copyright ©1996, Sandy Petersen

NOTE: I do not believe that these rules describe saint worship for all Malkioni. I do not believe that all Malkioni accept all Saints, though I feel that the Saints included here are recognized by at least the major sects. I suspect that Aeolians and Stygians, at least, worship Saints as sub-cults instead of in this manner. I do believe that most Malkioni are reasonably willing to accept Saints discovered by other sects, so long as those Saints don't violate some tenet of one's own sect.


To gain a saint as a Patron, you must spend a certain amount of POW. This can be sacrificed over a period of time, and need not be done all at once. Once the saint is a Patron, you can invoke him at will and receive his blessing. It costs 1 POW each time a saint is invoked. The Blessing normally occurs on SR 1 of the round of invocation. A Saint's Blessing can normally not be dispelled magically. A person can have more than one saint as a Patron, and can invoke more than one simultaneously.

A temporal effect lasts until the following daybreak.

ARKAT THE BETRAYER he who lost his soul. To gain the Betrayer as a patron, one must be illuminated.

Arkat's Blessing (8 POW, temporal): The skin and clothing of all illuminated beings within 100 meters of the supplicant turn translucent white, including the supplicant himself.

ARKAT THE DECEIVER he who sold himself. To gain the Deceiver as a patron, one must have injured a benefactor. (The invoker can be repentant of his action.)

Arkat's Blessing (8 POW): when invoked, the supplicant has a mental and emotional vision. This vision provides the supplicant with an immediate chance at Illumination. If the supplicant is already enlightened, it enables him to find the words, acts, and emotions that will assist another person towards this goal.

ARKAT BRINGER OF DARKNESS enemy of good. To gain the Bringer of Darkness as a patron, one must have betrayed a former way of life. For a Malkioni, for instance, one must have switched sects or illegally changed one's caste.

Arkat's Blessing (8 POW): Immediately following the invocation, the supplicant must attack another being. If the attack harms the target, the resultant injury is permanent. A lost arm cannot be regrown. A Demoralized man can never be re-Moralized again, though Fanaticism or other spells may temporarily mask the effects.

ST. AVLOR -- patron of lost causes and fanatics. Before the Closing, the Avlorists were a fairly common branch of Malkionism. Now the Avlorist sect is extinct, but many Malkioni honor Avlor as a saint.

Avlor's Blessing (3 POW, temporal): the supplicant becomes unaffected by despair, terror, nightmares, and other demoralizing emotions. He can withstand any mental anguish, resist any torture, and bear any grief with fortitude.

ST. CARPATTIA -- the warder. Carpattia was a Knight and Companion of Hrestol who served long and well, most famously when he was grievously wounded in stopping a band of assassins. Hrestoli miraculously healed Carpattia on that occasion.

Carpattia's Blessing (6 POW, temporal): When Carpattia is invoked, the supplicant becomes much more difficult to injure in combat. During the course of the effect, this may increase the target's hit points, armor, critical or special chances at Dodge or Parry, etc.

ST. CONWY -- patron of wisdom. Conwy was an early convert from the Brithini way to Hrestolism (after Hrestol's death). A Zzaburi, he gave up immortality and his comfortable (if empty) life. But nonetheless, he did not age, due to his piety, and ascended into Solace when martyred by his fellow Zzaburi, to whom he brought Hrestol's message

Conwy's Blessing (3 POW): the user receives a sudden inspiration, uncovering possible solutions to whatever problem has been bedeviling him.

ST. DALY -- patron of the helpless. Daly was a peasant from a part of Old Seshnela now flooded. The Middle Sea Empire resettled his village during the Tribulations, near Tarinwood in Tanisor. When the Empire tried to make him bow down to an idol from Hrelar Amali, he led a rebellion which sacked a city. Veneration of this saint is somewhat worrisome to the upper classes.

Daly's Blessing (4 POW): The supplicant's next d100 roll (of any type) is automatically a success, except for skills in which the supplicant's skill is 0 (which are still automatic failures).

ST. DORMAL the sailor saint.

Dormal's Blessing (2 POW): the supplicant knows exactly where he is on the seas. It is useless to call St Dormal's blessing on land or on a river. It does work on an inland sea like the Felster or Sweet Sea.

ST. DROMAL or DRONAR patron of farmers and artisans. Only a member of the Farmer/Peasant caste (or the local equivalent) may seek Dromal's patronage. In sects honoring the Menena caste, women of this cast may also invoke Dromal. Hrestoli can invoke Dromal regardless of rank, but they may only receive Dromal as a patron while they are still Peasants.

