Phantom
Bowmen – 2nd Sphere = Thought
Time/Duration = two actions/ 2d6
xats
Range/Effect = 12”/enemies
Saving throw = Will
The priest
creates an illusionary force of up to 100 archers (10
per caster level) to protect him from
enemies. All opponents within range of
the spell must make a saving throw as they find themselves the target of the
phantom bowmen’s arrows. Those who fail
their save fall unconscious, remaining defenseless for 2d4 zodes. Those affected cannot be roused by loud
noises or by being shaken by comrades. The
illusionary arrows do no actual damage, but the victims are subject to the
mercies (or
lack thereof) of nearby enemies,
mishaps, and rampaging beasts. The
material component is a bronze arrowhead (2bc).
Reincarnate
– 4th Sphere = Life
Time/Duration = d4 zodes/ permanent
Range/Effect = touch/one creature
Saving throw = none
This spell
restores the soul of a slain creature to the material plane, housing it in a
new physical form of the same approximate age.
The caster must have access to the dead individual’s corpse to invoke
this powerful magic. The body need not
be whole as the target obtains an intact new body of the same age and gender
once the spell is completed. A
reincarnated character returns to play as a different species indicated by a
roll on the table below. Creatures
returned to life via reincarnation lose one level and one point of constitution,
but otherwise retain their previous vocations, skills, intelligence, and wisdom. Strength, dexterity, and charisma scores may
be modified based upon the character’s new race, and the subject of the spell
receives any unique racial attributes and bonuses of his new form. The reincarnated creature retains a large,
but not complete percentage (RSN score × 5%) of
his memories from his previous life or incarnation.
D100
|
Race
|
STR
|
DEX
|
Cha
|
Sz
|
01-09
|
Red
(R)
|
- -
|
- -
|
+1
|
4
|
10-19
|
Green (G)
|
+2
|
-2
|
-2
|
7
|
20-29
|
Thern
(T)
|
- -
|
- -
|
- -
|
4
|
30-39
|
Black
pirate (B)
|
+1
|
- -
|
- -
|
5
|
40-49
|
Yellow
(Y)
|
- -
|
+1
|
- -
|
4
|
50-59
|
Lotharian (L)
|
+1
|
- -
|
+2
|
5
|
60-69
|
Plant
man (P)
|
+3
|
+1
|
-4
|
6
|
70-79
|
White
Ape (W)
|
+8
|
+2
|
½
|
8
|
80-89
|
Hybrid
(H)
|
-1
|
-1
|
-1
|
3+
|
91-95
|
Mermaid
(M)
|
-2
|
+1
|
+2
|
3
|
96-99
|
Kaldane
(K)
|
-2
|
- -
|
-2
|
2
|
00
|
Jasoomian (J)
|
+5
|
+5
|
- -
|
5
|
This spell may not be used to
reincarnate a character that has died of old age (p.
16). Reincarnation has no effect on undead. The game master may adjust this table to fit
his campaign. The material component is
amber and myrrh (1000gc).
Remove
Curse – 4th Sphere = General
Time/Duration = d4 xats/ permanent
Range/Effect = touch/one creature
Saving throw = see below
This powerful
ritual ends a magical affliction (curse,
hold, slow, silence, etc.) or removes the influence of a cursed magical
item on a single target. The spell also
cures insanity or phobias. Success is
not guaranteed; the caster must roll d20 + his Wisdom modifier and beat the DC
of the original affliction or curse to remove its effects. Cursed magical objects targeted by this spell
do not lose their magical properties, but the owner can now discard it safely. This spell cannot be cast more than once per
playing session and no individual may receive its benefits more than once per
week of game time. The material
components are the priest’s holy symbol and a sapphire (250gc) crushed into holy water.
This spell can be reversed. Bestow
curse inflicts a -2 penalty on all attack, skill, and saving throws until
the curse is removed. A dying, devout
priest of any faith can attempt to bestow a single curse with his final breaths with a 1% chance per level of success. Woe
unto those who slay the beloved of the gods…
Remove
Fear -1st Sphere = General
Time/Duration = one action/ instantaneous
or d6 xats
Range/Effect = touch/ one creature
Saving throw = none
This spell allows
the target to ignore the effects of fear inflicted
by spell, feared opponents, powerful
entities such as the undead, dragons, or angels. When used as a preventative magic cast prior
to a battle or encounter, it bestows a +3 bonus to morale checks and saving
throws against fear for d6 xats. Material component is a cat’s eye
semi-precious (1sc) stone placed in
the recipient’s hand.
