Thor

(Moonlight, Agathocacological, Intermediate, Great God)


Thor (Donner) the Thunderer was granted domain over lightning, thunder, storms, and the weather. His hammer, Mjollnir, was legendary, some say that it would release a bolt of lightning each time it strikes an opponent. Thor won wrestling matches with Giants, so strong was he, and he was called upon for strength in battle.

Thor's priests use hammers in battle, finding other weapons lacking. They consider storms to be omens (although for good or ill depends on the storm, of course).

Grade I:

Berserk Charm
Time: 10 CT's
Area: 1 subject
Distance: Touch
Other Heka Costs:
R&D: Nil
Other: Nil

E/F/M: This charm is particularly popular among Thor's priests. For the duration of the casting, the subject will gain one additional attack per CT. Upon expiration of the casting, the subject will be exhausted for 3 BT's, resulting in all the effects of Dazing (temporarily). The immediate application of another Berserk Charm will remove the exhaustion caused by the casting, but the exhaustion is cumulative (so a total of 6 BT's of exhaustion are due the recipient of two such charms).

Thunderhead Charm
Time: 1 CT
Area: 1 hammer
Distance: Touch
Other Heka Costs:
R&D: Nil
Other: 5:1 additional CT

E/F/M: By means of this charm, the priest of Thor causes his hammer to issue a thunderclap each time it strikes. It causes no additional damage, but it can cause deafness in the victim, and can it stun the victim if the victim of such a strike is already dazed.

Grade II:

Fist of Thor Cantrip
Time: 2 CT's per 10 STEEP
Area: 1 weapon
Distance: Touch
Other Heka Costs:
R&D: Nil
Other: Nil

E/F/M: This cantrip will enchant the touched weapon, causing it to glow with an eerie light. For the duration of the casting, the weapon will attack at +5 BAC (a fist is an acceptable weapon), and it is considered a magickal weapon when determining if a creature can be affected by it. The weapon will do an additional 1D6 PD. Should the weapon so affected be a war hammer, the bonus is increased to +20 to BAC, and it will cause double normal damage.

Stormshield Formula
Time: 1 hour
Area: 1 creature
Distance: Touch
Other Heka Costs:
R&D: Nil
Other: 10:1 additional hour

E/F/M: This formula brings relief from a natural storm, no matter how fierce it may be, by shielding the recipient from its effects. Although it prevents the individual from being frozen by the wind or soaked by the rain, it provides no shield against the temperature. The total duration may be extended at a cost of 10 Heka per hour, not to exceed a total of one hour per 10 points of STEEP possessed by the caster.

Grade III:

Thunderstorm Ritual
Time: Special
Area: Special
Distance: Special
Other Heka Costs:
R&D: Nil
Other: Nil

E/F/M: With this ritual, which takes half an hour to perform, the priest of Thor is able to summon a thunderstorm to the area. The ferocity of the storm depends upon the weather conditions, and the nature of the request made by the priest as he performs the ritual. The precise effects cannot be controlled, and the only guarantee is that a storm will form remarkably quickly and affect some area near the priest. For instance, a pursued priest might first cast Stormshield on himself, then follow it by performing this Ritual, in order to slow down his pursuers.

Grade IV:

Lightninghammer Spell
Time: 1 BT
Area: 1 hammer
Distance: Touch
R&D: 10:1 additional point of PD
Other: 25:1 additional BT

E/F/M: This spell harnesses the power Thor, focusing it much like the legendary hammer Mjollnir. The affected hammer will cause 3D6 points of electrical Physical Damage in addition to its normal damage, and it will crackle as it is wielded, with an appropriate spark and flash as it strikes. The damage may be increased by 1 point per 10 additional Heka spent for this purpose (not to exceed the STEEP possessed by the caster), and the duration may be extended at a cost of 25 Heka per additional BT, not to exceed a total of 1 BT per 10 STEEP possessed.

Grade V:

Thor's Wrath Ritual
Time: 1 AT
Area: 1 rod diameter sphere
Distance: 1 chain
Other Heka Costs:
R&D: Nil
Other: 25:1 additional AT

E/F/M: This ritual causes the affected area to become murky, as if it were embroiled in a heavy thunderstorm, and thunder and lightning permeate the area. Lightning flashes occur randomly, but with great frequency, and anyone within the area of effect must make a successful Avoidance roll or be struck by lightning for 6D6 points of electrical damage. In addition, they must make a roll at DR "Very Easy" (x4) against SPCap in order to avoid being Dazed by the sound. This roll needs to be made only once, and if failed, the individual in question will remain Dazed until he has been outside the area of effect for at least 1D3 BTs. The duration of the effects may be extended an additional BT for each additional 25 Heka spent, not to exceed a total duration of one BT per 10 STEEP.