Dromal was the fourth son of Malkion. He received as his inheritance the husbandry of the earth and water and the art of making all physical things. He had a large and happy family, and gave each child a gift: boat, plow, shepherd's crook, anvil, lathe, etc. He taught his children to enjoy their gifts and taught his sons to foster their nephews, so that all shared these skills. He taught man to be stoic, hard-working, and honest.

Dromal's Blessing (1 POW): for the rest of that day the supplicant exemplifies a good Dromali. Any Craft, fishing, birthing cattle, or other construction or peasant labor is well-done (a special success becomes critical, a normal success becomes special, a failure is a normal success, and a fumble becomes a mere failure). If he works in the fields, he is tireless, and toil is enjoyable.

ST. ELLEISH -- patron of independent women. Only a woman may gain Elleish as patron. Elleish was only a dress-maker at first. When her knight-husband was slain in battle, she begged Hrestol for the right to take his place. Soon she proved herself worthy of the arms she bore. After Hrestol's death, she became a Lord of the City and County of Molene. At last she took a husband, who became Lord in her place, and she became Lady of the City, subject to his power.

Elleish's Blessing (4 POW): Permits a woman to ignore gender-specific restrictions. The exact effects vary with sect to sect. All Malkioni who recognize Elleish as a valid saint are required to recognize the legal and moral force of this Blessing, though they are free to begrudge it.

ST. FROALAR one of the Four Apostles of the Castle Coast. Only a noble may invoke Froalar.

Froalar's Blessing (4 POW, temporal): when invoked, until next nightfall, the user sees intentional lies spoken as a black cloud that comes from the liar's mouth. Heretics believe in what they say, so they don't lie.

ST. GERLANT -- patron of chivalry. Only a member of an arms-bearing caste may invoke Gerlant. Normally, this restricts his supplicants to Knights.

Gerlant's Blessing (3 POW): A bladed weapon in the caster's hand becomes a Fireblade. From then on, whenever the supplicant draws that blade, it is a Fireblade. If the weapon is destroyed, the Blessing is lost.

SAINT GOERY one of the Four Apostles of the Castle Coast. Only a wizard may invoke Goery

Goery's Blessing (4 POW, temporal): the user becomes able to attack a spirit in spirit combat simply by touching the person it is possessing. It allows exorcism if the user is victorious.

ST. HORAL -- patron of knights. Horal was the third son of Malkion. He received as his inheritance the burden of defending others by force, both brute and subtle. He was master of all honorable arms: sword, spear, mace, bow, axe, flail, javelin, and dagger. Horal instilled in his sons his best traits, which every knight now seeks to exhibit: bravery, loyalty, steadfastness, honor, humility, chastity, temperance, , and generosity. Mercy is virtuous when extended towards one's inferiors.

Horal fathered the caste which now bears his name. Only a member of the Knight (or equivalent) caste may invoke him. Hrestoli above the rank of Soldier can invoke Horal, but only if they accepted Horal as a patron while a Knight.

Horal's Blessing (4 POW) when invoked, all special hits become critical hits. This lasts for the duration of a single combat.

ST. HRESTOL -- founder of modern Malkionism.

Hrestol's Blessing (3 POW): When invoked, the supplicant's POW doubles, and remains thus for a full day. At the end of the day, POW drops back to normal, but MPs may remain higher than the user's POW.

ST. JONAT -- founder and patron of Jonatela. Jonat Bigbear was a Second Age noble from Okarnia in Syanor. He wandered far, visiting Seshnela before its destruction and converting from paganism to the true faith. He took the true religion and his friends (including a troll named Xem) back to his homeland and conquered it, benefiting the populace with a feudalistic law-based regime.

Only a Knight or Lord can invoke Jonat.

Jonat's Blessing (3 POW) When invoked, the supplicant gains full mental control over his horse. This mental control lets the knight command the horse to do anything physically within the horse's ability, such as running full tilt even when wounded, fighting in conjunction with the knight, or running to the knight's side after being separated. The knight needs negligible time and mental effort to command the horse. The blessing does not protect the horse from injury, nor increase the beast's wisdom or skills. The blessing lasts for one hour.

