Priests of The Great Scientist - ROM, 06/Feb/06


Prime requisite: WIS (9+), also INT 9+, DEX 9+, CHAR 12+

Priests of Tegus function in all respects as thieves, except that they can use any weapons. They continue to use the priest combat table, priest weapon proficiencies (+1 at 1st level) and non-weapon proficiencies, and the priest NWP group. They also may use poison (see the Poison and Poison Brewing NWP, below), and commonly have the Disguise skill (this only costs them 1 NWP slot, rather than two). If they fight using shields then this makes them -2 Hprob, and if they wear any more armour than studded leather then they cannot use many of their thief abilities.

A minimum 9 WIS is required, as is at least 9 INT and DEX, and 12 CHAR. They have the saving throws of priests, with a +2 saving throw against fear, charm and mind-affecting magics (plus any gained for high WIS). They have no abilities with regard to undead. All priests are considered to have the skill Etiquette at +1 (treat them as having this two slots in this NWP; for example a CHAR 12 priest would have a base Etiquette 13); many take the skills Musical Instrument, Dancing and Cooking.

All priests are considered to have had a physical stat raised to nine, if it was less than this, or a physical stat raised by one - it should be noted by the player which stat this was. In exceptional cases the DM may allow the stat to be considered to have been raised to ten, or even eleven, or raised by two, or even three. Note this does not give any actual benefit, in term of raising stats during the process of character generation, but it will affect what spells the priest will be able to use on themselves, during play, to raise (physical) stats.

The 'natural' alignment for priests is Chaotic/Amoral, with a few Chaotic/Evil, and even less Chaotic with Good tendencies, and this is particularly common among those with less than WIS 13, and those with less than INT 15. The more highly trained priests tend to be Neutral, with a few Neutral/Evil, and even less Neutral with Good tendencies. A very few priests are Lawful/Amoral, and even less Lawful/Evil, and these tend to be those trained in a single art (but not alchemy).

There are no known Lawful/Good priests, not even those with only Good tendencies, and there are no known Good priests of any alignment. Some DMs might claim that the alignment of almost all high level priests is Chaotic/Insane, or Neutral/Insane; the very few Lawful priests tend to slip and become Neutral, though the Neutral ones don't tend to become Chaotic.

For DM's wanting a (low-level priest) table:

D8: 1-4 Chaotic/Amoral     D8: 1-4 Chaotic/Evil       D8: 1-4 Lawful/Amoral
    5-6 Neutral                5-6 Chaotic/(Good)         5-6 Lawful/Evil
    7   Neutral/Evil           7   Neutral/(Good)         7   Neutral/Insane
    8   roll on next table     8   roll on next table     8   Chaotic/Insane

Almost all priests are human, at least initially, but there may be a few of the more badly twisted halflings, dwarves, or even half-elves. Some half-orcs find the religion attractive, but it is a rather intellectual, civilised, perversion, so few of them become priests. Drow, or other intelligent and evil humanoids, are another possibility; an ogre magi or doppleganger priest might be truly horrible. It is very likely that more alien humanoids, or non-humanoids, will not become priests (though some might find it a useful disguise). A very unusual possibility that DMs might allow would be a (free-willed) construct, typically a living one, becoming a priest. Elves and gnomes of all varieties are not known to become priests. A few females may become priests, but almost all are male.

Technological training is optional for all (non-Chaotic) priests, but is typically only pressed on them if they have INT 15+. Priests with WIS 13+ and INT 13+ (and who are Neutral) are expected to take alchemical training, and those with STR 15+, INT 15+, and DEX 15+ are expected to take spell smith (enchanter) training. It should be noted that this intense training is very unlikely to be good for the longer term sanity of the priests. The training is such that few priests complete it before their age reaches their mid twenties, or even early thirties; this all assumes that the most advanced training techniques are used, including technological Educator devices, and alchemical learning drugs. DMs may assume that many trainee priests crack under the strain; PC priests are assumed to have survived, health and sanity mostly intact.

It should be noted that what the technological training provides is just the NWP and talents. This is also the case with the alchemical training. However, the spell smith (enchanter) training provides the standard three sets of spell lists, the 'field' spell casting capability, and the WP (as they need to properly understand weapons that they make), as well as the NWP and talents. See the 'Character Designer' notes, below.

Experience requirements are a base 2,500 experience points for a priest with no additional training. The optional technological training is a base 250xp, as is the alchemical training, and the spell smith training is base 2,000xp. This is the experience requirement for second level, double per level after that, up to ninth level, which is High Priest. After ninth the experience required is that needed to reach ninth level, for each further level. There are eight different combinations of possible training:

Level  HD  Base Tech Alch Spel  T-A  T-S  A-S T-A-S
  1    1      0    0    0    0    0    0    0     0
  2    2    2.5 2.75 2.75  4.5    3 4.75 4.75     5
  3    3      5  5.5  5.5    9    6  9.5  9.5    10
  4    4     10   11   11   18   12   19   19    20
  5    5     20   22   22   36   24   38   38    40
  6    6     40   44   44   72   48   76   76    80
  7    7     80   88   88  144   96  152  152   160
  8    8    160  176  176  288  192  304  304   320
  9    9    320  352  352  576  384  608  608   640
 10    9+2  640  704  704 1152  768 1216 1216  1280

Technologically trained priests have certain advantages over standard techs when it comes to learning healing-related NWP. Medical Technology can be learned at 1st, rather than 4th, Biological Theory can be learned starting at 4th, rather than 7th, and Life Theory can be learned starting at 7th, rather than 10th. DMs are encouraged to make it difficult for priests who take advantage of this to have difficulty finding anyone to teach them Reality Theory, and in particular Demigod Technology.

Priests of at least third level are capable of setting up a temple-workshop. This is not a shrine or a temple, but rather a place to make or repair things, or to conduct experiments (the priest might consider it a personal shrine). This will cost at least 3000gp to outfit, and takes (3+1D5) weeks; the cost of a workshop is at least 3000gp times the highest level 'working' to be done in it. This cost includes traps to keep the workshop safe, and a thorough self-destruct mechanism, if the priest desires to include this.

While workshops are normally established in a temple it is quite possible to set them up elsewhere. Note that these workshops are all suitable for all alchemical, technological, and enchantment workings. If fact, though it may not be immediately obvious, workshops are fully equipped for surgery. If the priest desires then a workshop cannot be told, by anyone except the most knowledgeable, from a mundane workshop. Though, an alchemist, technologist or spell smith (or an 11th+ level magic-user) may well be concerned about just what sort of work might be done there.

The god thoroughly approves of priests setting up workshops for non-priests, no matter what their religion. There will normally be an extra charge of 1000gp per priest level, in addition to the 3000gp per level of working cost. For example, a 7th level priest would charge 19,000gp for a workshop suitable for 4th level workings (3000x4+7000). The god does not approve of priests setting up restricted workshops which are only suitable for less than all the different varieties of working, though an exception is made for specialist poison workshops, costing 500gp per level of poison working; see the Poison Brewing NWP, below. It can be very difficult obtaining a priest who will leave the temple to set up a workshop capable of more than 5th level workings, as nearly all of them are very reclusive. For better workshops, see Workshops in Constructions, and see the Alchemist, Technologist and Spell Smith character class details on workshops.

Holy symbols can be a bit of a problem among Priests of Tegus as there is no real agreement on one. Some priests feel that a mask, at least of parchment, preferably of wax, but possibly an illusion or polymorph to natural (human) appearance, is quite a sufficient symbol. Others that an experimental notebook, a constructed or at least heavily modified assistant, or a dose of Teratogen (Monster Making) Drug will do. Minimalists that an experimental device, potion, or enchantment, but only if it was researched by the priest, will do, or a precisely-made large clockwork cog, or a surgeon's scalpel. Just acting in an appropriately insane manner will not do. Presenting your holy symbol and loudly declaiming the power of the god when casting priestly miracles is not required of Priests of Tegus, though they may enjoy doing it. Once a priest has settled on a particular holy symbol then they are unlikely to change it, without very good reason.

Divine Philosophy

The Great Scientist is a god of personal transformation, usually in the face of a great tragedy or driven by very strong, often nearly totally irrational, motives. Other elements of the god are calculated revenge or vendetta, personal justice at all costs, hiding your true appearance behind a real or metaphorical mask, and using ingenious plans against uncaring people or in an uncaring society.

Most gods are not too happy about the idea of their priests becoming immortal, The Great Scientist treats this as just another sort of personal transformation. Most gods are not too happy about their priests being able to draw on another source of power than the holy miracles that they grant them, The Great Scientist is quite happy for his priests to be alchemists, technologists, enchanters, or even all three. Most gods prefer their priests to remain reasonable sane, The Great Scientist...

Personal transformation is never easy, and for example Alchemists follow a path of inner transformation mirroring the outer transformations that they learn to perform on the world. Priests of The Great Scientist do not tend to be capable of following such a balanced path, and their transformation of the outer nature of things takes place through experimentation, often at considerable cost to others.

Quite what a 'perfected' priest would be like is not really known, as they tend to have become something so 'other' that there is no detectable remains of their origins. But, it might be guessed that some of the stranger monsters in the world, including those with no hint of rationality at all, might be priests who have followed their path to the end.

The only real sign might be if a servant of the priest is still be around, in a somewhat more rational form than the priest is. All they might desire is the merciful death of what is left of their priest, in particular if they believe the priest took a wrong turning on their path to perfection. On the other hand, they might defend their priest to the end.

Sanity

Priests of The Great Scientist tend to have problems with sanity. In fact, the ones to be noted are those who are still reasonably sane.

