CLERIC OF BONZ -------------- This faith venerates a visitor from the stars, ages ago, who taught the science of medicine and performed miraculous healings. He went back to the stars, but his teachings were passed down and expanded upon through- out the ages, with new techniques and new technologies. A Temple of Bonz is a house of healing. All clerics are trained in medical diagnoses, surgical procedures, medical technology, and magical healing spells, as well as herbalism, chemistry, and veterinary sciences. Clerics wear blue tunics with a small, gold insignia on the left breast shaped like an arrowhead with a small globe in the center. At XP levels 1-3, a red cross is placed inside of the globe. Crisscrossing the uni- form will be straps and belts with many pouches containing all kinds of medical instruments, small bottles and vials, beakers and flasks for potions and serums, bandages and gauze, ointments and poultices, fresh and dried herbs, and anything else needed for medical treatment. At 9th level, clerics can build high tech medkits, design and fashion a medical tricorder(used to identify and heal injuries and disease) and can create magical healing potions of all kinds (and can also distill a fine Saurian Brandy - strictly for medicinal purposes). Clerics are "traveling country doctors". They can be found wandering the wildlands, helping those in need. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +1 to TOUGHNESS and +2 to SPELLS saving throws. * Only light armor and no shield. * Weapons: quarterstaff, mace/club, dagger, variable phased energy weapon. Damage done will often be temporary/subdual damage unless pres- ented with a lethal threat and given no choice (wild beasts and monsters will always be met with lethal force in order to protect sapient creatures). * Fighting Ability: Begin with +1. Add +1 levels 3, 5, 7, 8, 9, 11, 13, 15. * Languages: Clerics begin knowing Common + 3 other languages. They can learn an additional 2 for each point of INT above 10 instead of the usual 1 per point. * Can use all general purpose magic items as well as those for the Cleric class. They will automatically be able to identify and use any magical item, potion, or clerical scroll involving healing. They will also be able to identify magical scrolls relating to these things, but will need to Read Magic Runes in order to use them. In addition, Clerics of Bonz intuitively understand the function and operation of any Tech items they come across involving healing, medicine, or biology. * First Aid: A Cleric of Bonz can administer first-aid to an incapacitated and dying creature that has been brought to zero or lower hit points(as low as -9) through injury. This aid can be performed as many times per day as the Cleric has levels, and will stab- ilize the recipient at between 1 and 4 hit points above zero. * Clerics are skilled in Herbalism and can create natural remedies for many common ailments, salves for wounds and infections, antivenoms, tonics, and restoratives, as well as alcoholic beverages and narcotics - provided they are in a place where the ingredients can be found and gathered. Once per day, a non-magical potion(or salve) of Cure Wounds(restores D6 points) and a potion to Neutralize Poison can be brewed. Each potion takes 1 hour to gather the necessary herbs and concoct, affects D4 people, and must be used within 24 hours or it loses all potency. At 8th Level, the healing potion will cure 2D6 points. In addition, Clerics of Bonz will know if plants such as wolfsbane and moonflower for the treat- ment of unnatural diseases like lycanthropy are in the area. At level 8, Clerics can also concoct a potion which will cure any natural disease or ailment that can be cured, once per day. This affects only one individual and must be administered within 24 hours for it to be effective. * Patients under the care of a Cleric of Bonz will naturally regain twice as many hit points per day as they normally would. A Cleric can care for 1 patient per level in this way. (Natural healing requires that patients refrain from activity and get complete bed rest.) * Wilderness Survival: Foraging, Setting Snares, Finding Water, Finding Medicinal Plants, Building Shelter, Flintknapping, etc. * Direction Sense: +1 to rolls to avoid becoming lost when in the trackless wilderness(rolled on a D6). * Clerics may attempt to turn undead (see Undead Turning Table). Clerics spend much time in ancient ruins, temples, tombs, and the like, seeking esoteric knowledge and artifacts. Because of this, it has become necessary to learn the various means of dealing with the undead which often inhabit such places. Clerics will carry on them small items containing images, runes, or symbols they have collected which are repellent/frightening/ awe-inspiring to the creature(s) they are trying to turn. They will know "words of power", special prayers for supernatural aid, secret rituals, and