Sunday, March 31, 2013


Hit  Points  are an abstract measure of how much damage a character can sustain before passing out or dying.     For beasts and monsters, hit points represent bulk and ferocity; however, for characters, hit points (more is better) measures not only physical toughness and tenacity, but also reflects training, experience, confidence, and luck.    

When a character is damaged this injury is subtracted from his hit point total. When a character’s hit points score is reduced to one or zero hit point, then he is stunned (roll d12 for all saves, attack and skill throws). At negative hit points, a character is unconscious. A character at negative hit points is in shock or bleeding out and loses one additional hit point every round until first aid is properly applied. If the absolute value of current negative hit points exceeds a character’s constitution score, then he is dead. The total number of hit points a character possesses is determined by his hit dice.

“Sharp talons and cruel fangs had torn leg, arm, and breast literally to ribbons. So weak was he from continued exertion and loss of blood that but for the supporting wall I doubt that he even could have stood erect. But with the tenacity and indomitable courage of his kind he still faced his cruel and relentless foes—the personification of that ancient proverb of his tribe: ‘Leave to a Thark his head and one hand and he may yet conquer.’ ”   (GM, IV)


    TYPE                  VOCATION

d10               if trooper,  

 d8                if warrior or extra.

 d6                if criminal, scientist or priest/ psychic.


            Every level a character advances (including 1st), he rolls one hit die dice adding his constitution modifier to each die result.  This total is then added to the character’s hit points.   When rolling each hit dice for a character

 Reroll ‘1s’ if size is 5+,

Reroll ‘2s’ if size is 6+,

 Reroll ‘3s’ if size is 7+,

and      Reroll ‘4s’ if size is 8+.


An injured character normally heals 1 hit point (or dRank for attending physician’s skill) per day of rest; however, healing salves, priestly spells or psychic powers may accelerate the healing process.    


      After 10th level, characters no longer roll hit dice, instead the number of hit point gained for each additional level, is based upon their vocation and unmodified by constitution, either

     Three if trooper,

      Two  if warrior or criminal

      One  if scientist, priest/ psychic,  or extra.

Artwork is by Thomas  Yeates

Saturday, March 30, 2013


I have never been a big fan of awarding or calculating experience points; therefore, my streamlined experience system.

Part of the fun of role playing games is that players can develop or customize their characters throughout the course of adventuring. As they face and overcome challenges, PCs gain experience and knowledge, which allows them to fulfill the role demanded of them. In game terms, this equates to increases in the character’s skills, abilities or level. At the end of each game session, which generally lasts 2- 5 hours, each surviving character receives an experience throw
(d6 for PC or d4 for NPC):

Experience Table
1)           +1 level if preferred vocation or class *
2)           +1 to randomly determined ability score
3)           +1 to randomly determined skill (Table 6.1)  
4)           +1 GMs choice **
5)          +1 level
6)           +1 to player selected skill or feat ***

* Add a level if and only if green Martian trooper, thern criminal, black pirate warrior, Red Martian scientist, kaldane psychic or yellow Martian extra; otherwise, increase primary ability score one point.

* * GM selects addition of either one level, skill or a spell-like power (RP 5); however, the GM may choose to grant NO experience. This may seem harsh, but granting no experience at the end of a game session serves as a check or warning to players who are disruptive, obstinate or rude.

*** Total number of skills and/or feats allowed to a character may not exceed the average of his intelligence score and his level.

Friday, March 29, 2013

Initiative & Surprise


Initiative   and    Surprise

            When the miniatures representing characters are with 2” of each other, they may engage in melee.   For the player characters and members of their party, individual Initiative Score
(INTV) =  Dex   score + Wis  mod. + 
Weapon modifier + Armor Penalty    

      For adversaries, INTV = d20 + Reflex bonus.   The DM will determine the initiative score for the rivals or NPC’s opponents; rarely breaking the opposing party into two groups if necessary for dramatic effect.  The first round of melee, only those members of the player’s party whose INTV equals or exceeds that of the opponents party may perform one full round of action, then all the opponents act for this first simulated combat round.   Do not roll dice to determine INTV for members of the PC party.