Chaotic:

It is arguable that those priests who are Chaotic start off at 1st level not completely sane. They are still reasonably functional but their ability to make effective, longer term plans, is almost non-existent. Even though their alignment makes extra training unlikely, unless they have the exceptional stats to be a Spell Smith, they tend to decline pretty rapidly as they go up levels. Being Evil or having Good tendencies does not affect the progress of their insanity.

Chaotic priests who are 3rd level, and certainly those who are 4th, will be showing major signs of insanity. By the time they gain access to 3rd level spells they will very likely be non-functional, and certainly will be so by the time they reach 6th level. Only if they have some sort of servant as a minder might they continue to be some use to anyone, except by volunteering to act as an experimental subject for generally saner priests.

On very rare occasions Chaotic priests become Neutral, or even, in very extreem cases, Lawful. It will likely take a major shock to cause this, one which causes them to look at their basic motivations, and it is still entirely the choice of the player. Such a change, if it occurs at all, will almost certainly happen before they gain access to 3rd level spells; note that this does not cost them any levels or experience points, just in general a few months of mental adjustment. Changing alignment will not make them any saner but will ensure their sanity only further declines as appropriate to their new alignment.

DMs should be quite clear to players who are considering Chaotic characters how short their life-span is likely to be, and also how unpleasant their end.

Lawful:

The very rare priests who are Lawful start out the sanest, and even they are under considerable strain, in general from the overwhelming focus or drive that led them to become priests in the first place. Extra training in the form of technology is quite possible, and this will not affect their sanity directly, unless they are also trained in enchantment. And, even so, their sanity will not be put under further strain, as long as they strictly separate the two, at least until they reach 4th level, after which they will be treated as if they were Neutral. Being Evil does not affect the progress of their insanity.

They will be showing only mild derangement, even in the face of gaining access to 3rd level spells, but this will certainly be the case by the time they gain access to 4th level spells.

When they gain access to 5th level spells they have a chance of a major breakdown (this process is best roleplayed), which they can avoid by becoming Neutral; note that this does not cost them any levels or experience points, just in general a few months of mental adjustment. If they stay Lawful, and avoid the major breakdown, then they will still be at least mildly deranged, and there will be at least one subject on which they will act completely non-rationally.

Every time they gain access to a new, higher than 5th, level of spells they will have an increasing chance of a major breakdown, unless they relieve the pressure by becoming Neutral. Only priests who remain Lawful will have any chance of carrying out the complex long-term plans for experimentation or revenge that High Priests of the Great Scientist are so fond of. And, even they will find it almost impossible to avoid the temptation to have multiple plans that will interfere with each other.

While on the surface being a Lawful priest may seem attractive to players the DM should point out that the character will need a clearly defined focus or drive, which will dominate everything that the character does. This is very likely to have a major element of revenge or personal justice to it. Once this aim has been achieved then the character will very likely commit suicide (or at the very least retire from play). The DM should ensure that Lawful priests have a grand, but clearly defined (it need not be something that the DM believes is achievable), focus or purpose.

The DM should make it quite clear to the player that a Lawful priest may well eventually destroy themselves.

Neutral:

Neutral priests tend to be the most common priests of The Great Scientist who are reasonably functional at middle levels. They will tend to stay Neutral and not slip to Chaotic, just become less sane as they go up levels. Neutral priests will be reasonably functional at 1st level, though there will very likely be at least one subject on which they are not completely rational. Being Evil or having Good tendencies does not affect the progress of their insanity.

On rare occasions Neutral priests become Lawful, usually due to seriously taking on some major obligation, or swearing a binding oath. This means that they gain the overwhelming focus or drive charateristic of Lawful priests. Doing this does not make them any more sane than they currently are, but it may mean that they are more functional. However, having become Lawful they are now under the same strain as Lawful priests. Changing alignment this way may occur in a matter of moments, and does not cost them any levels or experience points, though it is likely that it will take them as much as several months to fully realise the consequences.

Those in most trouble will be those with more than one kind of extra training and the worst are those with all three varieties. In theory there may be skills and forms of training which will allow a better chance of some sort of sanity, or at least remaining functional, but very few priests will have access to these (though a construct might...), and even if they did would be unlikely to see the point in wasting the effort to learn about them.

They will be showing some form of mild derangement by the time they are 3rd level, and certainly by the time they are 4th. There will be at least one subject on which they are not completely rational.

Neutral priests who gain access to 3rd level spells will almost certainly clearly show some form of insanity, and this will definitely be the case by the time they are 6th. As long as they have some sort of plan or purpose to follow then they will still likely be functional.

Access to 4th level spells will almost certainly mean major insanity, and this will definitely be the case by 8th level. Complex plans for experimentation or revenge will be formulated, which are not necessarily capable of being followed without contradiction. Many Neutral priests stall at this point, and never advance any further.

Gaining access to 5th level spells risks total breakdown into non-functionality, unless this is a Lawful priest has avoided a breakdown by just becoming Neutral. In any case the priest will seclude themselves from the world and only act through minions and lesser priests. Access to higher level spells does not further reduce sanity, though the priest will pay less and less attention to anything outside the temple, or in fact their immediate surroundings.

It should be noted that priests with extra training in alchemy, but just alchemy, tend to retain some form of sanity better than any other kind of priest. It seems likely that this is to do with an inner balance that alchemy fosters. However they will become just as reclusive as any other high level Neutral priest.

DMs may wish to formalise the insanity of Neutral priests by saying that they must have one obsession, a subject on which they are not completely rational, for each level of spells that they know. These will generally be connected in some way with matters important to the religion, such as experimentation, or revenge. It is very likely that these obsessions, or the means by which the priest tries to deal with them, their 'brilliant plans', will come into conflict in some way. If they don't then DMs are encouraged to 'throw spanners into the works' so that they do come into conflict.

Maintaining Sanity:

One way of maintaining sanity that is occasionally stumbled on by priests is to split themselves into two personas. This is typically only learned by Neutral priests who have at least WIS 13. The ability to do this is represented by a NWP slot the name of which may vary, such as 'Balance', or 'Planning'; some non-priests just refer to it as 'Mad Scientist'.

A learned 'Dual Personality' is different from the similarly named insanity in that both persona have full access to all memories. The difference between the two persona is that one is social, and deals with personal interaction, and day-to-day things, and the second is the 'mad constructor', with little care for mere human matters.

Some priests refer to their second persona as their 'Divine Scientist', which is an idea similar to the occult practice of developing a second 'magical persona' (needed as a means to do magic, in some worlds where magic is very weak). This persona is a thing which mixes focused rationality and powerful emotion, with all instinct and self-preservation (including combat abilities) handed over to the unconscious mind (i.e. the DM gets to run it). The persona is given to rants and threats, and often intimidates those around, being effectively without fear. Treat those who are 'mad' as +2 CHAR; an effective 5 CHAR above hirelings may inspire these to be fanatics, and they may have double the normal number of hirelings.

How skilful the priest is at switching between the two can be very important as the 'mad' side may well be best restricted to a locked workshop, or, at worst, technically interesting situations. The need for a 'nudge', when it is necessary to consider survival, is one of the reasons so many priests have companions of some sort. However, the mad persona often seems highly skilled at unconsciously avoiding what would seem to be deadly situations (making 'miraculous escapes'), though generally with some sort of injury, or at least a few torn clothes.

Servants, Companions and Constructs

Priests of The Great Scientist can have a wide range of servants, but unlike some other religions these servants are almost always willing, and not coerced. A servant is a creature who has typically been with the priest for a long time, is quite devoted to them, and has their best interests at heart. A priest in their less sane moments may not necessarily believe this, though.

Companions for priests can take a number of forms. They may include those of like mind, such as Necro-ergists (see 'Ergists), some of the more strange Alchemists, (alchemical, enchanter or technological) Technicians, or even technological Mad Scientists. There is a tradition of referring to any, often deformed, priestly assistants as 'Igors'. On occasion, they may be those the priest has saved from a life of pain and isolation due to their deformities. For the strangest of companions some intelligent undead, or other-planar creatures, are possible. Quite how well a companion gets on with a priest may vary, but they are rarely coerced, as this would not be 'polite', or 'proper' (and the god doesn't approve of it).

Constructs probably cover the widest range of beings that you may find with a priest. These range from alchemical homonculi or manikins, through technological robots and androids, via intelligent enchanted items or simulacra, to such things as animals raised to a human level of intelligence, or a mixture of such things. Strictly, homonculi are extensions of the priest, rather than independent beings. Priests tend to draw a distinction between constructs and common experimental subjects, and will normally only experiment on a construct with at least its implied permission.

Looked at from one point of view servants, companions and constructs fulfil one very important function for priests - they act as 'minders'! When priests get carried away with an experiment, or a particularly fascinating 'technical' problem, someone who is concerned about their well-being can be very useful to have around. They may even be able to persuade them to take a sensible course of action!

Unseen Servant:

The most basic servant is a permanent Unseen Servant. This is bound so that it cannot move more than 30' from the priest, or at least from the permanent magic-item that the priest always carries. The servant is not allowed to move the item it is bound to, directly or indirectly. Many priests do not favour one of these as a servant, due to its invisible nature, in particular if they themselves cannot see invisible things.

Typical forms of the item are a small, empty, never-opened leather bag, normally worn on a cord or thong around the neck (opening the bag breaks the enchantment), or a piece of wool threaded through with a string in an intricately tied knot (untying the knot breaks the enchantment). If the priest is killed then the servant has the option of opening the bag, or untying the knot, thus breaking the enchantment.

