Silence – 2nd Sphere = Sound
Time/Duration = partial action/ 2d4
xats
Range/Effect = 2” per level/ one
creatureSaving throw = Will
This spell causes the target to
become mute, an especially effective tactic versus spell-casting opponents. If the target fails his saving throw, he
cannot speak or cast most spells for
the duration of this divinely imposed silence.
This spell can be counteracted by remove
curse. The material component is the
priest’s holy symbol.
Skulk
– 1st Sphere = Air
Time/Duration = two actions/ 1d6
xats
Range/Effect = touch/one creature
Saving throw = none
This spell causes
the skin and worn possessions of it target to become shadowy and indistinct,
granting him a +4 bonus to all Infiltrate rolls. In addition, the subject’s armor class is
increased by +2 against non-magical missile attacks. Multiple castings of skulk on a single subject do not stack. The material component is a piece of black
gauze (1bc).
Speak
with Animals – 2nd Sphere = Life
Time/Duration = one round/ 2d6 xats
Range/Effect = self/ one speciesSaving throw = none
This spell allows the priest to
communicate with beasts (RP 10), monsters, or giant forms of ordinary animals. The animal type to be communicated with must
be chosen at the time of the casting and is limited to a specific species (banth, calot, giant eagle, shrew, etc.). Communication
with the animal is limited by the intelligence and temperament of the beast;
the spell does not befriend or command the target creature in any way and a
reaction result (Table 3.4)
should be made by the nolach as normal. If
a favorable reaction result is obtained, the animal(s) may assist the spell
caster within their ability.
“She advanced all defenseless and unarmed
upon the snarling banths.
“When quite close to them she
spoke a single Martian word in low but peremptory tones. Like lightning the great beasts wheeled upon
her, and I looked to see her torn to pieces before I could reach her side, but
instead the creatures slunk to her feet like puppies that expected a merited
whipping.
“Again she spoke to them, but in
tones so low I could not catch the words, and then started toward the opposite
chamber with six mighty monsters trailing at heel. One by one she sent them through the secret
panel into the room beyond, and when the last had passed from the chamber where
we stood in wide-eyed amazement, she turned and smiled” (GM,
IV)
Speak
with Dead – 3rd Sphere
= Necromancy
Time/Duration = two actions/ 2d6
xats
Range/Effect = touch/one corpseSaving throw = none
Invocation of
this spell or power allows the priest to communicate with the corpse of a
slain, intelligent creature by placing his hands upon its head. The spirit of the dead creature is always
willing to reveal the circumstances of its death, but further queries or more
detailed responses require a favorable reaction result (p.
18).
The spell caster can question any corpse so long as its head is present
and it has not been dead for more than a
number of days equal to the priest’s level.
The priest must speak the subject’s native language (p.8) to
understand the skull. Responses from the
subject are limited by the corpse’s intelligence and temperament in life.
Spell Aegis – 4th Sphere = Defense
Time/Duration = one xat/1 xat per
level
Range/Effect = touch/one creature
per 2 caster levels
Saving throw = special
This spell cloaks a
number of creatures equal to half the caster’s level in a mystical barrier that
help defend against malicious spell attacks.
Any time a creature under the protection of spell aegis is allowed to make a saving throw versus a spell, he
gets two attempts to successfully make the throw. The first roll is made with his own saving
throw modifiers. The second attempt is made
using the spell-caster’s modifiers. If
either of these rolls is successful, the target makes his saving throw. If both
of these save are successes, the target is completely unaffected by the spell
being cast at him (even if a save normally only reduces the
spell’s effect by half). Furthermore, a natural 20 on either saving
throw reflects the malicious spell back upon its caster. Spell aegis is protective against a number of
spells equal to the priest’s level or until the duration ends. The material components are a dusting of
silver powder (5sc) and a mantle crafted
from banth hide (10gc). Both are consumed by the casting.
Spiritual
Weapon – 2nd Sphere =General
Time/Duration = two actions/ 2d6
xats
Range/Effect = touch/one weapon
Saving throw = N.A.
This spell imbues
divine power on a single weapon, causing it to glow with a color appropriate to
the spell caster’s deity. While the
duration lasts, the weapon acts as a +2 magic
weapon (granting +2 to attack and damage rolls) that is capable of striking lycanthropes, ethereal
beings, and other monsters that require magic to be hit. The weapon’s glowing aura can be increased at
will to illuminate a 6” radius.
Swarm
– 3rd
Sphere = Life
Time/Duration = three actions/3d6
xats
Range/Effect = 1” per level/one
creature
Saving throw = Fortitude
The priest calls
upon the power of his patron to summon a venomous swarm of beetles, centipedes,
spiders, wasps, or other vermin of the GM’s choosing. The priest may then direct the writhing mass
to move toward and attack his enemies. A
swarm is a biting/ stinging collection of 200+ tiny (Sz0,
WM III) vermin that automatically
inflicts damage equal to a d20 roll minus half the victim’s defense class each
round (minimum
1 point of damage). The swarm’s victim must also make a Fortitude
save the first round he is engulfed or be subject to the insects’ venom, which
can cause death, paralysis, slowing or vermin
fever (GM’s choice). The DC for this saving throw equals 13 + the
priest’s wisdom modifier. Only one
victim can be engulfed by a swarm at a time.
Rflx
|
ATK
|
Dmg
|
DC
|
HP
|
Fort
|
Will
|
Move
|
|
Swarm
|
+3
|
+3
|
d20- ½DC
|
13+
|
23
|
+3
|
+3
|
6 / 9”
|
All damage inflicted on a swarm is
reduced by half unless caused by fire, cold, or blight. When encountered as
a naturally occurring mass, insect swarm venom has a Defense Class and poison
DC equal to 10 + the encounter or duneon
level.
Water
Breathing – 3rd Sphere: Water
Time/Duration = three actions/ 1
zode per level
Range/Effect = touch/self + 1
willing creature per level
Saving throw = none
This spell grants
the priest and a number of his selected allies the ability to breathe water (salt
or fresh) as if it were air and
provides a +4 bonus to all Swim checks. The
spell does not cause the recipient(s) to lose the ability to breathe air when
out of water. The total duration of this spell is divided up
amongst those subject to its magic; i.e., water
breathing cast by an 8th level priest on himself and four
companions would have a duration of 1.6 zodes or 80 xats each (8 divided by 5 = 1.6;
50 xats = 1 zode, 50 x 1.6 = 80). This spell cast by the same priest on eight total
people would only last 1 zode or 50 xats per individual.
Higher Level Spells
The number of spells each priest
knows per level of experience is listed on Table 5.1. The referee and players should collaborate to
create additional spells or those spells greater than 4th level in
power.
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