binding oaths from the Upper and Lower Realms. * All clerics know the basic teachings, stories, rituals, and ceremonies of their order at first level. Upon reaching an XP level where they are able to learn a higher level of spells, they will need to visit a Temple of Bonz to be initiated into these "Higher Mysteries". This initiation will take 1 week of game time and will also include any training in higher level techniques and skills(e.g. medical training for instance). After reaching 9th level, this is no longer required as the Cleric is of a sufficiently high level of experience that the "Higher Mysteries" and/or advanced abilities will be revealed to them at the proper time, due to their own practices and natural expansion of aware- ness. * Spellcasting: ------------ Clerics will not be able to cast any spells until reaching 2nd level. At 2nd level, they will be able to cast 2 first-level spells and will add the ability to cast 1 more spell at each XP level thereafter. So a Cleric of XP level 10 could cast 10 spells in a 24 hour period. No more than XP level/Spell Power level, ROUNDED OFF, can be cast in a 24 hour period. For example, a 10th level Cleric can cast a maximum of 10 spells in a day. At 10th level, a Cleric gets access to 5th (power)level spells. Only 2 of the 10 spells cast in that day can be of 5th (power)level -> 10/5 = 2. The Cleric could cast as many as 3 4th (power)level spells -> 10/4 = 2.5 rounded off would be 3. And up to 3 3rd level spells -> 10/3 = 3.33. And up to 5 2nd level spells -> 10/2 = 5. And up to 10 first level spells -> 10/1 = 10. INT bonuses add to the overall number of spells that a cleric can cast. The extra spells may be chosen from any of the spells that the cleric knows. So, for example, a character with a INT of 17(+2 bonus) may cast 2 extra spells of any type/level per day. Clerics do not need to "construct" their spells the way a Magic-User does. Their spells are believed to be the result of channeling cosmic energy from their patron deity, and all spells are simply available to them once they have been initiated into that particular "Level of Mystery". It is possible for a Cleric to sacrifice a higher level spell in order to cast a spell of a lower level, if necessary. Spell Progression: Clerics get access to higher level spells according to the table below. XP level 2 = 1st level spells XP level 4 = 2nd level spells XP level 6 = 3rd level spells XP level 8 = 4th level spells XP level 10 = 5th level spells XP level 13 = 6th level spells XP level 16 = 7th level spells --------------- * Clerics have the knowledge to distill inks and craft scribing tools for their scribal needs. At 9th level, they can distill magical inks for scrolls, create magical potions, and craft complex tools(such as surgical tools) if they have a lab and small foundry. * Clerics can create illuminated manuscripts, write calligraphy, make detailed sketches and drawings, maps, and copy handwriting. * Upon finding or acquiring a SPELLBOOK belonging to another spell- caster, the Cleric may spend some time perusing the work for healing spells. If any are found, the Cleric will need to spend 1 HOUR per spell level in uninterrupted study in order to fully grok the incan- tations therein - assuming they can read the language it is written in. Upon completion of study, the Cleric will fully understand those spells. Note that the Cleric may not be of sufficiently high level to cast them yet. If it is not possible to physically take possession of the spell book(because of size, location, guardianship, etc), the Cleric may spend 2 TURNS per spell level transcribing the spells into their own book** for study later. ** Clerics of Bonz carry journals for this purpose as well as for making field notes. * Clerics can create scrolls of clerical magic beginning at 9th level. Clerical scrolls require special inks to be used in their construction and the spells scribed must be ones that the cleric knows and can cast. After the ink is distilled, it will take 1 day of meditation and writing per would require a total of 6 days to complete. Spells on scrolls may be written prayers, hymns, or incantations. The scrolls be written in a language that the cleric knows (and including special jargon or "worship words" pertaining to the effects being created). The time spent writing the scroll must be uninterrupted except for meals, rest, and other small, necessary activities, as the cleric is in a semi-meditative state. Anyone who can read the language, and is not philosophically opposed to the purposes of The Temple, can use clerical scrolls created by the any cleric of the order. The words act like magical runes and disappear from the scroll as each spell is cast. Also, like magical scrolls, they can have from 1-7 spells written on them. Distilling each of the special inks will take 1 day per spell level and each batch creates enough ink for D3+2 spells of