ST. JOSSELYNE -- patron of strength. Josselyne and his house of minor nobility adhered to the new way of Hrestol the moment they heard of it. They taught it to all those in their lands, who also converted en masse. In return, they were beset by the Brithini, who sought to kill all the members of the House of Josselyne, and all the house's knights, wizards, and serfs. The folk of the House of Josselyne fought the Brithini murderers house by house, farm by farm, and, in the end, room by room within the extensive Palace Joyful, their ancient abode. They never gave up, and they never surrendered, though five times the Brithini lords offered peace if they would give lip service to Brithini primacy. But their last dogged fight in Palace Joyful's underground keep was marked by a miracle. The martyred Hrestol himself appeared to the defenders and blessed them all with the certainty of Solace in Glory, not only for themselves, but for all those of the County of Josselyne who had been slain by their ungodly foes. Four of the Horali killers even relented of their crimes, and joined with the House of Josselyne in the final hopeless battle. The House's resistance and strength became a byword among the new Malkioni, and so the House of Josselyne is today considered a viable Saint.

Josselyne's Blessing (6 POW, temporal): Josselyne may be invoked for four purposes, depending on one's (current) caste.

  1. Farmer the user's CON is doubled.
  2. Knight the user's damage bonus is doubled.
  3. Wizard the user's INT may be added to the Intensity of all spells cast. The normal MP price is paid for the extra Intensity, but this blessing does allow the user to violate the normal limit on Art levels.
  4. Lord invoked over a building, bridge, or other construction. The structure's strength and Armor Points (if appropriate) is doubled.

MALKION First Prophet of the Invisible God. This culture founder is the most important figure in Malkionism. He saw the face of the creator, taught men and women their places through the institution of the caste structure, invented sorcery, and performed many heroic deeds. The central book of Malkionism is called The Book of Malkion, and attributed to his authorship. Some say he could not have written it all, for it contains an account of his death and afterlife, and events in Glorantha after his death. The pious know that he prophesied all these things. The Book contains the tenets of Malkionism, and its early history.

Malkion's Blessing (1 POW): Malkion can be invoked for one of three purposes

  1. When casting a spell, Malkion can be invoked to reduce the spell's MP cost to 0. The spell goes off at the caster's DEX SR.
  2. Once a year, during Sacred Time, a supplicant can name a sorcerous Art, which he then acquires. All sects restrict the use of Malkion for this latter purpose, as follows:
    • Carmanian: Only Wizards may acquire Arts.
    • Castle Coast: A Peasant may only acquire Intensity.
    • Hrestoli: A Farmer may not acquire Arts. A Knight may do so to learn Intensity.
    • Rokari: A Farmer or Knight may only learn Intensity. A Lord may learn Intensity plus one other non-basic Art of his choice (only). The non-basic Arts are Ease, Hold, Permanence, and Speed.
    • Sedalpists: A Peasant may only acquire Intensity. A Knight may only acquire Intensity, Multispell, and Range.
    • Syanoran: Only Clergy and Lords may learn Arts.
    • Valkarism: Work Folk may learn no Arts. Other castes may learn all Arts.
  3. This third blessing can only be invoked by a consecrated king. When invoked, he designates an object, which becomes imbued with the power of his dynasty to form a Royal Emblem. Royal Emblems must be formed from such paraphernalia as crown, triangle, scepter, and sometimes other objects -- in formerly Orlanthi lands, for instance, torcs and girdles can be Royal Emblems. Royal Emblems can be handled safely by the true king and anyone of the caste appropriate to the object. However, anyone other than the king needs the king's permission to do so, and the king may withdraw his permission at any time or distance. Thus, kings use Emblems as proof of authority. Others can readily recognize these objects for they radiate a purplish glow and all feel awe and fear at their approach. An unauthorized person who touches an Emblem suffers injury, with the severity of the injury relative to the strength and legitimacy of the kingship.

SAINT MARTIN one of the Four Apostles of the Castle Coast. Only a farmer may invoke Martin.

Martin's Blessing (4 POW, temporal): the supplicant gets one better level of success when attempting a craft. A fumble becomes a failure, a failure becomes a simple success, a success becomes a special, a special becomes a critical and a critical adds some minor magical property to the result.

SAINT MAURITUS one of the Four Apostles of the Castle Coast. Only a knight may invoke Mauritus

Mauritus's Blessing (4 POW, temporal): the supplicant doubles his resistance against emotion-affecting magic and spirits, such as Demoralize, Dominate, Madness, Mindblast, or Stupefy.

