Type I
Available to: Pilgrim, White Knight
Sources: Good Book, Sacred Statue, Shrine
The Type I spells all require White magic, and therefore are usually cast at the Chapel. Only the Pilgrim (or the Sacred Grail) can supply White magic on the march.
Exorcise (Type I/White)
Target: The spellcaster's clearing
Duration: Instant
Usefulness: 1
Every Demon and Imp in the clearing is killed. Every spell and Curse that is in effect in the clearing or that is being cast in the clearing this round is instantly broken. All colour chits in the clearing instantly fatigue. This spell is the strongest of all, and it nullifies and breaks all other spells.
A very useful spell. Usually this is taken by the Pilgrim, who uses it to eliminate the Demons and Imp. The White Knight can use this spell, since the Power of the Pit attacks by the Demons can be quite nasty. Note that it also breaks Curses. This gives the Pilgrim plenty of opportunity to Read Runes in relative safety. The Pilgrim has nothing to fear from the Shrine.
Make Whole (Type I/White)
Target: One character
Duration: Instant
Usefulness: 1
This spell activates all of the target's fatigued and wounded action chits and repairs all of his damaged armour (including his inactive armour). It affects only those chits that are already inactive and only that armour that is already damaged - it does not affect fatigue, wounds and damage that are inflicted during the current round of combat. This spell's strength is equal to the Power of the Pit results that affect action chits and armour (it does not conflict with the other Power of the Pit results). Special: This spell breaks the Wither Curse on the target. Note: Make Whole does not repair the Magic chit used to cast the spell, because it fatigues after the spell takes effect.
The White Knight's most useful spell. After a hard day's smiting, Bright Dwight can hie back to the Chapel to cast this spell and repair all of his wounds and fatigue. Even better, damaged armour will also be repaired.
Peace (Type I/White)
Target: One character, native or monster
Duration: Combat
Usefulness: 3
When this spell goes into effect, it is instantly broken if its target is currently the target of any other character or denizen. If he is not someone else's target, the spell goes into effect.
1. If the target is a denizen, whether hired, controlled or not, it is instantly unassigned. While the spell remains in effect, it cannot be assigned to a new target. If it is hired or controlled, it cannot lure attackers.
2. If the target is a character, he takes back his Attention chit and any spell or attack he is playing is cancelled. While the spell remains in effect, he cannot charge or specify a target for an attack or spell. He can manoeuvre, run away and do other actions. He cannot lure attackers into attacking him, but attackers can be assigned to him randomly.
3. The spell is instantly broken when the bewitched target is named as the target of a spell or attack. The spell is broken only if the target himself is named as a target - he is not released by spells aimed at other targets, even if the results affect him.
Usually the Pilgrim or the White Knight has higher priorities than this (Make Whole for the Knight, Exorcise or Small Blessing for the Pilgrim).
Small Blessing (Type I/White)
Target: One character
Duration: Instant
Usefulness: 2
The target character immediately rolls the dice and consults the Wishes table. See Rule 4.8.9 and the Wishes table for information on specific Wish results.
This seems to be most frequently used by the Pilgrim to achieve a Wish For Strength. Thus powered up, the doughty Pilgrim then goes a-hunting the largest monsters with his stick.