Wednesday, May 1, 2013

More Barsoomian Magic by Micheal Curtis


 
 
 
 
 
 
 
 
 
 
 
 

 
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

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