ST. MENENA -- Malkion's wife and patron of women. Menena is the paragon of Malkioni womanhood. She bore her husband four sons and did the many things necessary for her household with no murmur or backbiting. Her advice and help and love were all critical to Malkion's success. When her husband was bewitched by the Sea Queen, she did not blame him for the bastard, Waertag, and fostered the boy until he ran away.

Only married women can gain Menena's blessing.

Menena's Blessing (2 POW, instant): Menena can be invoked for one of two purposes.

  1. The supplicant may restore all lost HP, fatigue, and MPs to one of her descendants, siblings, husband, or ancestors (i.e., parents, grandparents, etc.) by touch.
  2. The supplicant becomes pregnant the next time her husband has sexual intercourse with her, if he is fertile. Menena cannot be invoked for this purpose by a woman who is already pregnant, whose womb is damaged or diseased, or who is past menopause.

ST. NEUTEBOOM patron of generosity. Saint Neuteboom is known mostly by the many stories about him, such as the time he gave his house away to a newly-wed couple, or slew his horse and divided it up among a pack of starving jackals. Few have sought out the actual facts behind these stories, and perhaps for such a beloved and universally trusted saint, such seeking is unnecessary.

Neuteboom's Blessing (6 POW): When gifting another person freely, the worth and quality of the gift is enhanced. The amount of the enhancement varies great, depending on the sincerity of the giver and the need of the recipient. For instance, in one famous tale a wealthy man gave away all his silver to buy food for the poor, and the silver was transformed to gold (at the end of the story, the formerly-wealthy man died of hunger, doubtless accepted into Malkion's bosom). In another tale a beggar gave his poor meal to another, to see it transformed from dry bread and onion into a feast. Neuteboom grants his gift only if the gift is truly given freely, with no thought of return. Attempts to "trick" Neuteboom for personal gain (such as asking a friend to invoke Neuteboom and give you something) result in the intended gift being worsened. Wine may be soured, poisonous serpents may burrow within the bread loaves, etc. So be careful. The Invisible God is not to be mocked!

ST. NOMIA -- patron of knowledge. Nomia, the She-Hermit of Hrelar Amali, dwelt in a cave and supposedly taught the arts of magic to both Hrestol and Arkat. Some folk believe that Arkat must have been taught by the original Nomia's descendant, feeling that the saint's apparent longevity seems too Brithinish.

Nomia's Blessing (3 POW): The user's mind is expanded. For the next week, all research & experience checks automatically succeed, plus the amount of increase is always the maximum possible (this last also applies to training). Thus, if the user does research in Mace Attack, and invokes Nomia's Blessing, not only does he automatically increase, he gets 4 full points.

ST. OUXEY -- patron of patience. Ouxey was famous for his wakefulness and long-suffering. Even when he slept, he kept his eyes open. After Hrestol's death, he traveled as a missionary as far as Jrustela, always headed where there was the most resistance. He inspired others to persevere.

Ouxey's Blessing (4 POW): Permits the supplicant to ignore the passage of time. He remains immobile and is not bored or injured in any way by any ensuing tedium. He is aware of his surroundings, and at any time he chooses to take action, Ouxey's Blessing ends. It also ends if the supplicant is moved or injured by someone else. Until then, he can wait forever without sleeping, eating, or drinking. If he decides to wait for an extremely long time, he does suffer the effects of Aging. This timeless effect does not apply articles held by or on him. Spells will expire, food rot, spiders weave webs over his form, etc.

ST. PASLAC -- patron of battle. Only an individual capable of bearing arms and armor may invoke Paslac.

Paslac's Blessing (5 POW): The armor points of a chosen piece of metal, which may be a tool, weapon, or piece of armor, is doubled (it must be touched by the invoker). Paslac can be called upon again to transfer his blessing to a different piece of armor, but only a single piece at a time can be affected per supplicant.

ST. RACEEN -- patron of sorcery. Raceen was a convert from among the mortal Malkioni of the Dawn era. A paragon of Progressionalism, he began as a peasant and eventually became a Magus. He settled in Sog City, and was martyred there by the Brithini.

Raceen's Blessing (7 POW): Invoked only when a sorcery spell is cast. The user gets to add his INT to the permitted Art total used in the spell at no additional MP cost. For instance, if he has an INT of 17, and knows Venom 70%, he could use up to 24 Art levels in a casting of Venom.

ST. REGIS patron of despots. Only lords may invoke Regis.

