Animate
Dead – 3rd Sphere = Necromancy
Time/Duration = 1 xat/ 1 decade per
caster’s level
Range/Effect = touch/see below
Saving throw = none
This spell
animates the corpses of dead creatures, raising them to act as mindless minions
of the spell caster. Depending on the targeted
corpses state of decomposition, animate
dead creates either skeletons or zombies that retain none of the levels,
hit dice, capabilities, powers, or spells the beings had while living (but they
may retain half their craft skill at
the GM’s discretion). These undead
creatures follow simple one step commands given by the caster such as “stay,”
“guard,” “carry,” “follow,” “dig,” or “build.” They attack any creature other than the spell
caster unless specifically commanded not to do so. Use of this spell is
considered disrespectful to the dead and it is therefore rarely employed by ‘good’
priests
Due to their undead states, piercing
and slashing weapons do half damage against skeletons (round
fraction down) and the original dexterity
scores of zombies are halved. Both
skeletons and zombies can be harmed by non-magical weapons. Being mindless automatons, they are immune to
spells that affect the mind, ego, or psyche (command, hold, etc.).
A priest can animate a number of
undead with hit points equal to his current total. Thus, a 8th level priest with 36
hit could create nine normal skeletons, five zombies, two Sz4 skeletons, or one
Sz6 zombies; provided there are corpses of the appropriate type available. This spell may be cast multiple times, but a single
priest can only control a number of undead equal to twice his original or
uninjured hit point total.
Unless destroyed (reduced
to zero hit points), undead created by
this spell remain animated for a number of decades equal to the priest’s level
at the time the spell was cast. A priest
can “release” undead (abandoning
his control over them) to free up the
total number of hit points under his control in order to command undead of
greater numbers or power, but he should take precautions that his former
minions do not turn on him.
Rflx
|
ATK
|
Dmg
|
DC
|
HP
|
Fort
|
Will
|
Move
|
|
Size-2 Skeleton
|
+2
|
+0
|
d6
|
14
|
4
|
-1
|
+1
|
10”
|
Sz3 Skeleton
|
+1
|
+1
|
d8
|
13
|
9
|
+0
|
+2
|
8”
|
Sz4 Skeleton
|
+0
|
+2
|
d10
|
12
|
16
|
+1
|
+3
|
6”
|
Zombie
|
-2
|
+0
|
d8
|
10
|
9
|
+2
|
+0
|
4”
|
Sz6 Zombie
|
-3
|
+1
|
2d6
|
8
|
25
|
+4
|
+1
|
4”
|
Sz8 Zombie
|
-4
|
+2
|
2d8
|
6
|
49
|
+6
|
+2
|
4”
|
Only
priests have the ability to turn or dispel undead. The priest must make a will save against a DC equal to 10 + the
square root of the undead creature’s hit points. For each point of the will save above the DC,
the priest turns one additional undead, i.e. a modified roll of 15 would turn four
Sz2 skeletons (DC 12 plus 3 additional skeletons) or a single Sz6 zombie with 25 HP.
Bless
– 1st Sphere = General
Time/Duration = one action/ 1 zode
per level
Range/Effect = 5” radius/allies
Saving throw = none
This spell grants
all allies within its range of effect a +1 bonus to saving throws and morale
(p.39). It is typically cast before battle, at the
conclusion of a religious ceremony, or prior to eating (especially
when the possibility of poison is present). Evil priests may reverse this spell to curse enemies within the range of effect. Those affected by the curse suffer a -1
penalty to saving throws and morale for the duration of the spell. This spell stacks with other morale and
saving throw bonuses, but not with itself (multiple castings of
bless cannot increase the applied bonus above +1). This spell requires the priest’s holy symbol
to cast.
Blight
– 4th Sphere = Water
Time/Duration = one action/instantaneous
Range/Effect = Touch/one target
Saving throw = Fortitude
This spell
conjures a blast of desiccation that causes a plant, insect, or swarm to
rapidly decay or age. Its magic
instantly destroys up to one ton of non-monstrous plants (including moss and
fungi) and inflicts one d6 of damage for each of the caster’s level on insects,
swarms, and monstrous plant life. A
successful save reduces the damage to half.
Material component required is
the priest’s holy symbol.
Call
Thoat – 3rd Sphere = Life
Time/Duration = 2d6 xats/ 2d6 zodes
Range/Effect = 25 haads/one
creature per 2 level
Saving throw = none
This enchantment
has saved the lives of more than one priest stranded on the dead sea beds of
Barsoom. After a lengthy casting, this spell
calls one or more refreshed, wild thoats to the caster’s location. So long as a reaction roll (Table
3.4) is favorable, the beast agrees to
serve as the temporary mount of the caster (and any allies in the
case of multiple thoats). The spell provides no riding accoutrements;
the caster must provide his own saddle or suffer a -2 penalty to all Ride skill throws. Once the spell ends, the priest must either
recast the enchantment or otherwise negotiate with the beasts to remain in
service ( i.e, using
speak with animals or ride skill ). The material
component for this spell is a piece of usa fruit (CM, III).
