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.

 
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).

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