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Priest Knowledge Spell List

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Priest Knowledge Spell List
Basic Knowledge Spells
Complex Knowledge Spells
Erudite Knowledge Spells
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The Knowledge Sphere involves the mastery of spells, of histories, of secrets and of lores. Gods that grant access to this Sphere are Gods of Magic, of Secrets and/or of Information. In the end, knowledge is power to these deities and thus, they specialize in the usage, the keeping and the procuring of secrets and power. Examples include the Keeper of Gotterdammerung and Pendrakken mythology, who taught Magic to mortals and whose task is to guide magic-users into the right path. On the other hand, Gods such as Lucca of the Jotunbrud, the Keepers of Fate (Ixia) and the Bat-hala of the Riverfolk compel their Chosen to procure what lores they can for the advancement of their holy agendas.

 

Similarly, Knowledge Priests tend to be scholarly folk. In their society, they are the holders of their faith's and their culture's lores. Some use the powers they bear to educate and to protect their Chosen, becoming a shield against danger and ignorance. Less altruistic Priests collect secrets and power to use at their selfish whims - for them, lore is merely a currency of strength that can be spent to rise above others.

 

Thus, the Spells of the Knowledge Sphere focuses on three main aspects: the acquisition of lore, the manipulation of magical energies and the usage of ancient rituals for personal gain. Knowledge spells can glean information through divine guidance and hypercognition, use the souls of the Chosen to store spells and rip apart the magic of another spellcaster. This magic is most prized for its ability to heighten the spellcasting talents of their Chosen, utilizing holy inspiration and forgotten power to strengthen one's understanding and manipulation of reality itself.

 

KNOWLEDGE RITUALS

Knowledge Rituals utilize ceremonial acts to coax the magic of a spell into being.

 

Religions both organized and free-spirited often use the dispensation of information as a form of Knowledge ritual. Typically, the Caster tells a parable, an educational tale to the other participants of the ritual. In organized religion, this may involve reading aloud from sacred scripture, telling the tale of an ancient hero or saint. Less civilized cultures are more likely to preserve their traditions in song or in rhyme rather than in holy script. In the end, the point of the story is to entertain while illustrating a lesson or a virtue to the audience.

 

A lone Priest performing a ritual to a Knowledge spell may simply meditate while surrounded by objects of lore (such as a blessed book) or an objects of great magical power, mentally delving into the Sphere of Knowledge to coalesce the energies they require. Some Priests prefer more active methods, meditatively drawing holy symbols or magic runes upon parchment in order to coax magic into being. Sometimes, the ritual involves scribing runes on Chosen or on other ritual participants. For some cultures, they prefer ritual scarification - the ceremonial cutting and scarring of flesh for a more painful mark.

 

And just as the Sphere of Knowledge is also the Sphere of secrets, some Knowledge Priests invoke their holy magic into the world through the telling and the keeping of secrets. Sometimes, this takes the form of a whispered confession from a Chosen - the act of giving the Priest a treasured secret allows the Priest to gift the Chosen with holy power. Other times, the secrets are written on parchment and then ritually consumed by the Priest or ritually destroyed (symbolically giving it to the deity).

 

 

Short Incantation: “By Faith's Wisdom, I invoke a..."

Long Incantation: "By the Wisdom and Secrets of Faith, I invoke a..."

 

SPELL SUMMARIES

Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

 

Sigil of Grounding: places a Glyph on the Caster that protects them from magical or elemental attack.

Symbol of Insight: forcibly gather information from a target at some expense to one's health or discover any elemental weaknesses that a creature might have.

Symbol of Knowledge: seeks divine aid to decipher another language or to uncover more information about a topic.

 

Symbol of Vigilance: helps the Priest confirm a disguised person's true creature-type or whether they are disguised at all.

 

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill

Scripture of Power: places a Glyph upon Chosen that allows the Caster to store spells within them as well as improve their own native magical skills.

Symbol of Disjunction: casts a spell that destroys a conjuration or removes all latent effects from a helpless target - beware the backlash of such an act.

Symbol of Reaving: steals a beneficial enchantment from a helpless target.

Sigil of Shrouding: places a Glyph on the Caster that hides his or her enchantments from observation.

 

Erudite Spells: can be learned from select Non-player Characters only.

Seal of Binding: creates a circle of power that can be used to trap and bind a creature that you name.

Sigil of Refuge: places a Glyph on Casters to allow them to escape the dangerous situation or to teleport back to a special item that they have designated.

Icon of Arcana: places a Glyph of a Chosen imbued with the essence of a God of Magic, enhancing their own magical talents, protecting them from magic and allowing them to project divine energy through force of will.

 

SPELL DESCRIPTIONS

 



Last Updated ( Thursday, 17 May 2012 16:21 )  

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