An enchanter (Spell Smith) priest, of at least 8th level, can make one of these as a Permanent, Keyed enchantment (it is only any use to the priest it is made for) with three weeks work, at a cost to them of 1500gp. A High Priest would also be capable of making one, but it would take them four and a half weeks, at the same cost.

Typically, if this is paid for in money rather than favours, the price will be 2500gp (which is based on the cost of the time of a priest enchanter).

Metal Servant:

A common servant for priests is a permanent Metal Servant. This may move any distance required from the priest who it knows is its master, and it always knows in which direction to travel to find them, and if its master wants it; no magic item need be carried. Many priests consider only having one of these as a servant as a sign of inferior status, but even senior priests may keep one hidden around, somewhere.

One advantage that a Metal Servant has over an Unseen Servant is that there is no vulnerable magic-item the destruction of which will dispel it. It also has the advantage that, if destroyed, it returns to full health one day later, unless something like Disintegrate, or casting its remains into a furnace, has been done. Its priest can restore its remains more quickly, with a quick ritual over its remains using a lodestone and a Metal Servant spell. Only the death of its priest means that if destroyed it cannot return; if its priest has died it may choose to cease to function.

An enchanter (Spell Smith) priest, of at least 10th level, can make one of these as a Permanent, Keyed enchantment (it is only any use to the priest it is made for) with six weeks work, at a cost to them of 3000gp. A High Priest would also be capable of making one, but it would take them nine weeks, at the same cost.

Typically, if this is paid for in money rather than favours, the price will be 4500gp (which is based on the cost of the time of a priest enchanter).

Wax Servant:

Quite a common servant for more senior priests is a permanent Wax Servant. This is very similar to a permanent Metal Servant, but has the great advantage of being capable of being taken for a normal creature, as long as no one inspects it too carefully.

As a Metal Servant, if destroyed then it will return to full health one day later, as long as 10% of it remains - note that the wax having melted, and for example having run into the ground, or down through a crack, does not prevent this. Only something like Disintegrate, or turning the wax into something else, or carefully burning all of it, will prevent this return. Its priest can restore its remains more quickly, with a quick ritual over its remains using some sort of source of heat and a Wax Servant spell. Only the death of its priest means that if destroyed it cannot return; if its priest has died it may choose to cease to function.

An enchanter (Spell Smith) priest, of at least 12th level, can make one of these as a Permanent, Keyed enchantment (it is only any use to the priest it is made for) with nine weeks work, at a cost to them of 4500gp. A High Priest (11th, with WIS 17+) would also be capable of making one, but it would take them thirteen and a half weeks, at the same cost.

Typically, if this is paid for in money rather than favours, the price will be 11,000gp (which is based on the cost of the time of a priest enchanter).

Temples

The first thing noticeable on entering a Temple of The Great Scientist is a rather sharp smell, rather than the far more common in temples sweet smell of incense. Those knowledgeable in the advanced use of alchemy in healing will say that this is an antiseptic. Only unused temples do not have this smell, or temple-workshops where attempts are being made to hide their nature. Only the most sensitive noses will spot any hidden smells of blood or suffering in a temple.

The temple organisation will include some warriors whose appearance is such that it wont scare non-temple members. Also quite common are thieves, in particular those skilled in Disguise, who often act as advance scouts for priests of the temple. Where the temple tends to be weakest is in the use of magic, except of the enchanting variety (spell smiths), and on occasion magic-users who are not worshippers of Tegus are used in temple operations.

An important part of any temple is its altar, and this is part of the innermost temple-workshop, and is where the greatest works of experimentation are carried out. In some temples the altar is capable of being raised and lowered, between the main body of the temple and the underground workshop of the high priest. The playing of pipe-organ music can be part of the ceremonies of Tegus, and the organist's seat can often be raised and lowered as well. In some cases the organist, or even the whole organ, will be protected by a nearly invisible protective field.

Larger temples of The Great Scientist may have specialist constructor-priests. Either Lawful ones who often have some master project, from which they spare some of their lesser skills to do work for the temple, or Neutral ones who are typically of doubtful sanity, but continue to find their work, and the prospect of people making use of it... entertaining. Most of these constructor-priests make Teratogen Drug almost as a reflex action, given the raw materials which the temple ensures they have good supplies of, and the standard forms of Servant with only the most minor persuasion. If a priest wants something special from them, in particular to a given specification, it may be very difficult, unless they can in some way spark the constructor's interest in the project. Obtaining scrolls with up to 3rd level spells on them, or up to 4th level potions, or up to 4th level technological devices, at standard prices, is not that difficult from these constructors.

Most temples which are known to the public in populated areas act as though they are healer temples, providing free or very low cost healing to the poor, even though this is a painful process for their priests due to how their spells work (transfer the injury, then self-healing). All priests are supposed to be on the look-out for those who are disfigured, whether by accident, disease or hereditary, or have children who are such, as it is these people over whom the temple believes it can gain the most influence.

The temple may well have the reputation of being prepared to help those no other will, and may provide healing for the local Thieves Guild. Some nobles may believe they can get the temple to do things for them, with no questions asked, and little risk.

Priests are also instructed to take an interest in strange creatures, in particular those with unusual powers, that the temple may wish to study. Or, at least acquire a significant blood sample from (at least a pint), for alchemical research - they are quite prepared to pay money for this, at least 50gp per pint. Strangely, selling your blood to the temple can be safer than some alchemists, as at least you may know they are unlikely to make control potions out of it (they don't consider this 'proper').

Temples often have standing orders with any independent alchemists who are prepared to deal with them for unusual 'samples'. They are also quite willing to smuggle what are often considered illegal substances, such as Black Lotus flowers.

Priests need to be at least 3rd level to formally officiate at a service, lesser priests are allowed to assist. Priests need to be at least 6th level to set up a shrine or lesser temple to the god. A 6th level priest with a Fabricate spell can quickly put in place the physical structure of a shrine or lesser temple. Priests need to be at least 9th level (High Priest) to set up a temple to the god. A High Priest with a Greater Fabricate spell can quickly put in place the physical structure of a temple.

See Temple, and Shrine, in Constructions.

Spells

     1st
 1 Bless
 2 Change Self And Voice
 3 Command
 4 Detect Construction
 5 Detect Mutagen
 6 Empathy
 7 Mending
 8 Minor Self Healing
 9 Night Sight
10 Stop Bleeding
11 Transfer Light Wounds
12 Transfer Pain
13 Unseen Servant

     2nd
 1 Accept
 2 Block Pain
 3 Detect Enemies
 4 Detect Poison And Disease
 5 ESP
 6 Identify Construction
 7 Increase Physical Stat
 8 Metal Servant
 9 Repair
10 Self Healing
11 Slow Poison And Disease
12 Transfer Poison And Disease
13 Transfer Serious Wounds

     3rd
 1 Detect Physical Affliction
 2 Fabricate
 3 Locate Enemies
 4 Locate Poison And Disease
 5 Major Repair
 6 Major Self Healing
 7 Minor Enhancement
 8 Neutralise Poison And Disease
 9 Polymorph Self to Similar
10 Remove Exhaustion
11 Telepathy
12 Transfer Critical Wounds
13 Wax Servant

     4th
 1 Cure Minor Affliction
 2 Detect Insanity
 3 Disassembly
 4 Enhancement
 5 Greater Fabricate
 6 Locate Physical Affliction
 7 Minor Servant Horde
 8 Total Self Healing
 9 Transfer All Wounds
10 Transfer Minor Ability
11 Transfer Physical Affliction

     5th
 1 Basic Education
 2 Cure Affliction
 3 Greater Disassembly
 4 Locate Insanity
 5 Major Enhancement
 6 Raise Dead
 7 Resist Insanity
 8 Servant Horde
 9 Transfer Ability
10 True Fabricate

     6th
 1 Create Plans
 2 Cure Major Affliction
 3 Education
 4 Maintain Sanity
 5 Major Servant Horde
 6 Projected Mind
 7 Reincarnation
 8 Transfer Major Ability
 9 True Disassembly

     7th
 1 Advanced Education
 2 Clone
 3 Mass Acceptance
 4 Projected Image
 5 Simulacrum
 6 Transfer Mind


Explanation of Spells

1st Level

Bless: as standard. The spell can also be used to aid experimenters by granting them an extra proficiency slot in a skill to be used for a single task, to be completed within the spell's duration. One example might be to grant a priest medical skills so as to be able to do surgery. New skills cannot be granted without at least a vague understanding of how they work. Note that this skill must be being used for experimentation, and that this may not just be used as a general source of, for example, craft skills. A few drops of Teratogen Drug are required, as the Holy Water that a standard Bless spell requires; this is not drunk. Duration: 6 rounds (6mins).
Level: 1st.

Change Self And Voice: as the 1st level illusionist spell Change Self. Allows alteration of appearance, including clothes and equipment, plus or minus a third in height, fat or thin, etc. Also allow altering the voice so that it comes from somewhere other than the mouth, or in fact from anywhere about the body, or anywhere with 5', and also changes the voice so that it can produce any sound that could normally be made, without strain. For example, a man who could briefly use a woman's voice pitch could use this spell to do this continuously without strain. Some priests use this to deliberately change their voice so as to sound less human. No material components are required. Duration: 2D6rnds + 2rnds/level (2D6mins + 2mins/level).
Level: 1st.

Command: as standard.
Level: 1st.

