Ethereal
Walk – 4th Sphere = Magic
Time/Duration = four actions/ 2d4
zodes
Range/Effect = touch/self plus one
Saving throw = none
By casting this
spell, the priest and one companion/ mount suddenly exist on both the material
and ethereal planes. This allows the character(s) to travel in any direction
without penalty (as if walking on air). He can pass
through up to 1/50th sofad of lead, 1/10th sofad of
metal, one sofad of stone, or three sofads of dirt or wood. This spell also allows for free movement
across liquids. While in this state, the character can only be struck by silver
items or magical items or relics. Ethereal
walk grants the caster the ability to survive without oxygen and imparts a
+4 bonus to saving throws against gas or poison.
As the caster exists simultaneously
on two planes while under the effect of this spell, there is a chance (1 in 6)
that ethereal predators or guardians willtrack the priest and his companion
as they travel. Aggressive ethereal guardians (d4 encountered) will likely attack the priest if he is detected.
|
Rflx
|
ATK
|
Dmg
|
DC
|
HP
|
Fort
|
Will
|
Move
|
Guardian
|
+4
|
+4
|
d8
|
14
|
14
|
+4
|
+4
|
8”
|
The ethereal plane exists alongside
our unaligned material plane, permeating our mundane reality. The ether is a chaotic realm of dreams,
archetypes, and unconscious desires. The
ethereal plane also links to various planes:
1)
The Abyss (a
demonic prison)
2)
The legalistic
Elemental Plane of Earth
3)
The Plane of
Shadow or Negative Energy
4)
The libertine
Elemental Plane of Water
5)
The diabolic Nine
Tiers of Hell
6)
The chaotic Elemental Plane of Air
7)
The neutral
Elemental Plane of Fire, and
8)
Paradise (holy
realm of angels and saints)
Fearful
Aura – 4th Sphere
= Necromancy
Time/Duration = one action/ d6 xats
Range/Effect = 1” per hit
die/ non-friendly creatures
Saving throw = Will
This spell
creates an invisible sphere of dread around the caster, forcing all sentient
creatures that are not currently friends, allies, or associates of the caster
within its range to make a saving throw.
Creatures that fail this roll must retreat, flee (if
failed by 5 points of more), or cower
helplessly in fear (rolled a ‘1’ on d20).
In their natural forms, undead,
dragons, and angels radiate fear that produces a field similar to this 4th
level spell, fearful aura. The DC to resist this dread is equal to 7 +
the square root of the creature’s hit points.
When creatures are encountered in groups, the DC is based on the most
powerful creature’s hit point total, while the range is determined by the total
number of hit dice present (i.e., a 8 hit dice vampire with 38 hit points is
encountered alongside five zombies of 2 hit dice each. The DC to resist the fear is 13 (7
+ 6) and the radius of the effect is
18” ( 8
+ [5×2] ). Dragons and angels can dismiss their aura of
fear with a spoken phrase; undead cannot.
Inhabitants of
the Red Planet seldom retreat. NPCs only
make morale/ will checks when they:
1)
Are outnumbered by
more than 2 to 1
2)
Are facing a
feared enemy, or
3)
Their liege or
commander has died.
Treat
a morale check as a will save with the d20 roll that is normally modified by
the leader’s charisma modifier (or EL modifier,) The DC for this will/ morale check
is set by the GM, but is typically 10 +
the current encounter level.
“Upon warlike Barsoom, there are few
cowards, and that every man, whether
prince, priest or peasant glories in deadly strife.” (WM, II)
Feast
– 3rd Sphere = Earth
Time/Duration = one xat/ once per
week
Range/Effect = 1”/ 2d6×level
Saving throw = N.A.
This spell
creates a nutritious and tasty meal of meat, cheese, water, and wine that feeds
a number of adults equal to 2d6 × the caster’s level. Silverware, tables, chairs,
plates, and containers are NOT created by the spell. The material component is a handful of dirt
and a glass of water.
