[u]Mythic Christianity - The Templars & Their Allies[/u]
The following is based on the Templars as a holy tradition of Mythic Companions. It is assumed a Templar company numbers about 1000 men, of which about 100 are Templar Knights proper and the rest are sergeants, auxilieries, and so on. All Knights are Mythic Companions, privy to a Holy Tradition teaching the method of Invocation and the power of Wonders. They are led by the Master Templar, which is assumed to be experienced, with the rest being mostly "journeyman" knights. They are accompanied by Chaplains, priests who guide them spiritually; these, too, are Mythic Companions, of their own (Mythic Priest) Holy Tradition, with the favored abilities Invocation, Blessing, Adjuration and, critically, Ceremony. They are also accompanied by Hospitallers, healers who tend to the wounded. Finally, the Templars have the unique capacity to create a mobile Dominion aura, focused on a mobile war altar instead of a fixed chapel's altar.
A journeyman Termplar knight is quite capable - he is assumed to have (Communication + Invocation + Wonders) of 13. A Master Templar is far more capable, with a total of about 20. Chaplains have comparable totals with Adjuration and Blessing. Within the tempered Dominion aura of the war altar, and assuming a minor further invocation, the journeyman can invoke a level 20-30 miracle, and a master a level 25-35 one.
The true supernatural power of the Templars, however, stems from their use of Ceremony. A Chaplain can add the (Communication + Invocation) of about 5 more chaplains and/or knights to the totals, providing a bonus of about +40 and allowing the Templars to cast level 70 miracles. These are used to induce long term effects on the Templar forces and on the aura emanating from the war altar. Ceremony also aids in bolstering Holy Influence and tempering the aura.
Finally, the Templars can also rely, to some degree, on their Divine allies - their patron saint, St. Martin (Might 50), the company's Principality (Might 10) and the order's Principality (Might 15), and other angels and archangels of interest.
The Hospitaller's Prayer
Meditation Blessing 10
This meditation provides a +3 bonus to Recovery rolls for that season, for the target. Each additional magnitude increases the bonus by +3, e.g. +12 at level 25.
Hospitallers often accompany Templar forces, practicing Medicine to aid the injured. They are often respected even by the Saracens, and have been known to heal even heretics and infidels (athlough never diabolists). A Hospitaller in a field-hospital will nearly always devote an hour of silent prayer to a patient in his hospital soon after admission, enacting this miracle to aid his recovery.
(B 1, +1 touch, +4 season)
Shield of Chivalry
Invocation Wonders [actually Meditation Transcendence] 12
This effect protects the knight from un-chivalrous attacks, such as arrows. He is completely immune to damage from bows, and others mundane attacks from beyond 50 paces.
Templar knights generally cast this miracle at dawn, providing them protection from arrows for the whole day. Master Templars typically cast variants at Touch ragne on the Chaplains of the company.
(As Transcendance Base 4, +2 sun, +0.5 longer)
The Gift of Cloudless Sky
Invocation Wonders 20
This ritual is used to ensure fine weather, clearing the sky of any storm. Templars don't like to wage war over mud.
(B 5, +1 touch, +2 sun)
Column of Divine Fire
Invocation Wonders 25
The caster calls forth a pillar of fire to immolate the heretic, doing +15 damage. A level 40 variant does +30 damage.
Templar knights occasionally use this miracle on the battlefield, but only in dire straits. Only Master Templars are capable of manifesting the level 40 variant, and that too only with great risk of hubris. [Compare and contrast with a Flambeau, that throws a Pilum of Fire with impunity and usually manages to throw Ball of Abysmal Flame with ease as well. Clearly, Templars are seriously underpowered in comparison.]
(B 15, +2 voice)
Excisement of the Anathema
Invocation [Purity] Adjuration 25
This effect forces a non-Divine creature to flee your presence. He may not return until the next Sunday. This miracle is cast, occasionally, by Chaplains on the field of battle.
(B5, +2 presence, +2 sabbath)
Light of Heaven
Invocation Wonders 25
A beam of light draws down from the sky, illuminating the target. Any demon, or other non-Divine supernatural being, caught in it suffers +20 damage. Templar knights may use this power when fighting demons, or creatures they consider to be demons (such as faeries).
(B 15, +2 voice)
A Glimpse of Hell
Invocation Wonders 35
This invocation calls forth the fires of hell, or a shadow of them, to engulf the unbelievers [up to 10, targeted with a Finesse roll], doing +15 damage. It is sometimes invoked by Master Templars in battle.
(B 15, +2 voice, +2 faith)
Invocation Blessing 35
This hollow ritual, conducted only with the approval of the pope himself, authorizes the target as a delegate and emissary of the supreme pontiff, with full spiritual authority to lead all in service to the holy cause. It is employed to grant authority to kings and other leaders of the crusades, allowing them spiritual authority over holy orders and priests that otherwise outrank them. For anyone that takes part in the crusade, the target of this ceremony becomes Inspirational - until he sins. The duration of this effect can be embarrassingly short, for some recipients.
(B 10, +1 touch, +4 grace)
A Just Temper
Invocation Blessing 40
This simple ritual instantly tempers an aura, granting it a +1 temper decided by the caster. A level 50 variant provides +2 and a level 60 variant provides +3.