Detect Construction: can tell that something is a 'made thing' (by other than the will of a god), and in particular can tell if something is the direct result of experimentation. This would, for example, detect a secret door in an otherwise natural rock wall, but would not be able to tell a secret door from a constructed wall. It will also detect synthetic gemstones, or other materials, made by any means, if compared to to natural ones. If a creature is the result of experimentation then this can be detected, but not if, for example, the creature has just been experimented on, or is the (unaltered) offspring of an experimental creature. Things pretending to be a different type of construction are also detected. For example a stone golem in the form of a stone pillar would be detected, as it is magical construction disguised as mundane stonework. In general, changes due to experimentation in otherwise natural creatures, such as cyborging, cannot be detected. Alchemical manikins, or technological androids (or demi material or non material computers (NMC)), that have advanced at least two level in their highest/most expensive class are not detected, but simulacra are, as are robots, puppets, fetches and golems. Note that this spell, in itself, does give the capability to detect NMCs, etc. This is otherwise as a Detect Evil spell.
Level: 1st.

Detect Mutagen: detects substances or diseases which are capable of either making a creature monstrous, or ensuring children born will be monstrous. The priest has a 10% chance per level of determining the general properties of the mutagen, in particular if it might grant any new capabilities. Teratogen (Monster Making) Drug is always recognised. This is otherwise as a Detect Evil spell, and works on mutagens both within and outside creatures.
Level: 1st.

Empathy: establishes by touch a mental bond on the physical and emotional levels with a creature. Emotions may be exchanged and the priest may study and become familiar with the physical structure of the creature, and any (physical) problems that it has. Note that a number of other spells depend on being familiar with creature's race so as to be able to affect them. Priests with less than 13 WIS, particularly those with emotional problems, may have problems with becoming addicted to emotions felt during empathy (but note that their +2 saves vs. mental effects applies to this). Duration: 20mins. Non-reversible.
Level: 1st.

Mending: as the 1st level magic-user spell. Alternatively it can instead repair a piece of cloth/garment of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same garment; as long as there is 50%+ other materials not having greater hardness than cloth can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Light Wounds, and if the object has spacial tonnage then it takes two spell castings to repair one hull point, or one point of structural damage. Note that this is a permanent alteration, which does not leave any magic behind to dispel. Duration: permanent.
Level: 1st.

Minor Self Healing: acts as a Cure Light Wounds, or a 2nd level Slow Poison And Disease, on the priest, but one of the three effects must be chosen on casting. If this spell is used after up to two Transfer Light Wounds have been used for healing others then it will reliably heal all hit points lost to these spells, or heal from a single Transfer Serious Wounds. This spell can also heal severe sprains. While this spell heals efficiently it frequently leaves scars. The reversed spell can have a one round delay, which may give enough time to use a Transfer spell to move the wound, poison, disease or injury to someone else. Duration: permanent.
Level: 1st

Night Sight: allows sight as long as there is any light at all - equivalent to the best animal night sight. All forms of Darkness spell will make this sight useless. Duration: 8hrs.
Level: 1st.

Stop Bleeding: by touch causes clotting of a wound/prevents a wound clotting. Will stop further bleeding occurring due to being on negative hit points/will prevent bleeding from stopping naturally, so something like a bandage is required. DMs may rule that this is not sufficient to stop bleeding from critical injuries, such as limb loss, though it will help bandaging stop the bleeding. Duration: permanent; reversed 20mins.
Level: 1st.

Transfer Light Wounds: acts as a Cure Light Wounds on another touched, but half of the hit points cured (round down) are inflicted on the priest. Reversed, as Cause Light Wounds, the priest takes an injury equal to half the hit points caused, unless they are transferring an injury that they already have, rather than creating a new one. The priest cannot use the curing of undead to heal themselves; they are always injured. Note that even if wounds transferred to the priest are healed, or even transferred to another, they will frequently leave scars. Duration: permanent.
Level: 1st.

Transfer Pain: transfers by touch all pain from injuries, poison or disease that a creature is suffering to the priest, so that the priest receives all their injuries, half as subdual damage, half as real hit points. The person so healed can then act as if fully healthy for the duration of the spell, though they are still actually injured and missing hit points, or suffering from the poison or disease, and they may go to -10HP (or at DM option negative CON, if this is better) and still act. If they go negative beyond this then they instantly die if this is due to injury, or fall unconscious if poisoned or diseased. The subdual hit points to the priest are recovered as fast as normal, and the real hit points lost can be healed as any other injury - they do not reappear at the end of the spell duration. Note the reverse of this allows the priest to transfer all their pain to another, who is the one who suffers the injury. Duration: 20mins.
Level: 1st.

Unseen Servant: as the 1st level magic-user spell. This is considered a very minor creature of elemental Air, and to have the equivalent of 3 STR. No material component is required. Duration: 60mins + 10mins/level.
Level: 1st.

2nd Level

Accept: similar to a Charm Person spell, but instead causes acceptance of the priest's actions, which will be rationalised. Attempts to explain to someone who is under the influence of this spell why their acceptance is irrational will not give them an extra saving throw, but threats by the priest to the person accepting, or threats to things they consider very important, do. Note that this does not cause friendship, or the priest to be considered a trusted friend or ally who needs to be protected (they may even be positively disliked), just someone whose actions are considered to be acceptable, a part of 'things how they are'. Duration: as Charm Person.
Level: 2nd.

Block Pain: is as the Transfer Pain spell in how it allows action as if uninjured. Reversible only to counter a Block Pain effect, i.e. effectively reliably dispel it. Duration: 20mins.
Level: 2nd.

Detect Enemies: as a Detect Evil spell, but will detect enemies of the priest and their immediate associates. There must be at least some dislike or hostility; just not being a friend is not enough to detect as an enemy. There is a 10% chance per level of determining the level of dislike or hostility, but this in no way indicates how dangerous the enemy is; the vague dislike of a king, compared with the total hatred of a puppy dog whose master you just killed.
Level: 2nd.

Detect Poison And Disease: will note the range and location of any poison and diseases within 5'/level and may detect range 20'/level. Paralytic poison, and soporific drugs, are also detected. Note that this works for diseases even during incubation, and that creatures that carry or inflict poison or disease, such as snakes, lycanthropes and ghouls, are detected. There is a 10% chance per level that the general nature of the poison or disease is detected. Reversed may mask known poisons and known diseases similar range, 50% chance against own level, +5% per level above, -2% per level below. Duration: 20 mins.
Level: 2nd.

ESP: as Empathy and in addition simple thoughts (words) and mental pictures may be exchanged. The appropriate language must be known to allow full or rapid communication. No material component is required. Range: 5'/level, 90'max. Duration: 60mins. Non-reversible.
Level: 2nd.

Identify Construction: can tell that something is a construction, as Detect Construction, but also provides some more information about it. The main thing that can be told is the general style of construction, whether it is a: mundane crafting, enchanted (and whether by cleric, or magic-user), alchemical, technological, psionic, illusionary, or other-planar working (like djinn creation). If it is a mixture, then it can be told roughly what the proportions are of each. Note that some sorts of construction can give misleading results, e.g. a Fabricate spell which does not leave any magic afterwards will seem a mundane crafting, as will unpowered technological devices, which do not include any unusual materials, and are theoretically within the crafting abilities of a non-tech trained master craftsman, such as Clocks and Dart Guns. In general, living or animate constructions, which this detects, can have their construction style easily identified. Careful examination, taking at least a turn, will tell which sort of school of magic is enchanted, or which god's priestly enchantment, if the working is particular to that school or religion, or will give a vague alchemical association, or give some idea roughly what sort of technological device it is, or give the general psionic category, or give some idea of the purpose behind the illusion. It can be told if the working is significantly damaged, or broken, but not to what extent. Unlike an Identify spell, no ritual purification of the thing is required, and it need not be handled, though to do the careful examination it will be necessary to get within 5', and for large objects, move around within 5' to study them from all accessible sides (if this takes a long time, then the spell duration will be extended, just for this one purpose). Use of this spell does not interfere with any subsequent use of an Identify spell to gain more information. Having used this spell typically gives +10% to a subsequent use of the appropriate Identify ability, as is gained by various classes (e.g. Identify Enchantment for Spell Smiths, Understand Machine for Technologists), or +15% for careful examination. This spell may need to be customised to suit a particular god, so as to make clear what further information is gained about the things detected which are related to the god's main aspect, for example for a death god it might be detected that something was a bane weapon, but not the details of what it kills. This is otherwise as a Detect Evil spell.

Identify Construction: can tell that something is a construction, as Detect Construction, but also provides some more information about it. The main thing that can be told is the general style of construction, whether it is a: mundane crafting, enchanted (and whether by cleric, or magic-user), alchemical, technological, illusionary, or other-planar working (like djinn creation). If it is a mixture then it can be told roughly what the proportions are of each. Note that some sorts of construction can give misleading results, e.g. a Fabricate spell which does not leave any magic afterwards will seem a mundane crafting, as will unpowered technological devices, which do not include any unusual materials, and are theoretically within the crafting abilities of a non-tech trained master craftsman, such as Clocks and Dart Guns. In general, living or animate constructions, which this detects, can have their construction style easily identified. Careful examination, taking at least a turn, will tell which sort of school of magic is enchanted, or which god's priestly enchantment, if the working is particular to that school or religion, or will give a vague alchemical association, or give some idea roughly what sort of technological device it is, or give the general psionic category, or give some idea of the purpose behind the illusion. It can be told if the working is significantly damaged, or broken, but not to what extent. Unlike an Identify spell, no ritual purification of the thing is required, and it need not be handled, though to do the careful examination it will be neccessary to get within 5', and for large objects, move around within 5' to study them from all accessable sides (if this takes a long time, then the spell duration will be extended, just for this one purpose). Use of this spell does not interfere with any subsequent use of an Identify spell being used to gain more information. Having used this spell typically gives +10% to a subsequent use of the appropriate Identify ability, as is gained by various classes (e.g. Identify Enchantment for Spell Smiths, Understand Machine for Technologists), or +15% for careful examination. This spell will detect any experimentation that has been done on its target, unless it was done on more distant ancestors than the parents of a creature, though it will not reveal exactly what form the experimentation took. This is otherwise as a Detect Evil spell.
Level: 2nd.