Regis's Blessing (6 POW, temporal): all listeners who are subject to the lord's commands, and who do not obey the order to the letter suffer 1 point of damage to a random hit location the instant of disobedience (armor, countermagic, etc. have no effect). They continue taking damage at the rate of 1 point per 10 minutes until they begin to obey. If a hearer cannot obey the order through no fault of his own, the damage does not occur. A command that violates the Law of Malkion need not be obeyed.

ST. SEGUR -- patron of the city of Segurane ("of the Walls") in Seshnela. He was first Lord of the city and built the first wall. His power is a key reason for the Balifes dynasty's success. He has only a single shrine, within Segurane, and it is well-guarded against outsiders gaining him as a patron.

Segur's Blessing (3 POW, temporal): When invoked, Segur points out the weakest part of any wall or other fortification which the invoker may see. In his own city, he also shows how the defenses may best be strengthened.

ST. SWIVEN patron of the city of Okarnia in Jonatela, where he cured a plague caused by Gbaji. He is well-known throughout Fronela.

Swiven's Blessing (3 POW): instantly cures a disease in the supplicant, or another. Any disease spirit present is cast out at this time. This power can even be used to cast out a disease spirit which is haunting a well or other site.

ST. TALOR -- the laughing warrior. Only an individual capable of bearing arms and armor may invoke Talor.

Talor's Blessing (6 POW): Talor must be invoked just before or during a battle. His supplicant experiences joy while fighting. He is immune to all deleterious effects of combat except death and hit point loss (i.e., he does not suffer from fatigue loss, incapacitation, shock, unconsciousness, etc.) In addition, when first invoked, the supplicant can expend 1 or more magic points. For each MP expended, all his skills are increased by 2 percentiles.

ST. VALKARO -- the wonder-worker.

Valkaro's Blessing (6 POW): Until next nightfall, the devotee has great force of mind. He automatically succeeds in any INT roll, including Concentration rolls. He automatically succeeds in sorcery, with no die roll necessary, and no critical or special successes possible.

ST. WAERTAG -- the sea god. Bastard son of Malkion and the Mermaid Queen, a jealous immortal who sought revenge for the rape of her mother by the storm gods. She chose Malkion for her plan, not only because he was famed for his chastity, but also because he was the product of a storm spirit rape. Her witchcraft seduced him, resulting in Waertag.

Waertag lived for a time with his father, but finally returned to the sea. Rejected by seafolk and ill at ease among landsmen, he took several wives. One was a human, one a slave, a third a were-otter, and the fourth a ludoch holy woman. Some speak of marriages to a spirit, an undine, and sea monsters. The sons married their half-sisters, and the Waertagi were born along with their tradition of inbreeding.

Waertag's Blessing (4 POW, temporal): The supplicant gains the ability to survive underwater.

ST. XEMELA -- patron of sacrifice.

Xemela's Blessing (9 POW): The invocation has two parts. In the first part, the supplicant's skin turns night-black, and he or she has one minute to touch other beings. When he or she has touched every being that he or she wishes to affect, or the minute is up, the the second half of the invocation takes place. At this moment, all the beings touched have all damage and other physical harm cured. However, the supplicant takes this damage upon himself or herself, as follows:

Other losses can generally be figured out by comparing to this general effect. Thus, a person Tapped is cured by losing 1 point of the appropriate stat. Only points lost below the character's normal trait level can be restored -- if your initial POW was 10, and you'd worked it up to 15, and then had it tapped to 8, Xemela's Blessing would only restore you to 10.

If a hit location is completely destroyed, this blessing has no effect -- Regeneration must be used. This blessing cannot raise anyone from the dead, nor can it remove the taint of chaos. This blessing will not expel a passion spirit or disease spirit, but it will heals damage done by such a spirit.

Even if the total damage taken by the supplicant slays him or her, the complete effect still works. Hence, one ploy is to "use up" Xemela supplicants in a battle, by having each touch a hundred or more wounded individuals before invoking the second half of the invocation. The supplicant dies instantly in a tatter of bloody shreds (and, most sects agree, rises directly to heaven), but all the soldiers are cured and ready to return to battle.

ST. YINGAR -- patron of communication. Yingar was a runner and horseman in Old Seshnela, who won many races as a youth, both on foot and horseback. He helped Hrestols missionaries by carrying messages back and forth. While doing so, he was caught and martyred by having his legs crushed

Yingar's Blessing (6 POW): the supplicant can speak to any person whose name he knows, whose skin he has touched, and whose true face he has seen, regardless of distance. The duration of the speech is brief, only a few seconds. If the desired recipient is asleep or even unconscious (or even dead, say the Rokari), he will still receive the message, though it may come as a dream or vision.



