Time/Duration = one action/ 1 round
per level
Range/Effect = 2” per level/one
creature
Saving throw = Fortitude
This spell causes
a single target to be held in place as if encased in clay. The magic of this invocation fastens the
creature’s feet to the earth, causing flying creatures to fall and swimming
creatures to sink. The affected creature
can see and hear, but may not speak, move, attack, or cast spells. Held, sleeping, unconscious, or defenseless
opponents enjoy no bonus to their armor class for dexterityor parrying and
their enemies gain a +5 bonus to strike them.
A held, sleeping,
unconsciousor defenseless being also rolls a d12 on reflex
and fortitude based saving throws.
“The girl was still slightly under the spell of the
creature’s influence—she had not regained full and independent domination of
her powers. She moved as one in the
throes of some hideous nightmare—slowly, painfully, as though each limb was
hampered by a great weight, or as she was dragging her body through viscous
fluid.” (CM,
VI)
Hold
Portal – 1st Sphere = Earth
Time/Duration = one action/ d6 days
Range/Effect = touch/one closeable
portal
Saving throw = 2d6 Strength throw
Type of Barrier
|
Strength Throw (2d6)
|
Damp/ stuck door
|
8
|
Solid/ locked interior door
|
10
|
Held
Portal/ Banded door
|
12
|
Reinforced door / manacles
|
14
|
Heavy chains /iron bars
|
16
|
Minor city gate
|
18
|
Using a crowbar (1
sc, 2#) grants a +2 bonus to individual
Strength throws. If using a battering
ram (10 gc, 20#), a d20 is rolled adding the average Strength
modifier of the four people employing the ram.
Light
– 1st Sphere = Fire
Time/Duration = one round/1 zode
per level
Range/Effect = 3” radius/1 object
Saving throw = N.A.
This spell
brightly illuminates a 4” radius as if it were a torch. The light spell or power produces no heat and
can be cast on a transportable object such as a coin, dagger, rock, spear tip,
etc. The spell can be reversed, creating
darkness that imposes a -4 penalty to
all attack rolls made by creatures within its area of effect. Darkness
cancels out light and vice versa. The material component is a piece of
phosphorus (1 sc).
Lightning
– 3rd Sphere = Air
Time/Duration = one
action/instantaneous
Range/Effect = 3” per level/ one
creature
Saving throw = Reflex
By casting this
spell, the priest creates a bolt of lightning that bursts from his palm to strike
a target with explosive force. Damage
caused by the bolt is equal to one d6 per level of the caster. Damage is increased to one d8 per level if
cast outdoors or at a target standing in or immersed in water. Likewise, damage is d10 per caster level if
the target is outdoors during a rain or thunderstorm (an
unlikely occurrence outside of Barsoom’s south pole). A successful save reduces the damage inflicted by
half. Casting this spell requires no
vocalization, merely a series of gestures and a determined glare.
Mending
– 1st Sphere = Earth
Time/Duration = one xat/ 1 month
per level
Range/Effect = touch/1 object
Saving throw = none
This spell
repairs fractures or tears in metal, ceramic, leather, or cloth objects. The object to be repaired cannot be larger
than the caster’s level in mass units (#).
This spell will repair a magical item that has been shattered or otherwise broken, but the mended object loses its magical properties. It retains its craftsmanship, however, and is
now treated as a masterwork item (+1 modifier to skill or
attack rolls, but no damage bonus). Material component is a handful of dirt.
Message
– 4th Sphere = Sound
Time/Duration = one action/ instantaneous
Range/Effect = infinite/one target
Saving throw = none
Might
of the White Ape – 2nd Sphere = Combat
Time/Duration = one round/2d6 xats
Range/Effect = touch/one creature
Saving throw = Fortitude
This spell
temporarily increased the Strength of a single creature by one point for every
level possessed by the spell caster (maximum +10). This
divinely-granted increase is not visible to the naked eye (the
target does not increase in size or physique)
and it is therefore considered dishonorable to use this enchantment in duels or
contests between warriors. An unwanted might of the white ape can be resisted with a successful saving
throw. The material component for this spell is a single, pristine hair plucked
from a white ape’s scalp (1gc).
Negate
Poison – 4th Sphere = Water
Time/Duration = one xat/ instantaneous
Range/Effect = touch/one creature
Saving throw = none
This spell
neutralizes the effects of poison or venom from a single creature. For the spell to be effective, no more than 10
xats per level of the spell caster can have elapsed since the moment the target
was exposed to the poison. The spell
reverses mundane and magical venoms, and will restore lost ability points, but
not hit points lost to the poison. This does not impart future immunity from
other poisonous attacks. The material
component is the priest’s holy symbol and a crushed amethyst (250gc).
“The fair-skinned, yellow-haired warriors, armed
only with their long bows and a kind of short-handled, war-axe, were almost
helpless beneath the savage mounted green men at close quarters; but at a
distance their sharp arrows did fully as much execution as the radium
projectiles of the green men…
“Death seemed to follow
instantly the slightest prick of a bowman’s arrow, nor apparently did one ever
miss its goal. There could be but only
one explanation: the missiles were poisoned-tipped…
“Thousands of dead lay upon the
field a moment since. It would have
required many hours to remove them. The
thing is uncanny.” (TMM,
V-VI)
Artwork by Frazetta
Miniatures by BronzeAgeMiniaturesDOTcom
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