Difference between revisions of "Divine Hand"

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= [[Meditate]] =
= [[Meditate]] =
[[Category:Rituals with no meditate information]]
| type=m
| steps=3
| target=Objects
| components=[[Holy symbol]]
| powers=Speech, Movement
| resist=na
[[Category:Pishe Rituals]]
[[Category:Pishe Rituals]]

Revision as of 10:43, 18 October 2008

Divine Hand
GP Cost 200 (+50 per passenger)
Learnt At 150 in faith.rituals.misc.target
Skills Used faith.rituals.misc.target
Requirements Symbol
Granted By Pishe, Gufnork, Gapp, Sandelfon, Fish, Hat and Sek
Best Baton(s)


Best Cane


Moves you across the Disc


This ritual moves the priest and any people following the priest across the disc to the place which has been remembered on the item the ritual is targeted at. It does this by passing the travelers through a special room located in an elemental fold between the planes. Each God has its own special room as the halfway point, each with different means of exit, and you are no longer able to exit via a second divine hand from the room. Passaging between the CWC and Circle Sea Region is not possible. You need to passage to/from the Brown Island and take the ferry shop.

Help File

This ritual lets the priest enter into a special room halfway between the current location and the destination. The room, hidden in an elemental fold between the planes, is created to allow the priest to move great distances in merely two paces.

Prior to performing divine hand on an object, you must first use the Remember Place ritual to mark a location on an object.

Ward Effect

When impressed as a ward, this ritual sends the thief to the location where the ward was impressed.


> perform divine hand on baton
You say a prayer over a dull grey baton.
You attempt to visualise the place that you remembered.
You pray to Gufnork to grant you the means to travel there.
You meditate on the holiness of Gufnork before vanishing.

Delicate white fluffy material is spread liberally around this room, so much so that it feels somewhat akin to being
inside a giant mound of fluff.  In fact, there are a few wispy trails of fluff draped around the place, none more so
than on what is presumably a small statue of Gufnork.  A large ball of fluff hovers above the statue, occasionally
dropping a few stray lumps of fluff.
There are no obvious exits.

> roll around in the fluff
Fluff travels around your body at alarming speed, completely covering you.  Totally encased in fluff, you feel perfectly
at one with Gufnork for a moment before you suddenly find yourself elsewhere.

It is night and there is no moon.
This is the Street of Small Gods between two temples, a large, friendly one to the north and a small, grim-looking one
to the south.  This seems like a fairly major part of the street, due to the major temples to either side.  There seems
to be some sort of a ruddy red glow over Sek's temple, although it would probably be a bad idea to inquire about what
exactly is causing it. The street continues west and northeast, with more temples in either direction.
One or two people wander past, apparently heading somewhere.
It is a slightly chilly autumn prime's night with almost no wind and scattered puffy clouds.
There are four obvious exits: northeast, west, north and south.
Kess of Sek is standing here.
A street lamp is emitting a grimy light here.

Granted By

Pishe, Gufnork, Gapp, Sandelfon, Fish, Hat and Sek

Learnt At

faith.rituals.misc.target level 150

Skills Used


Base GP Cost

200 GP plus 50 GP per passenger


Holy symbol


Type Miscellaneous
Step Count3
ComponentsHoly symbol
Required PowersSpeech, Movement
Will Attempt to Resist N/A
Will Be Angered No/Unknown