the same type. So, for example, for a scroll of 3rd level spells, it would require 3 days to distill the ink for it. Of course, a scroll may contain spells of a few different levels, which would require different types of inks to be dis- tilled. These inks will only work for creating a castable magical scroll. Regular spell/prayer books and scrolls that cannot be cast from do not require these special inks. The cost of the special ingredients for these inks will be 100gp per spell level for each batch distilled, so a batch of ink needed to scribe 3rd level spells will cost 300gp to make. A complete laboratory for researching and brewing magical potions at 9th level will cost 5000gp for all the necessary glassware, instruments, burners, mixing apparatus, containers, base solutions and other basic ingredients. Any exotic or rare elements and materials needed will, of course, cost more. The setup for creating special inks for scrolls, dyes, and non-magical potions can be acquired for around 500 gold pieces. * Clerics can research new spells beginning at 2nd level and the spell being researched must be of a level that the Cleric can cast. Research will involve both academic study and meditation and so must be uninter- rupted, except for meals and rest and other small, necessary activities. The cost of the research will be 2000gp per spell level of the spell being researched and includes the acquisition of materials such as sacred texts and scrolls pertaining to all aspects of the magic he or she is attempting to create. Thus, researching a new 3rd level spell would take 6 weeks and cost 6000gp for materials. A D6 is rolled at the end of that time to determine if the cleric was successful. If a 1 is rolled, the new spell fails and research must begin all over again. ------------------------------------------------------------------------ At 4th level ------------ * Veterinarian: Can treat injuries and illnesses in most mammals and avians - from canines to horses to giant eagles. * Hand Chop: If the cleric is able to sneak up on a foe** of roughly hobbit- to ogre-sized from behind, they can knock out their opponent on a successful to-hit roll, with a hand chop to the neck. This can only be performed against a creature with HD/levels equal to or less than the cleric. Any creature of 1 HD or less is automati- cally knocked out for D4 turns. Creatures above 1 HD get a saving throw vs TOUGHNESS to avoid being knocked out. If the Save is successful, the creature will be disoriented and unable to attack on that round. The Hand Chop may be used as many times/day as the cleric has levels/4, but at least 1 TURN must elapse between each use. ** The target doesn't have to be 'humanoid'. This strike can also be used against most any largish animal or creature with a 'neck' and central nervous system. At 9th level ------------ * A Cleric of Bonz is considered a "MASTER SURGEON" and may construct a new Temple. Construction costs will be 1/2 of normal as work and materials will be donated by followers of the order. 2D6 followers will come to the new temple, once built, for clerical training. Clerics can also create magical(including potions and magical scrolls) and techno-ogical items that pertain to healing and diagnoses(such as a medical tricorder). Creation times and research will vary depending on the nature and power of the item and availability of materials. At 17th level ------------- * Clerics may create a powerful magical artifact relating to the medical field. The creation of the artifact may require quests, tests, and re- search, and will take many months or even years to complete. -------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * DIAGNOSE: The ability to diagnose an illness, type of poisoning, or severe internal injuries in the field, without a medical tricorder or laboratory. * READ LANGUAGES: Chance to decipher medical manuscripts written in an unknown language, understand special glyphs and coded symbols involving healing and medicine, and read magic runes. * SURGERY: Involving life-threatening injuries, reattaching limbs, res- toring sight/hearing, curing brain damage(including that caused by magical means), fire or acid damage, and things of a similar nature. ------------------------------------------------------------------------- MAGIC SPELLS ------------ LEVEL 1 ------- CURE LIGHT WOUNDS - Heals 2-7 hit points. DETECT DISEASE - in 1 creature per level. DETECT POISON - In 1 creature, object, or small area per round. The type of poison may also be discovered(10% chance per level). Includes such things as rad- iation poisoning. Duration is 1 round per level. EMPATHY - Allows the basic needs, drives and/or emotions generated by any unshielded sentient mind to be sensed. Thus, he or she can sense thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love and like emotions. At 4th level, this extends to other mammals as well. Area of effect