Increase Physical Stat: by touch acts as a (reversible) Strength spell (fighters- 2D4, clerics & thieves - 1D6, magic-users- 1D4), or increases/decreases dexterity: thieves- 2D4, fighters, bards & magic-users- 1D6, clerics- 1D4; or increases/decreases constitution: barbarians & rangers- 2D4, fighters, bards, magic-users, clerics & thieves- 1D6, illusionists- 1D4. Racial maximums apply. Any one creature can safely have one physical stat (STR, DEX or CON) increased at one time, if two then will collapse with total exhaustion when the spells wear off, if all three then will collapse and must save vs. system shock or die when the spells wear off. If more than one of these spells is used in a 24hr period it counts as if multiple stats have been boosted - if more than three then roll system shock with a -2 CON cumulative for each (use original CON), e.g. have boosted all three stats continuously for 24hrs, so counts as 9 stats, so need 7 system shock rolls, first standard, second at -2 CON, third -4 CON, ..., seventh at -12 CON. Even if one or more stats are boosted continuously then appropriate numbers of system shock rolls must be made at the end of each 24hr period. Multiple reversed spells do not require system shock rolls. Duration: 8 hours.
Level: 2nd.

Metal Servant: summons a very minor elemental (of combined Fire and Earth), similar to an Unseen Servant, which has 6 HP, 2HD, is AC 4, and a limited degree of intelligence. It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and has no particular skills. It needs to be given particular orders, and its senses are not very good, save with respect to metal. It is mute. It can move at up to 9", and can carry up to 50lb. It resembles an expressionless metal manikin, 3'-4' tall, and is willing to don clothes, if these are provided. As a DM option these make a clicking sound when moving. A careful listener may well conclude that the servant operates by clockwork. Duration: 1 day.
Level: 2nd.

Repair: an improved version of Mending which will repair larger breaks in objects. As long as the object is not broken into more than five pieces (fine parts totalling less than 1% of the object's mass can be ignored for this purpose), any object that can be lifted can be repaired. Alternatively it can repair a piece of wood/wooden structure of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure; as long as there is 50%+ other materials not having greater hardness than wood can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Serious Wounds, and if the object has spacial tonnage then it repairs one hull point, or one point of structural damage. Duration: permanent.
Level: 2nd.

Self Healing: acts as a Cure Serious Wounds, or a 3rd level Neutralise Poison And Disease, on the priest, but one of the three effects must be chosen on casting. If this spell is used after any number of Transfer Light Wounds have been used then it will heal all the hit points lost to these, or if after up to two Transfer Serious Wounds have been used for healing others it will reliably heal all hit points lost to these spells, or heal from a single Transfer Critical Wounds. This can also heal a broken limb, or reattach minor severed parts, such as an ear or nose, a finger or toe, or scalp. The reversed spell can have a one round delay, which may give enough time to use a Transfer spell to move the wound, poison, disease, or injury to someone else. Duration: permanent.
Level: 2nd.

Slow Poison And Disease: by touch slows the effect of a poison by half and, even if below zero hits, poison damage is apparently removed if the spell is cast within the priest's level tens of minutes of going below zero. The creature looses 1 hit point from the poison per ten minutes, though they may not go below 1 while the spell lasts. Paralysing poisons may be similarly affected. The reversed spell doubles the effect of the poison; this may only be done once. On a disease, doubles the incubation period of a disease or if already active reverses the course of the disease by the priest's level in hours. The reversed spell causes the active portion to be half duration and +25% (chance of) ill effects; it is not possible to use this spell more than once, to quarter the duration. If someone has both poison and a disease then it must be chosen on casting which is affected. Duration: 1 hour per level/as disease.
Level: 2nd.

Transfer Poison And Disease: acts by touch as a 3rd level Neutralise Poison And Disease, but inflicts the poison or disease on the priest, restrained as if a Slow Poison And Disease spell had been cast on them. If the poison or disease is already restrained then the priest is uninjured, except for a one round feeling of illness. Reversed, takes poison or disease in the priest, and inflicts it on another, unrestrained if it was restrained by a Slow Poison And Disease spell; if the poison or disease was slowed in the priest they are now completely gone, otherwise the poison or disease in the priest is now restrained as if by a Slow Poison And Disease spell. If are both poisoned and diseased then it must be chosen which is affected. Duration: permanent.
Level: 2nd.

Transfer Serious Wounds: as a more powerful Transfer Light Wounds, as a Cure Serious Wounds on another touched, but half of the hit points cured (round down) are inflicted on the priest. This should be usable to transfer the critical injury of a broken limb to the priest, or reattach minor severed parts, such as an ear or nose, a finger or toe, or scalp, which translates to a severe sprain, or being broken/major bruising for reattachment. Reversed, as Cause Serious Wounds, the priest takes an injury equal to half the hit points caused, unless they are transferring an injury they already have, rather than creating a new one. Duration: permanent.
Level: 2nd.

3rd Level

Detect Physical Affliction: as a Detect Evil spell, but detects physical problems that creatures have. These include blindness, deafness, loss of any (physical) sense, low fertility or infertility, limb loss, non-minor scarring, loose or tight skin, growths or distortions, paralysis or limited movement, major pigmentation variations, hair loss or excessive hair growth, and anything else the DM decides. This spell ignores polymorphs and illusions that are being used to hide an affliction. There is a 10% chance per level of being able to tell the variety of the affliction.
Level: 3rd.

Fabricate: converts raw materials into a desired product, which is basically made of the same material. Thus, a wooden bridge can be fabricated from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things (or technological devices with a Device Level) cannot be created or altered by a Fabricate spell, i.e. the most advanced creature that can be killed by this is a plant, and not intelligent ones of those. Unenchanted mithral or adamantite can be worked. The quality of items made by means of the spell matches the quality of material used as the basis for the new fabrication (e.g. living trees are converted into a bridge, so you now have a bridge made of green wood, which is not seasoned, etc.). The finished product is not magical or enchanted, and the only magic that might still be there is a fading residue of the Fabricate spell; dispel has no effect. If it is desired to convert a product into another product, it must first be broken down into raw materials, such as lengths of wood, loose thread, stone blocks, metal parts, etc., which this spell will not do for you; a Disassembly spell could be used. If mineral material is worked with then the area (volume) of effect is reduced by a factor of eight (i.e. all dimensions are halved); note that iron and all other metals count as 'mineral'. DMs may treat this as a factor of ten, if this is more convenient to them. Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated effectively unless the priest actually has skill in the craft considered; generally at least one slot in an appropriate NWP. Casting requires 1 full round per cubic yard (or eighth of a cubic yard) of material to be affected. Given the appropriate materials this spell can also be used for any required repairs; if repairing something with a spacial tonnage the Spelljamming rules say that each cubic yard that can be worked with repairs a tenth of a hull point. A cubic yard of material which has a specific gravity (SG) of 1, such as water or most wood, may be assumed to weigh 0.75 tonnes; stone may be assumed to be SG 4, iron SG 8; an eighth of a cubic yard of iron would be 0.75 tonnes. Note that this spell, and the more advanced versions of it, are considered major miracles of Tegus; there a comparable 5th level magic-user spell. Also note that this spell, possibly used repeatedly, is enough to allow an at least 6th level priest to prepare a shrine or lesser temple, see Shrine in Constructions, so it is ready for worship. The only other non-mundane construction that it is capable of is Conjure Kit; see Constructions. The day-long rituals to make these are costly, unlike mundane fabrication which is free if you have the materials. Cost: mundane- free; shrine- 1250-5000gp; other rituals- varies. Area of Effect: 1 cubic yard per level of caster; minerals an eighth. Range: 1/2" per level. Duration: permanent; temporary (e.g. non-mundane kit/shrine)- level in hours (one day if 9th+ level).
Level: 3rd.

Locate Enemies: a Locate Objects spell which will locate enemies, as defined by Detect Enemies, above.
Level: 3rd.

Locate Poison And Disease: a Locate Objects spell which will locate poisons and diseases.
Level: 3rd.

Major Repair: a greatly improved version of Mending which will repair larger breaks in objects. As long as no more than 10% of the original material of the object is missing then any object can be repaired, but note the limit, below, on how many hull points or structural points are repaired. Alternatively it can repair a piece of metal of up to one inch thickness per level of caster, or a metal structure with a maximum dimension of 2' per level of caster, of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure; as long as there is 50%+ other materials not having greater hardness than metal can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Critical Wounds, and if the object has spacial tonnage then it repairs two hull points, or two points of structural damage. Duration: permanent.
Level: 3rd.

Major Self Healing: acts as a Cure Critical Wounds (AD&D: 3D8+3), or a Neutralise Poison And Disease, or a 4th level Cure Minor Affliction, on the priest, but one of the four effects must be chosen on casting. If this spell is used after any number of Transfer Light Wounds or Transfer Serious Wounds have been used then it will heal all the hit points lost to these, or if after up to two Transfer Critical Wounds have been used for healing others then it will reliably heal all hit points lost to these spells, or heal from a single Remove Exhaustion. This can also repair a broken back or reattach a severed limb. The reversed spell can have a one round delay, which may give enough time to use a Transfer spell to move the wound, poison or disease to someone else. Duration: permanent.
Level: 3rd.