       The second round of action or melee, all members of the player’s party act first, preferably in order of initiative score.  This is followed by all the members of the opposing party controlled by the GM. For clarity and speed, the DM might assign clockwise seating to the players in descending order of INTV score; i.e. the player with the highest INTV score sits at the GM’s left and lowest INTV score will sit at the GM’s right. Game action proceeds in this manner, PC group followed by opponents each round until there is conquest, withdrawal or surrender.

If the INTV score for the opponents’ exceeds any character’s INTV score by 10 or more, then that member of the PC’s party is surprised the first round, and only the first round of combat.  Surprised characters lose their shield and dexterity based bonus to defense, cannot cast spells, cannot use ranged weapons and they cannot engage in complex mental activity or processing; however, saving throws and melee attacks are normal for duration of this round.
art from Damon's  blog


There is a penalty to initiative and ranged combat when operating in situations of poor or suboptimal lighting.  This penalty is halved for melee combat or if character has infravision or  low light vision:

     Sub Optimal (-) dawn, dusk, lantern,

     Moonlight (-2) full moons, torch,

       Starlight (-5)  moonless night, candle,        

     Pitch black (-9) character is effectively blind.

   “Why is it that darkness so magnifies our dangers? By day I would have charged the great banth itself, had I thought it necessary, but hemmed in by the darkness of these silent pits I hesitated before a pair of eyes."         (GM, XIV)

Thursday, March 28, 2013



TOONOL is a red Martian city state located on the eastern border of the Toonolian Marshes.  Hereditary enemies of Phundahl, their aristocracy prides themselves on their intellectual and scientific achievements.  It is a “large city, whose towers, domes and minarets glistened and sparkled in the sun as though plated with shining metals and picked out with precious gems”  (MM VI)


“Toonol in no sense is a flying nation, supporting no such enormous fleets of merchant ships and vessels of war as, for example, the twin cities of Helium or the great capital of Ptarth.”  (MM VIII)


“The peculiar philosophy of the Toonolians.  They believe no good deed was ever performed except for selfish motive; they have no god and no religion; they believe, as do all educated Barsoomians, that man originally came from the Tree  of Life, but unlike their fellows they do not believe an omnipotent being created the Tree of Life.  They hold that the only sin is failure - - success, however achieved is meritorious; and yet, paradoxically as it may seem, they never break their given word. .. They denied deity, and in the same breath worshipped the fetish of science that they had permitted to obsess of their imaginary gods; and so, with all their vaunted knowledge, they were unintelligent because they were unbalanced.” (MM IX)

Toonolian Marshes


The Great TOONIALIAN MARSHES are located in the Red Planet’s northwest hemisphere. Home to the malagor, these marshes are the remnants of one of Barsoom’s five great oceans. These vast wetlands contain patches of dense jungle which are ruled by the fierce white ape.

“An oozy marsh through which are narrow water courses connecting occasional open water – little lakes, the largest of which could have comprised but two acres.  This landscape extended as far as the eye could reach, broken by occasional islands. .. The Great Toonolian Marshes extend nearly eight hundred earth miles east and west and in in some places have a width of three hundred miles. Little is known about them in other portions of Barsoom as they are frequented by fierce beasts and they afford no landing places for flier.”     (MM VI)

artwork from Micheal Whelan

Wednesday, March 27, 2013



 Torquas:  green Martian tribe ruled by their jed, Thar Ban and Jeddak, Hortan Gur. They are the hereditary enemies of Thurd.  The capital city is located in  Barsoom’s SW hemisphere about 7000 haads (2583 miles) west of Helium and  200 haads  (74 miles) from Aaanthor.