is any creature within a 3" radius. Duration is 1 Turn. ENDURE COLD/HEAT - Protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as -3O degrees F. or as high as 130 degrees F. Duration is 9 Turns per level. LIGHT - casts light in a 3" diameter circle. Lasts for a number of Turns equal to 6 + the number of levels of the cleric. Not equal to full daylight. LEVEL 2 ------- DETECT LIFE - The cleric can tell if a target creature is alive. The magic will detect life in the recipient of a feign death spell, or someone in a coma, deathlike trance, or state of suspended animation. If cast upon the body of a creature that is engaged in astral travel, it will reveal that the creature is alive. The spell works on plants and plant creatures as well as animals. PURIFY FOOD AND WATER - This spell will make spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve a dozen people. READ LANGUAGES - Read any language, glyph, or map, decipher any code. REMOVE PARALYSIS - The cleric can free the subject creature(s) from the effects of paralyzation or similar forces (such as a hold spell). SLEEP - A Sleep spell affects from 2-16 1st level types (hit dice of up to 1 + 1), from 2-12 2nd level types (hit dice of up to 2 +1), from 1-6, 3rd level types, and but 1 4th level type (up to 4 +1 hit dice). Range is 24" SLOW POISON - Slows the effects of any poison or venom for the duration of the spell. Must be cast within a number of turns less than or equal to the XP level of the cleric after the poisoning was suffered. Duration is 1 hour per level. LEVEL 3 ------- CONTINUAL LIGHT - Creates a circle of illumination equal to full daylight that is 24" in diameter. Range 12". Lasts until dispelled. CURE BLINDNESS - Works on any of the senses, not just sight. CURE DISEASE - Cures any disease, even ones caused by a curse such as lycanthropy and mummy rot. CURE SERIOUS WOUNDS - Cures 4-14 hit points(2D6+2). NEUTRALIZE POISON - Affects 1 person or object. Includes radiation and gas poisoning. LEVEL 4 ------- CURE CRITICAL WOUNDS - Cures 3D6+3 hit points. PROTECTION FROM POISON - Gives the recipient immunity to poisons of all types, including radiation, gas traps and cloud- kill spells. Duration is 1 turn per level of cleric. READ MAGIC - Used to read magic runes on a scroll, inscription, or object. RESTORE - Restores any ability/attribute or energy drains, Feeblemind spells, induced insanity, and similar things. TONGUES - Understand and speak the language of any creature within a 6" diameter circle. Duration is 1 Turn. LEVEL 5 ------- REGENERATE - Restores limbs, eyes, any lost body part(even the heads of multi-headed creatures). STONE TO FLESH - Returns a creature, and all of their possessions, who has been turned to stone, back to normal. SUSPENDED ANIMATION - Allows the cleric to virtually cease all life functions (as far as any but minute examination can determine, the individual is dead). The psionic is able to program his or her body to awaken again after a set period of time has elapsed, so normal functions will then resume. The sleeping individual cannot be awakened before the time he or she has "set" himself or herself to reawaken. The amount of time that can be spent in this state is 1 week per level of the cleric. For each week spent in suspended animation, the individual must spend one day of normal activity before being able to return to suspended anima- tion. Air is not needed, and the ambient temperature can be as cold as those found in arctic climes. TRUE SEEING - All things in an area appear as they actually are - secret doors, invisible creatures, illusions, polymorphed/changed/ magic things, ethereal beings, phase shifted things, and astral forms are revealed. LEVEL 6 ------- COMMUNE - The cleric can ask the "powers above" 3 questions that will always be answered truthfully. RAISE DEAD - Works for humans/demi-humans/humanoids and the creature can only have been dead for as many days as the cleric has levels. SURVIVAL - This spell protects the recipient from adverse conditions of all types, including normal heat or cold, lack of air, and so forth. While the spell is in effect, the recipient needs no air, food, water, or sleep. The spell does not protect against magical damage of any type, breath weapons, or blows from creatures. It does protect against all damage caused by natural conditions on other planes of existence. Examples: A cleric might use this spell in a desert or blizzard, preventing any damage from the natural conditions; underground or underwater, enabling survival without air; or in space, to magically survive in vacuum. The cleric may cast this on themselves or another. Duration is 1 hour per cleric level. LEVEL 7 ------- HEAL/CUREALL - Restores all hit points, regenerates limbs, dispels Feeblemind spells, removes curses, cures disease, blindness, and paralysis, neutralizes poison, it basically cures anything and everything. WISH - See spell list.