TFT Clerical Powers
REQ: Priest skill (2) and holy symbol.
Priests must chose to be Heroic or Wizards.
Heroic priests get skills and divine magic at normal prices and Magic spells as 3x cost.
Wizard Priests get Divine and Magic spells at normal cost and skills at 2x cost.
Divine Spells
Detect Evil IQ9 1 ST
Detects the presence of Evil creatures within 2 megahexes of the casters megahex. Requires contact with holy symbol.
Heal IQ9 1 ST+2/1 ST
Removes damage (not FAT) from the body of the touched subject, exchanging 1 wound for each 2 ST expended. Requires use of holy symbol.
Repel Evil IQ10 3 ST + 1 ST/turn
As the MegaHex Avert wizard spell, but only effects evil creatures. Requires holy symbol.
Bless IQ11 3 ST + 1 ST/turn
Acts as a Luck spell, +1 to all rolls. Target must be touched to activate and remain in line of sight of the caster. Requires holy symbol.
Greater Heal IQ12 1 ST + 1/1 ST
As the Heal spell but replaces wounds (not FAT) for STR at a 1:1 cost. Requires Holy Symbol AND Theology skill.
Resist Evil IQ13 2 ST + 1 ST/turn
As Stone Flesh spell but only works against evil
Destroy Evil IQ14 All ST?
As Death Spell, IQ 16, but only works against evil creatures. Requires holy symbol and Theology skill.
Smite Evil IQ15 2 ST +1 ST/turn
Increases the damage done by the target against evil creatures by +2.
Exorcism IQ16 50 ST
Will remove and maybe destroy an evil being from the inhabited body. The target must be pinned and helpless to resist. Requires holy symbol and Theology skill and 1 hour.
Holy Fire IQ17 4 ST
As a 7 Hex Fire spell, doing double damage vs evil.
Revival IQ18 50 ST
As wizard spell, requires Theology skill
Restoration IQ19 10 ST
Heals all of the targets wounds (not FAT) completely. Requires Theology skill.
Resurrection IQ20 50 ST
As Revival spell but can bring back a corpse upto a week old. Requires Theology skill.
A priests Holy Symbol has the following innate enchantments, counting as one enchantment.
Detect Evil by touch, 1 ST
Detect Evil magical casting with 2 mega hexes
Counts as a Mace vs evil creatures, doing +1 damage. Must know how to use a Mace.
Can SLOW all evil creatures within a single adjacent megahex on a successful IQ roll. A critical roll will count as a STOP.
lasts one round only, must be re-tried each round, 1 ST per attempt. More powerful evil may resist this effect.
Rangers
Druids
Paladins
Weather: Hot and Cold weather will cause damage unless precautions are taken. Valairium has three weather zones, COLD, MOD and HOT. The degree of cold or hot will determine the damage suffered, wind will be an extra.
Eg COLD ld6 FAT per day
VERY 2d6
EXT 3d6
WIND +1,2,3
The SIZE (in hexes) of a creature will resist COLD damage, but may harm for Hot damage. Shelter will provide armour like protection based on the quality of the shelter. Clothing will provide armour like protect vs COLD
Warm Clothes 2pts Cold Weather clothes 3pts Heavy Cold 4pts Furs +1
Long Johns +1 Survival skill -I.
Moving continually will cancel 1 pt. but may have its own side effects Special clothes may give extra bonuses.
Terrain: will also inflict damage unless appropriate skills are known. A passed 1Q test per day will result in FAT damage and reduce it Ipt. A failed roll will mean half FAT and half WOUNDS.
Tame forest ! pt
Natural 2pts
I leavy 3pts
Wild Id
Dangerous ld+1
Hostile 2d
Rushed movement 11 or 2
Naturalist - I Expert Nat -2 Woodsmen/Mountaineer/Deserteer -2 Survival -1
New Skills:
SURVIVAL (IQiO)(l) - skills at surviving in challenging terrain and conditions. MOUNTAINEER (IQ11 )(1) - as Woodsmen but for mountains DESFRTEER (IQ1 I )(!)- as Woodsmen but lor desert