Restore
– 4th Sphere = General
Time/Duration = one xat/ permanent
Range/Effect = touch/one creature
Saving throw = none
The spell
restores a single level or up to five ability points lost via energy drain,
poison, or from the malignant effects of shadows, wraiths
or undead. The spell must be
cast within a time no greater than one day per caster level from the time the
level or ability points were lost. The
spell will not restore constitution or level loss due to death or reincarnation. Restore
also instantaneously replenishes temporarily lost ability points such as those
inflicted by plant men . This spell
cannot be cast more than once per playing session and no individual may receive
its benefits more than once per month of simulated or game time. The material component is a flawless sapphire
(500gc).
See
Afar – 3rd Sphere
= Knowledge
Time/Duration = one xat/1 zode
Range/Effect = 10” + 1” per level/
creature or location
Saving throw = Will
This spell calls
into being a magical window through which the priest can observe (but
not hear) events occurring a
distance away. The priest “polishes” the
air before him with a rubbing gesture to create this viewing portal. Once
created, the priest has two options:
The portal can be fixed on a single
location within range. The priest will
witness any event occurring in that area for the duration of the spell. The priest experiences all happenings in the
area as if he were present, but only sight is granted (no
hearing, smell, etc.). This version provides no special illumination
or vision; i.e., a portal fixed on a dark room is virtually useless.
The second option is to key the
portal to a single NPC or creature. The
priest then observes events as if he were seeing them through the subject’s
eyes, gaining the benefit of any special or magical sight the target may have. As
above, only sight and no other sense are provided by the spell. The spell-caster has no influence over the
subject as to where he looks or travels, nor does the spell grant a means of
communication between caster and observer. An unwilling subject can resist this spell
with a successful saving throw. This link between caster and subject is broken
if the subject moves out of range. The
connection is obstructed by barriers comprised of a thin sheet of lead or 2
sofads or more of stone. The material
component is a glass orb (10gc) or a freshly harvested eyeball.
Shatter
– 2nd Sphere = Sound
Time/Duration = one action/ instantaneous
Range/Effect = 2” per level/ one
inanimate object
Saving throw = see table
This spell
directs a sonic onslaught at one object within range. The object must make a saving throw (see
table) or be destroyed, shattered into
dozens of small fragments. The spell has
no effects on objects larger in mass units (#) than the priest’s level. Shatter
does not affect living beings or items constructed from soft materials such
as liquid, cloth, leather or pape
DC
|
Item is…
|
DC
|
Item is…
|
18
|
clay/ pottery
|
12
|
bone/ copper
|
17
|
glass/ bottle
|
11
|
timber/ gold
|
16
|
china
|
10
|
bronze/ pewter
|
15
|
crystal/ mirror
|
9
|
iron / skeel
|
14
|
wood /quartz
|
8
|
diamond
|
13
|
lead/ silver
|
7
|
steel
|
To make a target’s saving throw
against shatter, roll d20 adding twice the object’s magical bonus (if
applicable) and compare the
result to the DC listed above; shatter
DC is increased by the spell caster’s
Wisdom modifier. If the modified roll is
equal or greater than the adjusted DC, the object is undamaged.
Shield
of Faith – 1st Sphere = Water
Time/Duration = one action/ 1 xat
per level
Range/Effect = touch/one creatur
Saving throw = none
This spell causes
the target to subtly glow and sparkle, imparting as +2 bonus on armor class and
reducing fire/heat damage by one point per damage die rolled (minimum
of 1 hit point per damage die). The material component is a flask of blessed water.
There is no limit on stacking bonuses
for saving throws (p. 20). However, characters always fail a saving
throw or skill roll on a roll of a natural ‘1’.
When stacking armor class bonuses, only dexterity modifier, armor bonus,
shield or parry bonus, and the highest
of other bonuses will apply; i.e., if
a RM warrior with a 13 dexterity score has a +1 hauberk, and a +1 ring of protection, and has shield of faith cast upon him, his defensive
class would be 19 (15, – Sz, + 1 for AGT, + 4 for +1 hauberk, +2 for shield of
faith and +1 ring of protection).