 “The men of Torquas had perfected huge guns with which their uncanny marksmanship had permitted them to repulse the few determined efforts that near-by red nations had made to explore their country by means of battle fleets of airships.”  (TMM V)

“The temper of the thoats of Torquas appeared even shorter than their vicious cousins among the Tharks and Warhoons, and for a time it seemed unlikely that he should escape a savage charge on the part of a couple of old bulls that circled, squealing, about him; but at last he managed to get close enough to one of them to touch the beast. With the feel of his hand hand upon the sleek hide the creature quieted, and in answer to the telepathic command of the red man sank to its knees. . .  Even in the hands of the giant green men bridle and reins would be hopelessly futile against the mad savagery and mastodonic strength of the thoat, and so they are guided by that strange telepathic power with which the men of Mars have learned to communicate in a crude way with the lower orders of their planet.”  (TMM XI)
i believe artwork is from Thomas Yeates

Monday, March 25, 2013

Character RACES

Characters are a composite of background descriptions, abilities, skills and personality for an individual in the game simulation.  They are usually represented by a game piece such as pewter miniature or a plastic figurine. Each player takes on the role of a single character for whom he directs all actions and decisions; this is known as a player character (PC).  The player’s actions and decisions help to develop the personae of his PC, which should be consistent with the character’s background, abilities and skills.  

            Non player characters (NPCs) are used for supporting roles in the game drama and can be anything from loyal followers, to unbiased bureaucrats to sworn adversaries.  The Game Master (GM) may allow a player to actually move, fight, roll dice and make decisions for an NPC, but the final decision regarding a non-player character’s actions or obedience belongs to the game master.
            It is the task of the GM to balance the number of NPCs in the player’s adventuring group or party against the experience of the players and the difficulties of the challenges to be faced.  The more experienced the players and the fewer NPCs in the players’ party, the faster that game play will proceed.  Optimal party size is 3 to 5 player characters.  Because of their limited reasoning and intellectual capacity, beasts or monsters are not considered to be characters; however, they are handled by the GM  in the same manner as NPCs.

   The first step in generating a character is to determine the character’s background information. 
There are five basic background descriptions;  

Race,  Gender,  Class,  Level  and Age.

Race refers to a group of people related by birth who share a common appearance and culture. Although technically incorrect, many RPGs use the term race when species would be more precise, for convenience, we shall use the terms race and species interchangeably thru out this text. Members of different species produce either no or infertile   (horse + donkey = mule) offspring; while members of the same species, yet different race, produce fertile progeny.

            There are five principal races on the Red Planet.  The race of a player character may be selected by the player or randomly determined by rolling d12 and consulting the following table. There are other intelligent species which are small in number that might be found in isolated or exotic locations. 


                                                                                                                                                Table 2.1 

   d12            Character          

Result         Race                 Preferred Class

    2             choice/ exotic                       varies
         3- 7            Red                                        Scientist
   8              Green                                     Trooper
   9              Thern                                   Criminal                     
  10             Black Pirate                        Warrior
  11             Yellow                                   eXtra
  12             Kaldane/ exotic                 Psychic

Sunday, March 24, 2013

RED Martians


Red Martians are the dominate race upon Barsoom and comprise approximately 80% of the planet’s surface dwelling population.  The red men resemble Earth men physically except their skin is a light copper color and placement of internal organs is slightly different.  Adults are slender and sinewy with males averaging six sofads in height.   Eye color is typically brown and hair is dark or black.  Males are clean shaven and wear their hair short.  Hirsuteness and obesity amongst red Martians is so rare as to immediately attract attention. 

Unlike Earth men, Martians do not adorn themselves with layers and pieces of cloth.  Dress upon Barsoom is minimal, although the chill of the night usually requires the donning of a cloak or furs.   Dress for the beautiful red Martian females is similar to a bikini, but is fashioned from precious metals and fine silks. All males wear the trappings of the warrior; this consists of a leather harness with shoulder and waist straps for the attachment of weapons plus a pocket pouch for convenience.   Hats are not worn, footwear is either sandals or boots (, but  are not required socially).  Red men are fond of jewelry and ornaments which often indicate the wearer’s status or previous military heroics.