Minor Enhancement: allows by a touch altering a creature to enhance its physical characteristics or senses. A single physical stat per creature may safely be permanently increased by one, or increased to nine, as long as this does not go beyond the racial maximum, a single sense may be sharpened giving a +3 (+15%) chance of perceiving things, and physical beauty may be increased by as much as is desired (again, not beyond the racial maximum) or all scars removed. All of these three may be safely done to a single creature. It may be assumed that the physical stats of all priests already reflect this, but they do not do the sense sharpening on themselves, and frequent scar removal is a necessity, which the increased physical beauty prevents. Note that these are permanent alterations, leaving no magical residue, and cost 1000gp each in ritual materials. A single physical stat may be safely increased by three (two if it has already been permanently increased by one) for eight hours, within a twenty-four hour period, but if more than this is done then use the rules in Increase Physical Stat. All senses may be sharpened for four hours so that the chance of perceiving things is +3 (+15%), but this is not possible if a single sense has been permanently sharpened. One of Infravision or Ultravision or Farsight may be gained for two hours, but this is not possible if sight has been permanently sharpened, or all senses are currently sharpened. Waterbreathing for one hour is possible, irrelevant of any other existing enhancements. If the safe limits are exceeded, in particular for permanent enhancements, physical abnormalities will start to appear, beginning with changes to small patches of skin pigmentation and hair growth, and extending into skin loosening or tightening, and distortions to the toes, fingers or facial features. Correcting these problems requires either cosmetic surgery or use of the Enhancement spell. This spell may also be used to make Teratogen (Monster Making) Drug, from a wide range of alchemical raw materials, usually costing 50gp and needing one spell per dose. Also note that this spell is used to enhance constructs, see Minor Enhancement (Construct), below. Cost: free; drug- 50gp; permanent enhancement- 1000gp. Duration: permanent, or varies. Non-reversible.
Level: 3rd.

Minor Enhancement (Construct): allows enhancing of a construct, via a day-long ritual, and costing 1000gp, for each enhancement. If the construct is a temporary one then the enhancement may be added just by casting this spell, one spell per enhancement. Enhancement improves the 'body', or in a few cases grants powers to the mind, but it does not provide skill or training. Below are detailed the various forms of Minor Enhancement for the various forms of construct. DMs are at liberty to add new forms of enhancement, but it is quite possible that some things are just not possible, even using Major Enhancement. It might, however, be possible to add the ability by 'bolting-on' a magic-item or a tech device, made in the conventional way. Conferring an enhancement requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Tegus may not permit certain combinations of constructs and enhancement; the DM's decision is final. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Also note that any non-temporary construct creation, in particular those with intellects above the standard (none, INT 1, or INT 3), will need to justified to the High Priest, and the High Priest may need to justify it to the god. Tegus is quite happy in almost all cases, as long as there is some vague justification of it being 'experimentation'. DMs should warn players if they feel that their characters are pushing the limits for construct creation, as far as the DM's campaign or the character's religion is concerned, and that if they continue then the consequences could well be unfortunate. See Minor Enhancement (Frame), see Minor Enhancement (Encumbrance), see Minor Enhancement (Installation), and see Minor Enhancement (Vehicle). Cost: free; ritual- 1000gp/enhancement. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 3rd.

Minor Enhancement (Encumbrance): lists the enhancements that suit an Encumbrance, which is a semi-portable construct that may or may not count as living. These are those that suit an Installation, though Encumbrances do not tend to have any parts that might be thought to be independent beings, and they are too small to have anything which could be considered a 'core part'.
Level: -.

Minor Enhancement (Frame): lists the enhancements that suit a Frame, which is a mobile, roughly human-sized, construct that at least counts as semi-living. Three of the following can be chosen: can speak; one physical stat improves from from 11 to 15; intellect improves from lizard to dog (INT 2-4); a new sense is acquired at a basic level (about as good as a human sense of smell), or a basic level sense is improved to a standard one (about as good as human eyesight, or the scent tracking ability of a hunting animal but not as good as a bloodhound, or adds infravision, or ultravision (both range 6"), or farsight, to human eyesight); toughness improves to perfect health (for living Frames); regenerate at one hit point per ten minutes and may go indefinitely negative hit points (killed like an ogre magi; for living Frames); a new related environment is acquired (water breathing for air breathers, or visa versa), size improves to ogre (gives ogre strength and CON 15) or reduces to halfling (gives +3 AC against ogre or larger opponents and DEX 15); or roll 4D6 four times and assign to the stats DEX, CON, WIS and CHAR, as a starting character (minimum value 8, maximum value 17) - having an enhanced stat from elsewhere will over-ride any roll, even a better one; or run at 6", or levitate/fly or control buoyancy/swim at 3". New senses need not be natural ones, but can be anything the DM allows, so a basic sense might be: life sense, ESP, sense active psionic power use (all 3" range). Not all enhancements may make sense for all constructs, for example toughness implies the construct must be living, and size implies the unenhanced construct is mobile and human-sized.
Level: -.

Minor Enhancement (Installation): lists the enhancements that suit an Installation, which is a large, effectively immobile without an immense vehicle, construct that may or may not count as living. Some installations have parts which may be thought to be independent beings but are in fact part of the installation, and in this case these parts may be suitable for some enhancements which do not effect the whole installation. Where this is the case then an enhancement like speech applies to all these parts, the whole installation (such as a public address system), and an optional core part; if an installation does not have a core part then it is assumed to not have any particularly vulnerable part and be 'distributed', like a spirit of place. For example, all the Metal Servants could speak, general announcements could be made, and a private conversation could be had by speaking directly to the core of an Installation. Certain enhancements apply to all who are within the Installation, such as the environment one. The following can be chosen in addition to the 'Frame' ones: intellect improves from not having one to lizard (INT 1); 25% larger inside volume than outside; or roll 4D6 two times and assign to the stats WIS and CHAR, as a starting character (minimum value 8, maximum value 17; for Installations originally unintelligent and without any parts that might be thought to be independent beings).
Level: -.

Minor Enhancement (Vehicle): lists the enhancements that suit a Vehicle, which is some form of transport, a mobile construct, that may or may not count as living. These are those that suit a mobile Installation or a giant Frame, though Vehicles are only likely to have 'beasts' which provide the motive force that might be thought to be independent beings, and most are too small to have anything which could be considered a 'core part'.
Level: -.

Neutralise Poison And Disease: affects by a touch all poison in creature's system, and even if below zero hit point then works if cast within the priest's level in tens of minutes of going below zero. Reversed the effect is the priest's level in dice of poison damage, half if save. Under AD&D count 1 dice as 5 points, extrapolate tables for 'death'. Paralysing poisons and soporific drugs are also neutralised, or if reversed inflicted. Automatically cures any one disease (choose) if used during incubation. If active then must be familiar with the creature unless are above 8th level. If reversed only known, natural diseases with an incubation period may be caused, -10% incubation period per level (and zero at 9th level). If someone has both poison and a disease then it must be chosen when casting which is affected, reversed it must be decided which is inflicted. Duration: permanent; reversed as poison/disease.
Level: 3rd.

Polymorph Self to Similar: as the 4th level magic-user spell Polymorph Self, but only allows taking a similar form to the base one, e.g. a humanoid 4'-8' tall (assuming the base shape is a humanoid about 6' tall); the limits are as a 1st level Change Self And Voice spell. Duration: 20mins/level.
Level: 3rd.

Remove Exhaustion: (Cause Exhaustion) at a touch removes all fatigue and restores those freshly "raised" to full health by restoring reserves, etc. This does half the hit points of the person restored to the priest, which can then be healed normally. Reversed causes massive fatigue equal to all but one hit point, i.e. nearly subdued; a quarter effect is restored per turn (10mins), half effect if save. Duration: permanent; reversed 4 turns (40mins).
Level: 3rd.

Telepathy: as Empathy and in addition complex thoughts, ideas and mental pictures may be exchanged without having a common language. Also functions as the magic-user spell ESP. No material component is required. Range: 5'/level, 90'max. Duration: 60mins. Non-reversible.
Level: 3rd.

Transfer Critical Wounds: as a more powerful Transfer Light Wounds, as a Cure Critical Wounds (AD&D: 3D8+3) on another touched, but half of the hit points cured (round down) are inflicted on the priest. This should be usable to transfer the critical injury of a broken back or a severed limb to the priest, healing or reattaching it, which translates to sprained back or a broken limb. Reversed, as Cause Critical Wounds, the priest takes an injury equal to half the hit points caused, unless they are transferring an injury they already have, rather than creating a new one. Duration: permanent.
Level: 3rd.

Wax Servant: summons a very minor elemental (of a combination of all four elements), similar to an Unseen Servant, which has 9 HP, 3HD, is AC 6, and a limited degree of intelligence. It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and has no particular skills. It needs to be given particular orders, and its senses are not very good, save with respect to organic (living or once living) material. It is mute. It can move at up to 9", and can carry up to 50lb. It resembles a featureless, expressionless, wax manikin, 5' tall, and is willing to don clothes, if these are provided. Its great advantage is that its features can be moulded, with the gentle application of heat and a Change Self And Voice spell, within the limits of the spell, though this is a physical appearance, not an illusion, and will last indefinitely. This moulding does not give it a voice. If the priest has Disguise skill then this can be quite helpful, as can something to copy from. This appearance can be quite convincing, if no one looks too closely, or something like a corpse is to be impersonated. Duration: 1 day.
Level: 3rd.