Find
Traps – 2nd Sphere = Knowledge
Time/Duration = two actions/ 2d6
xats
Range/Effect = personal/self
Saving throw = N.A.
The spell grants
the priest the ability to search for
traps, secret doors, and magical sigils as if he were a criminal of equal level. Although the spell allows the priest to avoid
detected traps that can cause harm, it provides no skill to remove the hazard that
is unique to the criminal class. This
spell remains in effect until its duration expires; interrupting a search to
enter combat, cast spells, or perform other actions does not negate this
enchantment’s duration. The material
component for the spell is a live darseen (Sz0, AC 17, 1 gc) that is not harmed in the casting or duration of the spell.
Flaming
Pillar – 3rd Sphere = Fire
Time/Duration = two actions/ instantaneous
Range/Effect = 2” per level/ one
target
Saving throw = Reflex
The spell creates a column of
divine fire to strike a selected individual or target. It does one d6 of damage per caster level. A successful saving throw reduces the inflicted
damage by half.
Ghostly
Glory of Barsoom – 4th Sphere = Combat
Time/Duration = 10 xats/ 4d6 xats
Range/Effect = 2” per level/one
creature per level
Saving throw = none
This spell calls
forth the spirits of Mars’ dead warriors to impart their valor upon the targets. The affected creatures appear wreathed by
ghostly forms bearing weapons of ancient manufacture. This manifestation causes the targets to
temporarily increase in level for purposes of determining attack rolls and
saving throws. It also grants them
additional hit points that last until reduced by damage or the spell runs its
course. The priest affects one creature
per level he possesses.
Warriors and Troopers gain
additional power based on their current level of experience. Warrior or Troopers of 1st-3rd
level gain an additional three levels for the duration of the spell; 4th-7th
level characters gain two additional levels; and 8th-10th
level warriors and troopers gain a single level.
All other classes are treated as Warriors of
equal level for the duration of the spell, re-rolling their hit point totals
using d8 hit dice. These new, temporary
hit points cannot be lower than their usual hit point total, but any wounds the
character is suffering carry over to their new hit point total (a
16 hp, 6th Scientist with 5 point of damage would roll 6d8 -5 to determine his hit points while
under the effect of this spell). The material component for this spell is a
handful of dirt from a famous battlefield, rubbed upon the body of each
creature affected.
Haste
- 2nd Sphere = Magic
Time/Duration = two actions/1d6
xats
Range/Effect = 1” per level/ one
creature
Saving throw = Tenacity based
This spell or
power causes the target to move, attack, and cast spells at twice his normal
pace. Thus, a hasted PC can both cast a spell and make a melee attack in a single
round or could fire four arrows in the same round (p.
30).
This increased rate of action does not affect armor class, saving
throws, or skill throws. After the
duration of the spell ends, the target ages one year (see
p. 16 for more information on the incredible Martian lifespan). The target
of the spell can make a saving throw to avoid the effects of an unwanted haste.
“Every
muscle responded instantly and accurately, and almost mechanically, to the need
of the instant. I am scarcely aware that
I think when I fight, so quickly does my point take advantage of every opening,
or spring to my defense if I am threatened.” (CM, VI)
This spell may be revered, creating
a slow effect that causes the target
to move, attack, and cast spells at half his normal pace (a
slowed PC would require two rounds to
cast a light spell and attack every
other round with a melee weapon). Slow
also causes a temporary -4 penalty to Agility.
Unlike haste, after a slow spell has expired, the target is
not aged.
Helmet
of Salvation – 3rd Sphere = General
Time/Duration = one round/ 3d6 xats
Range/Effect = touch/one creature
Saving throw = none
This spell imparts a mental clarity
and physical resilience upon it target, granting him a +3 bonus to all saving
and skill throws for the duration of the spell.
It provides no modifier to combat or armor class.