Prominently displayed on the warrior’s harness is the identifying metal of his home nation; gold for the empire of Helium, bronze for the empire of Ptarth, nickel for Dusar, silver for Zodanga, copper for the forest kingdom of Kaol, steel for Duhor, platinum for the wealthy city state of Gathol, brass for Amhor, iron for land bound Manator, aluminum for Toonol, and pyrite for Phundahl.
Politically, the red Martians are divided into numerous city states or nations.  Each claims large areas of land which are dotted with small farming and mining communities. These armed settlements are connected to the capital city by a modern system of canals and white-paved highways.  Modern cities are surrounded by massive stone walls which are pierced by reinforced gates. Along the broad avenue that runs adjacent to the city’s walls lies the inns for travelers and the homes of the less affluent. Cities are laid out in quadrants for residential, commercial, industrial and military purposes. The city center will include public buildings such as libraries, museums, archives, zoos as well as the administrative offices and palaces of the nobility.

“Cruel to their enemies are the men of Mars; but the word ‘enemies’ is commonly interpreted to mean men only.” (TMM, XII)

The virtue of the lowest born women is respected, while ladies of noble birth are practically worshipped. Red males act with chivalry and refinement when dealing with women. Obtaining a spouse is fiscally and socially encouraged by government codes. Women have the right to change their mind regarding matters of the heart, but once the promise to marry is given, only death of the intended spouse releases a woman from her promise. Custom dictates that a woman may not marry a man who kills her fiancĂ© or spouse. (PM, XXII)  

“No sense of fear influenced her decision, for fear is seldom known to the children of Mars. It was rather a sense of the responsibility that she, the daughter of their Jeddak, felt for the welfare of her father's people.” (TMM I)
From youth, males are trained in the arts of warfare and all men are considered warriors in times of national emergency. Red males seldom venture outside their homes without their long-swords as “Few red men are good shots, for the sword is their chosen weapon.” (TMM, IV)
The basic government style of Barsoom remains unchanged for ages. A proud lineage of nobility governs the people by the dictates of the hereditary monarch or Jeddak who is restrained by the law and the quorum of lesser nobility. It is the duty of the red Martian nobility to set an example to their people of honor, courage, and chivalry both in times of prosperity as well as strife.
“Life is sweet,’ agreed Tara of Helium, ‘but honor is sacred.” (CM, XIII) The red men are a virtuous and proud people. Family lineage is esteemed and particularly honorable ancestors are remembered for generations. Red Martian justice is swift and fair. Trials are public and before one’s peers, a defendant is tried on the basis of his merits as well as the accusations.
In spite of the constant struggle for survival, red Martian nations often prosper and the people are content when ruled justly. The red men exceed the other races of the Red Planet in technology, character and artistic expression. In some aspects, their science and technology often exceeds that of modern Earthly nations. “All Barsoomians speak the same tongue from ice clad north to ice clad south, though their written languages often differ.” (PM, XV) 

When generating red Martian characters add +2 to charisma score.
Scientist is the  preferred class for red Martians.
Miniatures from bronzeAgeMiniatures dot com

Saturday, March 23, 2013

GREEN Martians

Green Martians are the hereditary enemies of all other races upon the Red Planet.  The most striking distinction of these equestrian barbarians is their massive size; adult males are typically 1.5 ads (or fourteen feet,) in height.  The following description of green Martian hatchlings was given by Captain Carter upon discovering an incubator:

“They seemed mostly head, with little scrawny bodies, long necks and six legs, or, as I afterward learned, two legs and two arms, with an intermediary pair of limbs which could be used as arms or legs.  Their eyes were set at the extreme side of their heads a trifle above the center and protruded in such a manner that they could be directed either forward or back and independently of each other, thus permitting this queer animal to look in any direction, or in two directions at once without the necessity of turning the head.

