Cure
Critical Wounds – 3rd Sphere = Healing
Time/Duration = d3 xats/
instantaneous
Range/Effect = touch/one creature
Saving throw = none
The curative
spell restores 3d6 + caster’s level of lost hit points (maximum
of 30 hit points) to the target and
removes any maiming (p.
48) caused by a disfiguring injury
(acid, fire, etc.). The spell restores
broken or mangled limbs to normal function so long as the majority of the limb is
present. Cure critical wounds also heals all conditions affected by cure light wounds and cure moderate wounds. 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 game time. The
material components of the spell is an alexandrite gemstone and a gold, silver, copper, and nickel coin (100gc).
Cure
Disease – 3rd level Sphere = Healing
Time/Duration = d6 xats/
instantaneous
Range/Effect = touch/one creature
Saving throw = none
The power of this
spell reverses and removes the effects of any magical or mundane infection,
affliction, or disease that a character contracts by physical (including
inhalation) contact. It cures mummy
rot, vermin fever, and lycanthropy, but provides no protection
against subsequent exposure to the disease.
This spell cannot be cast more than once per play/ game session and no
individual may receive its benefits more than once per week of simulated game
time. Material component required for this spell
is a piece of the ivory tusk of an apt (50 gc,
p.70).
Cure
Light Wounds – 1st Sphere = General
Time/Duration = one
action/instantaneous
Range/Effect = touch/one creature
Saving throw = none
This enchantment
heals the target of d6 + priest’s level in lost hit points (10
hit points maximum). Alternatively, it can be used to cure
paralysis, spider bites, and stunning. The
spell has no effect against maiming, poison or level/ ability draining. With a successful touch attack, the spell
inflicts d6 + priest’s level in damage (max. 10 points) when applied against
undead creatures.
Cure
Moderate Wounds – 2nd Sphere = Healing
Time/Duration = two actions/ instantaneous
Range/Effect = touch/one creature
Saving throw = none
This spell causes the target to
recover 2d6 + priest’s level in lost hit points (20 hit points
maximum). It can alternately be used to cure paralysis,
stunning, fear, exhaustion, or all non-lethal damage sustained. The spell has no effect against poisoning,
maiming (p. 48) or level/ ability drain.
If used as a touch attack against undead, it inflicts damage equal to
its curative power.
“Bleeding and weak I reached my women, who,
accustomed to such happenings, dressed my wounds, applying the wonderful
healing and remedial agents which make only the most instantaneous of death
blows fatal. Give a Martian woman a
chance and death must take a back seat. They
soon patched me up so that, except for the weakness from loss of blood and a
little soreness around the wound, I suffered no great distress from this thrust
which, under earthly treatment, undoubtedly would have put me flat on my back
for days.” (PM, XV)
Detect
Evil – 2nd Sphere
= Knowledge
Time/Duration = four actions/ 2d4
xats
Range/Effect = 2” radius per
level/self
Saving throw = none
This spell
automatically alerts the priest if any evil being or magical energy enters the
area of effect centered on the caster. This
spell does not require the priest to concentrate in order to sustain it, but
once an evil presence is detected, the caster can focus his attentions or
meditate on the presence to discern more information regarding the potential
threat.
The first round of concentration
determines the presence’s direction and distance (i.e.
‘2 ads west.’). The second round of meditation determines the
number of evil creatures present (i.e. ‘there are 5 enemies nearby.’) Three rounds of concentration determines the
power of the individual creatures, whether low (1-3 hit dice or
levels), moderate (4-7
hit dice), high (8-12
hit dice) or extreme (13+
hit dice). The fourth round of concentration determines
the nature and/or origin of the detected presence (i.e. ‘lawless
denizen of the abyss’).
Upon Red Planet, GOOD creatures respect truth, nature, beauty, charity,
and innocence. Good PCs will pledge
their lives, their fortunes, and the sacred honor to defeat a tyrant or to
right an injustice. EVIL creatures do not appreciate life, art,
chastity, or other virtues. They are
motivated by personal gain and kill without remorse. When evil beings choose to follow a leader,
it is typically out of fear or greed, not because of devotion or loyalty.
Detect
Undead – 1st Sphere
= Necromancy
Time/Duration = one action/1 xat
per level
Range/Effect = 6” cone/any within
range
Saving throw = Will
This spell
detects the presence of undead creatures, entities, or items. This spell may reveal the disguise or pierce
the illusion of a powerful undead entity (vampire, demon, or
devil), but it does not expose the
abilities or skills of the detected creature(s). Undead creatures within range of this spell
receive a saving throw to remain undetected.
This evocation is foiled by a 1/50th sofad of lead, 1/10th
sofad of metal, one sofad of stone, or three sofads of dirt or wood.
Dismissal
– 4th Sphere = Defense
Time/Duration = one action/4d6
weeks
Range/Effect = 2” per level/one
creature
Saving throw = Will
By boldly
presenting his holy symbol and declaring that the target is unwanted in his
presence, a priest using this spell forces a single extra planar creature (undead,
demon, devil, elemental, etc.) to return to
its home plane. Dismissal is unaffected by spell resistance, but the target is
allowed a saving throw to ignore the spell’s effect.
Endure
Elements – 1st Sphere = Fire
Time/Duration = one action/ 1 xat
per level
Range/Effect = touch/one creature
Saving throw = none
The power of this spell allows one
creature to function comfortably in temperatures ranging from -40°F to 140°F (-40°C to 60°C) eliminating the need to make a saving throw to
avoid exposure/ hypothermia. This spell
also protects the target’s personal equipment.
It does not protect against magical heat or cold, nor does it affect
hazards such as hail, gas, lightning, or anoxia.
Artwork is by
Kris Todd
Artwork is by
Kris Todd
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