This invocation is rarely used, the Master Templar usually prefering to temper the aura using his (Presence + Leadership), in a ceremony guided by the Chaplain. But some companies, and leaders, prefer to use this ceremony instead.
(B Gen, +1 touch, +2 sun; target is assumed to be Individual)
Cleanse the Infernal Infestation
Invocation [Purity] Adjuratuion 40
This effect purges the area from any non-Divine supernatural creatures. Creatures who manage to resist the effect are unaffected by it, but those who fail cannot return until the end of the next Sunday [slightly changing the normal duration].
(B 5, +1 touch, +2 sabbath, +4 dominion)
Consecrating the Hospital
Meditation Blessing 45
This special ceremony, conducted by the Master Hospitaller aided by other knights, is repeated yearly, traditionally on Easter. It suffuses the whole hospital with divine favor, granting a +3 bonus to all Recovery rolls within it. A level 70 variant would grant a +18 bonus.
The Hospitallers maintain only a few permanent hospitals, but these are always consecrated in this manner. The hospitals also always contain a chapel, and the local aura is Tempered to provide a further +1 to +3 bonus to any healing and compassionate acts. Field-hospitals rarely enjoy such amenities, however.
(B1, +1 touch, +4 year, +3 structure, +4 ritual)
The Knight's Ration
Invocation Wonders 50
Creates nourishing food or water, enough for a thousand men for ten days. Master Templars, guided by Chaplains, often invoke this miracle to sustain long campaigns, alleviating logistical difficulties.
(B 5, +1 touch, +4 permanent, +4 size)
Call Forth the Beast of Divine Wrath
Invocation Wonders 55
This powerful ritual, usually enacted only against tenacious foes of the faith before entering the field of battle, summons forth a ferocious divine being that descends upon the enemy. The precise nature of the beast varies, but it is most often a lion of great size, with the power to seed fear in the enemy ranks, and Divine Might 10.
This ceremony is conducted by the Master Templar before battle, guided by the Chaplain. The powers and nature of the beast God chooses is seen as an omen by the Templars.
(B 30, +1 touch, + 2 sun)
Conjuring the Knight's Steed
Invocation Wonders 55
This ritual is enacted whenever a new knight joins the Templar order, and summons forth a Divine stallion for him to ride. The stallion has Divine Might 5, and can extend his Magic Resistance to his rider (this MR stacks with MR from Faith points). It is brave and loyal to his owner, and of superb physical capability. Should the knight lose grace, however, committing a deadly sin, the stallion will abandon him.
Templars always ride Divine stallions into battle or on duty, but never for recreational purposes (like travel or hunting). A Templar whose stallion has abandoned him will sometimes use a mundane horse, especially in the middle of a campaign, but prolonged use of a mundane horse will raise suspicion of spiritual impurity among his companions. A Templar whose steed was lost in the heat of battle will usually have it resurrected, using this same miracle, at a later date.
Divine stallions are invariably entirely white, with a silver mane.
(B 30, +1 touch, +4 permanent)
Restoration of the Adamite Form
Meditation [Purity] Intervention 55
This ritual reattaches lost limbs, restores sight, and otherwise returns the person to His image. This sombre ritual is usually only conducted by the Master Hospitaller, aided by fellow knights, on rare occasions and patients. It is conducted regularly in Loudes, making it the prime healing site of pilgrimage in Mythic Europe.
(B 30, +1 touch, +4 permanent)
The Hospitaller's Healing Touch
Meditation [Purity] Intervention 60
The monk lays his hands over the patient, meditating on his health, until his wounds are made whole. This is a very powerful ritual, only rarely conducted, and even so can only heal a Light Wound - but does so instantly. A level 65 is needed to heal a Medium wound, and level 70 to heal a Heavy Wound. Level 75, an an almost unheared of power, will instantly heal an Incapacitating Wound, and level 80 all wounds.
(B 35, +1 touch, +4 permanent)
Blessing the Crusade
Invocation Blessing 70
This powerful miracle is usually invoked as the company embarks on a new stage of the crusade. It grants a +1 bonus to all activities that further the crusade, for all who attend the ceremony [up to 1000], as long as they remain in Grace. This bonus stacks with other bonuses, such as a tempered aura or invoking god's aid.
(B Gen 20, +2 voice, +4 grace, +2 group, +2 size)
Invocation Blessing 70
This miracle is often enacted by the Master Chaplain before setting out on a crusade against supernaturally powerful opponents - including Saracen sorcerers, but also Hermetic magi. All those attending the ceremony [up to 100] receive a Magic Resistance of 45 for 40 days and 40 nights. This MR stacks with other sources of Divine MR, such as Faith points or the knight's mount.
(B Gen 5, +2 voice, +3 40, +2 group, +1 size)
Revelation of the Spirits
Invocation Adjuration 70
This effect makes any invisible spirit, being, or wizard in the aura to be revealed to sight, neutering its invisibility. Hermetic invisibility spells are likewise shattered, unless their spell level is above 50 (making them Rituals).
Chaplains cast this miracle on the mobile aura of a war altar, often ahead of time, using Ceremony to reach the required high miracle levels.
(B 35, +1 touch, +4 dominion, +2 sabbath)
Resurrection of the Dead
Meditation [Purity] Intervention 95
The caster brings back the target from the dead. No one in living memory has accomplished this level of miracle since Jesus.
(B 70, +1 touch, +4 permanent)