active Cost: 30
END Cost: 3; Magic Roll: -3; Casting Time: 1 minute.
Real Cost: 6
Power: Detect Spellcaster, Sense, +2 PER, Discriminatory
Modifiers: Standard Limitations (-2½), Costs END (-½)
Active Cost: 19
END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
Real Cost: 4
Power: +2 Detect Magic, Discriminatory
Power: KS: Function of Magic Items 14-
Overall Modifiers: Only to understand function of magic item held or worn (-½), Extra Time(1 day) (-3½), Standard
Limitations (-2½), Costs END (-½)
Active Cost: 12
END Cost: 1; Magic Roll: -1; Casting Time: 1 day
Real Cost: 2
Power: Clairsentience, Sight, x16 increased range
Modifiers: Standard Limitations (-2½), Extra Time (1 turn) (-1), Constant Concentration (0 DCV) (-1), Not past running
water (-½), Only to know distance and direction to desired person (-½)
Active Cost: 40
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn
Real Cost: 6
Power: Clairsentience, Sight, x4 Range
Modifiers: Only to Know direction and distance to desired object (-½), Constant Concentration (0 DCV) (-1), Not through
lead (-½), Standard Limitations (-2½), Extra Time (1 minute) (-1½)
Active Cost: 30
END Cost: 3; Magic Roll: -3; Casting Time: 1 minute
Real Cost: 4
Power: Invisibility v. Detect and Mental Group
Modifiers: Usable by Others at Range (+¿), Standard Limitations (-2½), Extra Time (1 turn) (-1), Only to avoid Scrying and
non-LOS telepathic powers (-½)
Active Cost: 45
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 9
A different version of the spell can be used to see the last minute of the dead person's life. Though it carries the same name (sometimes referred to as Past Life II, with the standard version being Past Life I), it must be bought separately, with the Only to See Face of Deceased Limitation replaced by Only to See Last Minute of Deceased's Life.
Power: Clairsentience, Sight, See Past
Modifiers: Standard Limitations (-2½), Extra Time (1 minute)(-1½), Constant Concentration (½ DCV) (-½), Only to see face of
deceased (-1), Must touch corpse (-½).
Active Cost: 40
END Cost: 4; Magic Roll: -4; Casting Time: 1 minute.
Real Cost: 6
Power: Eidetic Memory
Power: Images to Sight, Hearing
Modifiers: Only to play back recording (-1), Linked to Eidetic Memory (-½)
Overall Modifiers: Costs END (-½), Can record up to one hour of sight and sound per gem (0), Expendable IAF - Flawless Gem or
Crystal (-1), Standard Limitations (-2½)
Active Cost: 40
END Cost: 2; Magic Roll: -4; Casting Time: ½ phase
Real Cost: 4
Power: Eidetic Memory
Modifiers: Standard Limitations (-2½), Only to record words spoken by caster (-½), Costs END (-½), Sufficient writing
materials and paper must be available (-½)
Active Cost: 10
END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
Real Cost: 2
Power: 2d6 Cosmetic Transform (writing to other writing) (returns w/command word)
Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½), Concentrate (0 DCV) (-½), Only to disguise true content
of a document (-1)
Active Cost: 10
END Cost: 1; Magic Roll: -1; Casting Time: 1 minute.
Real Cost: 2
Power: Mind Link (any one mind, any distance, any dimension)
Modifiers: No Need for Line of Sight to Establish (+1), Standard Limitations (-2½), Costs END (-½), Extra Time (1 turn) (-1), Constant
Concentration (0 DCV) (-1), Limited to One Message of 25 words or Less Plus a Reply of the Same Size (-½), Target Must be Familiar (-½)
Active Cost: 50
END Cost: 5. Magic Roll: -5. Casting Time: 1 turn.
Real Cost: 8
Power: +20 Mental Defense
Modifiers: Costs END (-½), Standard Limitations (-2½)
Active Cost: 20
END Cost: 2; Magic Roll: -2; Casting Time: ½ phase.
Real Cost: 5
Power: 15- Universal Translator
Modifiers: Only to speak and understand one language at a time (-½), Not with Animals (-½), Standard Limitations (-2½),
Extra Time (-½), Costs END (-½)
Active Cost: 28
END Cost: 3; Magic Roll: -4; Casting Time: 1 phase
Real Cost: 6
Power: N-Ray Vision
Modifiers: Only to see hidden, disguised and invisible objects (-1)
Power: +10 Enhanced PER, Sight
Modifiers: Only to see through magical images or shape shift (-½), Linked to N-Ray Vision (-½)
Power: Detect Shapeshift, Sense
Modifiers: Linked to N-Ray Vision (-½)
Power: Detect Multiform, Sense
Modifiers: Linked to N-Ray Vision (-½)
Overall Modifiers: Costs END (-½), Range limited to 10" (-½), Standard Limitations (-2½), Extra Time (1 turn) (-1)
Active Cost: 50
END Cost: 5; Magic Roll: -5; Casting Time: 1 turn
Real Cost: 5
Power: 3d6 Aid to INT, fade rate per day
Power: 3d6 Aid to EGO, fade rate per day
Modifiers: Linked to Aid to INT (-½)
Overall Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½), Cause Must advance Religion's Aims (-¿)
Active Cost: 60
END Cost: 6; Magic Roll: -6; Casting Time: 1 minute
Real Cost: 10
Power: Precognition (Clairsentience to Sight, Can See Future)
Modifiers: Standard Limitations (-2½), Extra Time (1 minute) (-1½) Constant Concentration (0 DCV) (-1), Costs END (-½), No
Conscious Control (-2)
Active Cost: 40
END Cost: 4; Magic Roll: -4; Casting Time: 1 minute
Real Cost: 5
Power: Contact: Extraplanar Intelligence 15-
Modifiers: Standard Limitations (-2½), Constant Concentration (0 DCV) (-1), Costs END (-½), x5 Increased End Cost (-2),
Only to gain cryptic information about a legendary item (-1), Extra Time - Varies by amount of current knowledge (-2)
Active Cost: 60
END Cost: 30 (once only); Magic Roll: -6; Casting Time: varies
Real Cost: 6
Power: Contact Great Extraplanar Power 16-
Modifiers: Standard Limitations (-2½), Extra Time (1 turn) (-1) Constant Concentration (0 DCV) (-1), x5 Increased End Cost
(-2), Expendable OAF: item of great personal value (-1½), Costs END (-½), Only to ask for vision (-½), Chance of Annoying Power (-½)
Active Cost: 70
END Cost: 35; Magic Roll: -7; Casting Time: 1 turn
Real Cost: 7
This online sourcebook is © 1997-2000 by Bob Greenwade and Scott Nolan. E-mail me if you have any comments or
questions.