The Aeolians incorporate barbarian deities as saints. Thus, the Aeolians worship St. Orlanth, St. Issaries, etc.


THE SEVEN HOLY MEN OF FENGWAL the original Sedalpi are so sacred that their names are only formally pronounced once a year. So far, they are only canonized by the Sedalpi and other Pamaltelan sects, but there is talk among the Rokari of adopting their worship.

Sedalp Monad's Blessing of Exchange (1 POW): enables the supplicant to speak one complete sentence intelligible to any human listener, whether or not the supplicant and the listener share a common language.

Sedalp Dyad's Blessing of Stability (2 POW): until the next dawn, the supplicant's "normal" attribute scores are used for all resistance rolls or other purposes. For instance, instead of using current MPs to determine his chances of overcoming an opponent in an MP vs. MP combat, the supplicant's POW is used (because normally MPs are equal to his POW).

Sedalp Triad's Blessing of Protection (3 POW): so long as the supplicant remains still and takes no actions, he is totally invisible and indetectable by all sensory means and spells to the Eight Unholy Races. These are: dwarfs, cliaryz, elves, goblins, gorgers, un-men, slarges, and trolls. (Cliaryz have not been seen in Umathela since the Dawn, and no one knows what the un-men are or were.)

Sedalp Quaternion's Blessing of Denunciation (4 POW): a single villain is denounced. If the denounced culprit attempts to physically harm the supplicant, then for the next full hour he cannot resist any and all spells cast by the supplicant (though defensive magic may still block the effects).

Sedalp Pentad's Blessing of Troth (5 POW): the supplicant states aloud an agreement to be made with another individual, who must be present and willing. If either participant violates the letter of the bargain, the violator immediately loses 1d6 POW.

Sedalp Hexad's Blessing of Patience (6 POW): the supplicant falls into a deep sleep. While asleep, he does not age, starve, or otherwise suffer from the passage of time. If physically injured or shaken awake, or startled by an extremely large sound, he will awake. Until then he sleeps -- centuries may pass.

Sedalp Heptad's Blessing of Holiness (7 POW): the supplicant receives, in effect, a full Divine Intervention like unto that enjoyed by most pagan cults. Unlike other Saintly invocations, which cost 1 POW, the Blessing of Holiness costs 1d10 POW.


The Stygians worship the various Saints as subcults or even cults. Thus they worship Arkat, God of Spiritual Darkness; Malkion, God of Sorcery; Xemela, Sister to Xiola Umbar, and so forth.


SAINT-MAMA THELLA OF THE DAWN the Wizard church venerates three aspects of St. Thella. Her main aspect guards the Gates of Dawn.

Thella's Blessing (8 POW, temporal): her invocation creates an unmoving circle of light 10m in diameter per MP spent when the invocation occurs. The light is rosy-golden as at dawn. It is true daylight, so creatures who dislike daylight, such as chon-chons and trollkin, have problems with it. Also, creatures which undergo certain effects at dawn (such as ghouls) suffer said effects upon first entering the circle. This effect also operates on other magic effects as if it were dawn.


Thella's Blessing (8 POW, temporal): spiritually links the supplicant to a target within view. The linked individuals can share MP and hit points freely, by mutual consent only. If one is injured, the wound, or part of the wound, can be shifted (again, by mutual consent) to the other. The wound must retain the same hit location. If the linked individual is a creature with a different hit location table, the damage appears on his body in whatever region is the nearest equivalent (use the hit location table's 1d20 list if in doubt).


Thella's Blessing (8 POW, temporal): spiritually links the supplicant to a target within view. That target cannot die so long as the invoker is alive. If the target is reduced to 0 or fewer HP, he goes unconscious and inert, but retains a hold on life. A Sever Spirit or similar effect does disunite the target's soul from its body, but the (untenanted) body keeps breathing and living, though immobile. On the other hand, if the invoker is killed, the target drops dead on the spot, regardless of damage or hit points. Only divine intervention can save him. He can, of course, be resurrected. The effect lasts until one of the two participants dies, or until dawn, whichever comes first.

Copyright ©1996 Sandy Petersen. Last updated 27 Aug 97 drd.

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