“The ears were slightly above the eyes and closer together, were small, cup shaped antennae, protruding not more than an inch on these young specimens.  Their noses were but longitudinal slits in the center of their faces, midway between their mouth and ears.

“There was no hair on their bodies, which were of a very light yellowish-green color.  In the adults, as I was to learn quite soon, this deepens to an olive green and is darker in the males than the females.  Further, the heads of the adults are not so out of proportion to their bodies as in the case of their young.

“The iris of the eyes is blood red, as in albinos, while the pupil is dark.  The eyeball itself is very white, as are the teeth.  These latter add a most fearsome and terrible countenance, as the lower tusks curve upward to sharp points which end about where the eyes of earthly human beings are located.  The whiteness of the teeth is not that of ivory, but of the snowiest and most gleaming of china.”        (PM, II)  

   Harnesses and weapons of green warriors are similar to that of red men, but firearms and lances have been adapted to accommodate their large hands.  They are excellent swordsmen and uncanny marksmen.  So adept are green Martians with the use of their large rifles, they can even pose a serious threat to enemy warships.

             From birth, green Martians live a dour, loveless existence.  Youth do not know their parents and are wards of their community.  There is no true family structure; breeding is based upon practical necessities such as resources available and physical attributes.  More established males are given charge over greater numbers of women and children.  “In one respect at least the Martians are a happy people; they have no lawyers.”    (PM, IX).  
            The green men are governed by tradition as much as the dictates of their leaders.  There is no wealth in green Martian society as excess property is divided amongst the community.  They seldom break command and are loyal and honest.  A green warrior is allowed to gain status within his tribe by making kills amongst his superiors. Upon slaying his superior in fair combat, the warrior will inherit the weapons, ornaments, position and charges of the vanquished. This violent system of societal advancement does not encourage wholesale slaughter of leadership, because as authority to be gained increases; likewise, increases rules and regulations that determine an appropriate trial by combat.
“The ideas of humor among the green men of Mars are widely at variance with our conception of incitements to merriment.  The death agonies of a fellow being are, to these strange creatures, provocative of the wildest hilarity, while their chief form of commonest amusement is to inflict death on their prisoners of war in various ingenious and horrible ways.  (PM, IV)              
            Green Martians are almost entirely without fear and delight in combat.  The five million (PM, VI) members of this equestrian race haunt the dead sea bottoms and ancient ruins of the Red Planet. They are organized into numerous belligerent tribes which are further subdivided into nomadic communities.  Each community consists of about 500 troopers, 250 women and 250 youths.  
Their regular military units are organized into squads of twenty each lead by a lieutenant or padwar.   Five squads equals a company which is commanded by a chieftain. A community has 10 - 15 chieftains whom are overseen by a jed. Four large tribes  dominate the Red Planet’s southern hemi-sphere; Thark, Thurd, Torquas and Warhoon.  Each of these tribes is ruled by a Jeddak who rules 20 – 50 communities. These green tribes derive their name from the deserted seaport that serves as their capitol.
When generating green Martian characters add +2 to constitution
and subtract two from intelligence.

Trooper  is the  preferred class for green Martian males.

Friday, March 22, 2013

Barsoomian Magic from Michael Curtis


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.

Red (R)
 - -
 - -
Green (G)
Thern (T)
 - -
 - -
 - -
Black pirate (B)
 - -
 - -
Yellow (Y)
 - -
 - -
Lotharian (L)
 - -
Plant man (P)
White Ape (W)
Hybrid (H)
Mermaid (M)
Kaldane (K)
 - -
Jasoomian (J)
 - -

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

Item is…
Item is…
clay/ pottery
bone/ copper
glass/ bottle
timber/ gold
bronze/ pewter
crystal/ mirror
iron / skeel
wood /quartz
lead/ silver

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).