4th Level

Cure Minor Affliction: heals injury to an organ such as an eye, ear, tongue, gonad, or internal organ, as long as the organ is not missing. Heals a crippled limb, or removes growths, or corrects loose or tight skin, or straightens distortions, or corrects pigmentation variations, or corrects hair loss or excessive hair growth. May also be used to do minor cosmetic surgery, permanently altering one feature of a creature (within the limits of racial norms and easy surgery), and requiring a system shock roll or take 1 hit point of permanent damage (the surgery has failed), only curable by successful Cure Minor Affliction, Heal, or Limited Wish, etc. Note that while this surgery is dispellable in the short term, it will soon become fixed. Reversed injures an organ short of severing or removing it, or inflicts one of the reverse of what can be healed; afflictions may only be caused that the priest is familiar with. Note that suitable instruments are required with which to do the surgery, typically worth 250gp, and these are not a consumed material component. Surgery will typically take ten minutes.
Level: 4th.

Detect Insanity: will detect any form of insanity less than that due to hereditary brain damage or very major (god/wish) curse. For this purpose multiple currently active personalities count as insanity, but a currently totally inactive persona, for example waiting to be triggered, does not. Possession where the original spirit could still potentially exert some control will be detected. Reversed may hide any form of insanity that the priest is familiar with, including multiple personalities and possession. Gives some idea of the variety of insanity, but not a precise description. Otherwise as a Detect Evil.
Level: 4th.

Disassembly: is a reverse of Fabricate, in that it dismantles a non-living construction into its minimum components, neatly sorting these by some criteria, such as type and/or size. Nails, screws and rivets are removed, and made ready for re-use, but the holes that accommodated them are not repaired. Joints made with mortar, welds or glue are not disassembled, and paint, varnish or other finishes are not removed. Liquid (or components) are not removed from sealed containers. Liquids are never spilled, and simple containers are formed for them (from nearby materials not part of the construction) if required. Components are not converted back into raw materials, like trees, or plants or minerals, but rather beams and planks, neatly spooled threads, or stone blocks, are left. If this process is done slowly enough then it is possible to draw a detailed plan of the disassembly process. Assume that materials obtained by Disassembly are worth 50% of what the raw materials would be, due to holes and other damage, but a skilled constructor may be able to get more use out of them, maybe 75% value, or even 90% for a master; 10% value is always lost. Reversing the Spelljamming rules for use of the Fabricate spell each cubic yard of capability is assumed to be able to disassemble a tenth of a hull point. Casting requires 1 full round per cubic yard (or eighth of a cubic yard) of material to be affected. Disassembly can be used to rapidly dismantle a ritually created portable shrine, such as created by Fabricate, in such a way that no value is lost. Area of Effect: 1 cubic yard per level of caster; minerals an eighth. Range: 1/2" per level. Duration: permanent.
Level: 4th.

Enhancement: is an improved version of Minor Enhancement, which allows by a touch altering a creature to enhance its physical characteristics or senses. A single physical stat per creature may safely be permanently increased by two, or increased to ten, as long as this does not go beyond the racial maximum, a single sense may be sharpened giving a +4 (+20%) chance of perceiving things, and physical beauty may be increased by as much as is desired (again, not beyond the racial maximum) or all scars removed. All of these three may be safely done to a single creature. It may be assumed that the physical stats of some priests already reflect this, but they do not do the sense sharpening on themselves, and frequent scar removal is a necessity, which the increased physical beauty prevents. Note that these are permanent alterations, leaving no magical residue, and cost 2000gp each in ritual materials. A single physical stat may be safely increased by four (two if it has already been permanently increased by two) for eight hours, within a twenty-four hour period, but if more than this is done then use the rules in Increase Physical Stat. All senses may be sharpened for eight hours so that the chance of perceiving things is +4 (+20%), but this is not possible if a single sense has been permanently sharpened. One of Infravision or Ultravision or Farsight may be gained for four hours, but this is not possible if sight has been permanently sharpened, or all senses are currently sharpened. Waterbreathing for two hours is possible, irrelevant of any other existing enhancements. If the safe limits are exceeded, in particular for permanent enhancements, physical abnormalities will start to appear, beginning with changes to large patches of skin pigmentation and hair growth, and extending into major skin problems, and distortions to the limbs, pelvis or collar bone, or structure of the skull. Correcting these problems requires either major cosmetic surgery or use of the Major Enhancement spell. This spell may also be used to make standard, as opposed to the basic, version of Teratogen (Monster Making) Drug, from a wide range of alchemical raw materials, usually costing 100gp and needing one spell per dose. Also note that this spell is used to enhance constructs, see Enhancement (Constructs), below. Cost: free; drug- 100gp; permanent enhancement- 2000gp/each. Duration: permanent, or varies. Non-reversible.
Level: 4th.

Enhancement (Construct):
Level: 4th.

Greater Fabricate:
Level: 4th.

Locate Physical Affliction: a Locate Objects spell which will locate physical afflictions, as defined by Detect Physical Affliction.
Level: 4th.

Minor Servant Horde:
Level: 4th.

Total Self Healing:
Level: 4th.

Transfer All Wounds:
Level: 4th.

Transfer Minor Ability: enables the stealing of creature's abilities.
Level: 4th.

Transfer Physical Affliction:
Level: 4th.

5th Level

Basic Education:
Level: 5th.

Cure Affliction: heals injury up to that which is due to missing organs, such as eyes, ears, tongue, gonads, or internal organs. Reattaches (instantly) or regrows a missing limb, heals a broken back (both these take three days, one spell casting per day), can heal almost any bodily damage bar a missing spinal cord or damage to the brain (the worse injury longer; a body could be completely regrown in three weeks, one spell per day, from just a brain and spinal cord, but this spell wont help stay alive during that time), removes any unnatural additions to a body (including all growths), heals any problems of skin, pigmentation, or hair, including completely replacing them if they have been lost. Can rebuild a damaged face or repair any damage to bone, and can permanently repair any hereditary problems which cause things that can be healed by Cure Minor Affliction (the priests gets to choose whether this prevents the affliction being passed on to any children). May also be used to do major cosmetic surgery, permanently altering one feature of a creature (if go slightly outside the limits of racial norms), or several features (e.g. whole face; if stay within them), which can produce impressive results but does not give any new powers, etc., and requiring a system shock roll or take (1D4)D6 hit points of permanent damage (depending on degree of surgery), only curable by successful Cure Affliction, Heal, or Wish, etc. Note that while this surgery is dispellable in the short term, it will soon become fixed. Reversed severs or removes an organ, or does other injury which will not result in immediate death (inflicts one of the reverse of what can be healed); afflictions may only be caused that the priest is familiar with. This spell can be used to do up to (surgical) head or brain transplants, correctly connecting the spinal cord, typically to Passive Bio Frames. Any immune or tissue rejection problems are handled. Note that suitable instruments are required with which to do the surgery, typically worth 750gp, and these are not a consumed material component. Surgery will typically take at least one hour, and very complex surgery can take up to eight.
Level: 5th.

Greater Disassembly:
Level: 5th.

Locate Insanity: a Locate Objects spell which will locate insanity, as defined by Detect Insanity.
Level: 5th.

Major Enhancement: is an improved version of Minor Enhancement, which allows by a touch altering a creature to enhance its physical characteristics or senses. A single physical stat per creature may safely be permanently increased by three, or increased to eleven, as long as this does not go beyond the racial maximum, a single sense may be sharpened giving a +5 (+25%) chance of perceiving things, and physical beauty may be increased by as much as is desired (again, not beyond the racial maximum) or all scars removed. All of these three may be safely done to a single creature. It may be assumed that the physical stats of a few priests already reflect this, but they do not do the sense sharpening on themselves, and frequent scar removal is a necessity, which the increased physical beauty prevents. Note that these are permanent alterations, leaving no magical residue, and cost 3000gp each in ritual materials. A single physical stat may be safely increased by five (two if it has already been permanently increased by three) for eight hours, within a twenty-four hour period, but if more than this is done then use the rules in Increase Physical Stat. All senses may be sharpened for a day so that the chance of perceiving things is +5 (+25%), but this is not possible if a single sense has been permanently sharpened. One of Infravision or Ultravision or Farsight may be gained for eight hours, but this is not possible if sight has been permanently sharpened, or all senses are currently sharpened. Waterbreathing for four hours is possible, irrelevant of any other existing enhancements. If the safe limits are exceeded, in particular for permanent enhancements, physical abnormalities will start to appear, beginning with total changes to skin pigmentation and hair growth, and extending into potentially fatal skin problems, distortions to all parts of the body, and break-down of all the body's systems, bar the brain. Correcting these problems is not possible without use of something like Reincarnation, or moving the brain into a new body before it is too badly damaged. This spell may also be used to make advanced, as opposed to the basic or standard, version of Teratogen (Monster Making) Drug, from a wide range of alchemical raw materials, usually costing 150gp and needing one spell per dose. Also note that this spell is used to enhance constructs, see Major Enhancement (Construct), below. Cost: free; drug- 150gp; permanent enhancement- 3000gp/each. Duration: permanent, or varies. Non-reversible.
Level: 5th.

Major Enhancement (Construct):
Level: 5th.

Raise Dead: as standard.
Level: 5th.

Resist Insanity:
Level: 5th.

Servant Horde:
Level: 5th.

Transfer Ability: enables the stealing of creature's abilities.
Level: 5th.

True Fabricate:
Level: 5th.

6th Level

Create Plans:
Level: 6th.