Command
– 1st Sphere = Thought
Time/Duration = partial action/ 1 round
per level
Range/Effect = 5” + 1” per
level/one creature
Saving throw = Will
This spell forces
the target to follow a one or two word command given by the caster. The spoken command must be in a language the
target understands. If the target fails
a Persuasion-based saving throw, it complies with the command, ignoring all
other instructions or intended actions such as combat or spell casting. Typical commands include “come here,” “attack
him,” “sleep,” “drop that,” or “leave.” Commands
must be an action the target can to do at will. Thus, commands such as “fly” or
“die” have no effect on people.
Complete
Focus – 1st Sphere = General
Time/Duration = 1 action/ 1 xat
Range/Effect = touch/one creature
Saving throw = none
This spell grants
its target utter clarity of purpose, imparting a +1 bonus for every level of
the caster (maximum +5)
to their next d20 roll. Affected die
rolls include attacks, saving and skill rolls.
This bonus affects only a single roll and the spell dissipates after the
die is thrown regardless of success or failure.
The material component for this spell is the priest’s holy symbol and a
bit of ash to be placed upon the supplicant’s temples.
Consecrate
– 4th Sphere = General
Time/Duration = one zode/ 1 decade per
caster level
Range/Effect = caster level squared
Saving throw = N.A.
The power of this
spell designates a specially prepared site as sacred to a priest’s patron deity. The cost to build the temple, shrine, or
chapel to be consecrated is d10 × 10 gc for each 1 ad × 1 ad × 1 ad map square
the structure occupies. Once the
structure is completed (construction time is determined by GM), the spell requires 2- 8 priests of the same faith
be in attendance to assist the caster. An
animal sacrifice (human
in the case of evil priests) is typically
performed to complete the spell’s casting.
Upon completion, consecrate
affects an area of map squares equal to twice the casting priest’s current
level. All followers of the priest’s
patron enjoy a +2 bonus to saving and skill throws while in the consecrated
area, and the duration of their spells is doubled.
Consecrated structures can be
defiled by disgraceful actions against the site’s patron deity. No magical spell is required to desecrate a
consecrated location; grievous acts of destruction (torching
the finery, defacing walls and statuary, staining the surfaces with unwholesome
liquids, etc.) are all that is
needed. A desecrated structure can be
consecrated again with a successful casting of this spell without the need to
repay the structure’s cost in gold coins.
Although desecrating the sacred
ground of a rival deity may be rewarded by the priest’s patron (as
determined by the game master), there is also
a 1 in 10 chance that the offended deity retaliates in some manner. Possible forms of punishment for desecrating
holy (or
unholy) ground include permanent curses,
chronic wounds, or a visit by the deity’s supernatural minions. Truly
blasphemous desecrations might even warrant a visit from the patron deity’s
avatar.
Cradle
of Daarlot Sphere = Air
Time/Duration = one action/ one xat
per caster level
Range/Effect = 1” per level/one
creature
Saving throw = none
The magic of this
spell or power causes the target to become as light as a feather, protecting
him from falling damage and granting him the ability to glide, but not fly, on
the winds. He may fall any distance at a
rate of 1 ad per round for as long as the spell lasts and not sustain injury. If he has not reached the ground (or
other solid surface) before the
duration ends, his descent continues at normal, potentially fatal speed. A creature under the effect of this spell may
also launch himself from a high perch and glide a horizontal distance equal to
1 ad for every ad above the ground he was at the start of his glide. The subject must begin his glide from a point
at least 10 ads above the ground to glide successfully.
Because this spell alters the
subjects mass, he is at danger if exposed to high winds. An earth-bound character under the effects of
cradle of Daarlot must make a Reflex throw against a DC based on the
wind conditions. A strong breeze is DC 7;
high winds are DC 10; gales are DC 15; and hurricanes and cyclones are DC 21. Magic and encumbrance affect these rolls.
“Plummet-like
he fell for a thousand feet and then the storm seized him in its giant clutch
and bore him far aloft again. As a bit of paper borne upon a gale he was tossed
about in mid-air, the sport and plaything of the wind. Over and over it turned
him and upward and downward it carried him, but after each new sally of the
element he was brought nearer to the ground… Expecting momentarily to be dashed
to destruction he presently found himself deposited gently upon the soft, ochre
moss of a dead sea-bottom, bodily no worse off for his harrowing adventure…” (CM
VII)
Miniatures from
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