Cure Major Affliction: heals almost any injury. Can regrow a missing limb, heal a broken back (both these take eight hours), and can heal any bodily damage bar damage to the upper brain (the worse injury longer; a body could be completely regrown in three days, one spell per day, from just an upper brain, but this spell wont help stay alive during that time). Can repair any damage to hair, flesh, blood, bone or even nerves, including the spine and lower brain and can permanently repair any hereditary problems which cause things that can be healed by Cure Affliction (the priests gets to choose whether this prevents the affliction being passed on to any children). May also be used to do radical surgery, permanently altering several features of a creature (if go slightly outside the limits of racial norms), or all features (if stay within them). This can do things like graft on fully functional extra limbs (lots of training would be needed to use these in combat), add wings and all the supporting musculature (Enhancement would be needed to gain true flight), add gills (Enhancement would be needed to gain waterbreathing); in general assists in adding new powers, but the powers must come from another source. A system shock roll is required or take 4D6 hit points of permanent damage (depending on degree of surgery), only curable by successful Cure Major Affliction, combined Limited Wish and Heal, or Wish, etc. Note that while this surgery is dispellable in the short term, it will soon become fixed. Reversed does any injury, except to upper brain, which will not result in immediate death (inflicts one of the reverse of what can be healed); afflictions may only be caused that the priest is familiar with. This spell can be used to do any form of surgical work, including creating complete patchwork organisms using (living) parts from any source; this includes brain surgery, which may cause changes in behaviour or even complete changes in personality (this sort of work is a bit unpredictable). Total immune system and rejection control is gained, and further indefinite amounts of patchwork surgery may be done without further use of this spell, in future. Note that suitable instruments are required with which to do the surgery, typically worth 2250gp, and these are not a consumed material component. Surgery will typically take at least three hours, and very complex surgery can take up to twenty-four.
Level: 6th.

Education:
Level: 6th.

Maintain Sanity:
Level: 6th.

Major Servant Horde:
Level: 6th.

Projected Mind:
Level: 6th.

Reincarnation: as standard.
Level: 6th.

Transfer Major Ability: enables the stealing of creature's abilities.
Level: 6th.

True Disassembly: can also function as a Disintegrate spell.
Level: 6th.

7th Level

Advanced Education:
Level: 7th.

Clone:
Level: 7th.

Mass Acceptance:
Level: 7th.

Projected Image: - onto servant.
Level: 7th.

Simulacrum:
Level: 7th.

Transfer Mind:
Level: 7th.

:
Level: .

New NWP

Poison: is a skill with handling poison, paralytics and drugs, and their antidotes, in some respects a specialised sub-set of the skills of an alchemist. Most priests prefer to get their poisons and their antidotes produced by an expert, such as a priest with Poison Brewing, an alchemist priest, or even an Alchemist, but sometimes it is necessary to improvise in the field. At least a common kitchen is needed, though a temple (or an alchemical) workshop is preferred, to do work with poisons (see Poison Brewing skill, below), and the DM will apply modifiers for how good the facilities are. A common kitchen without good lighting and only crude measuring equipment would be -5. Using a poison-making kit in the field, and the heat and light of a camp fire, at night, would be -7. Hurrying might be up to another -5, while taking extra time will give positive modifiers. Particularly high quality equipment, or spending extra on high quality ingredients, will give positive modifiers. Failure will at least halve the effectiveness of anything made. Using just this skill, poisons can be identified, handled safely, and a correct antidote worked out. No special facilities are needed to inspect someone, identify whether they have been poisoned, by which poison, and what needs to be done to counter its effects. Having Healing skill (or Biological Theory I) gives +2 to all poison identification and treatment. If the character has Herbalism skill as well as Poison skill, poisons, paralytics, drugs and antidotes can be brewed from herbs, without having the Poison Brewing skill (see the "Alchemist" character class for rules for this). In general, while having this skill might be a little suspect, a physician or healer that had an interest in treating poisons might reasonable possess it; those having it are not necessarily evil. Cost: 1 slot, INT-based (-2).

Poison Brewing: is a more general skill in making poisons, paralytics and drugs, and their antidotes, from minerals, plants, and animal extracts. The Poison skill is required as well. This allows making plant-based poisons and antidotes, without having Herbalism skill; having Herbalism as well gives +2 to plant-based poison work, having Healing skill (or Biological Theory I) gives +1 to all poison work. Ideally a temple-workshop or full alchemical workshop is needed, which is something that needs a non-apprentice alchemist to set up, costs at least 1000gp, and has 4-8 weeks (3+1D5) set-up time; a master alchemist setting-up and 4000gp would be needed to handle the greatest poisons. These workshops are not generally portable; a DM might allow a small one at double cost to be carried in the back of a large wagon, but there's a lot of breakable glassware. If the workshop is specialised for poisons, then its half cost, but an alchemist will notice this, and might ask awkward questions; characters who kill, or on occasion even threaten, alchemists, a valuable resource, typically find themselves dead shortly afterwards. Using an improvised workshop, or even a common kitchen, will cause the DM to apply negative modifiers, see Poison skill. For the actual process of making of poisons, see the "Alchemist" character class, and assume that this skill makes equivalent to up to a 3rd level Alchemist, just for the purpose of making poisons and drugs, +2 levels per +1 NWP slot. A character can function as a specialised Alchemist of up to half their level, given this skill, i.e. must have +1 NWP slots and be 10th level to make Blade Venom, and +2 NWP slots and be 14th level to make Contact Poison. Assume that the vast number of antidotes may be made by anyone with this skill, at a cost of no more than 50gp, in one day, in an alchemical workshop. But, the DM may rule that some antidotes are far more difficult, require special ingredients, or even need a 'Neutralise' potion, which is beyond the abilities of this skill. This skill does not give the bonus saving throws of the Alchemist class, or their abilities to Detect Poison, Neutralise Poison, or Neutralise Paralysis, or any of their potion making or other abilities. Having this skill is an execution offence in some areas, and it is very difficult to think of a reason to justify a non-poisoner, or non-supplier of poisoners, having it; those having it are generally evil, or at the very least not good. Cost: 1 slot, INT-based (-2).

Magic Items

These are just a few sample low level items, typically constructed by enchanter (spell smith) priests, using the standard priestly spells. Note that the religion's emphasis on the importance of experimentation means that an exhaustive list is not possible. Also note that the DM must approve all new magic-items, and may choose to ban existing ones, if it proves that adding them to the campaign was a bad idea; the existing ones are a 'uniquely successful experiment'.

     1st
 1 Bandage of Minor Self Healing
 2 Bell of Minor Servant Summoning
 3 Clay of Change Self
 4 Collar of Change Voice
 5 Cup of Lesser Transfer
 6 Cup of Lesser Transfer And Healing
 7 Dagger of Minor Self Wounding And Transfer
 8 Infusion of Disease Delaying
 9 Needle of Mending
10 Poultice of Poison Delaying

     2nd
 1 Bandage of Self Healing
 2 Bell of Servant Summoning
 3 Cup of Transfer
 4 Cup of Transfer And Healing
 5 Dagger of Self Wounding And Transfer
 6 Infusion of Disease Expelling
 7 Needle of Repair
 8 Poultice of Poison Drawing
 9 Potion of Constitution
10 Potion of Dexterity
11 Potion of Strength
12 Wand of Poison And Disease Detection

     3rd
 1 Bandage of Major Self Healing
 2 Bell of Major Servant Summoning
 3 Clay of Polymorph
 4 Cup of Greater Transfer
 5 Cup of Greater Transfer And Healing
 6 Dagger of Major Self Wounding And Transfer
 7 Needle of Major Repair
 8 Potion of Neutralise Poison
 9 Toolbox of Fabrication
10 Wand of Physical Affliction Detection


Explanation of Items

1st Level

Bandage of Minor Self Healing: acts as a Cure Light Wounds, but the person who is healed must do most of the work in wrapping this bandage around the wound themselves. Usually the bandage is worn until the next day before removal, which minimises the chance of scarring, but it can be removed after a turn. As long as the bandage is kept clean and dry it will last indefinitely before use. Prepared Temporary. Req'd Level: 1st. Cost: 200gp and one week. Price: 500gp. Usable: once.
Level: 1st.

Bell of Minor Servant Summoning: calls an Unseen Servant to obey the person who rang the bell, the servant appearing anywhere desired within a 30' radius. This servant must remain within 30' of the bell, and is not allowed to directly or indirectly move the bell. Only one servant may be present at once, though this bell can be used at will, and the servant can be dismissed at will by the person who summoned it. Even if the servant is dispelled then the bell can be rang to immediately summon another one. A Silence spell, or anything else which prevents the bell making a sound, prevents it working, and ringing the bell must be accompanied by a desire for a servant, e.g. the bell being knocked off a table by a cat will only summon a servant if the cat knows what it is doing. Permanent, General. Req'd Level: 10th. Cost: 2000gp and four weeks. Price: 6000gp. Usable: at will.
Level: 1st.

Clay of Change Self: acts as the appearance-changing part of Change Self And Voice, by allowing the half pound of virgin clay to take the character's current form when touched, and then allowing the clay to be reshaped into their desired form by being manipulated; changing the colour or texture of (any part of) the clay is also possible by touch. Once this manipulation is finished then the clay is briefly held in something hot, like a candle flame, which 'fires' it to hold the shape, and the changed appearance takes effect. The shaping must be done by whoever first touches the clay, but if the firing is done by someone else then the illusion is on them, instead. This, for example, allows, if no shaping was done, a highly accurate copy of someone. The illusion of that shape continues while the fired clay remains within 3', and the clay remains intact (it counts as ceramics for the purpose of saves). No particular skill in sculpture is required to use this, but Disguise skill controls the accuracy of any impersonations. If a particular illusion is practised then it can be achieved with a few pinches and smoothings, but the inexperienced can be tempted into taking several turns to shape the clay. One Use. Req'd Level: 4th. Cost: 500gp and one week. Price: 750gp. Uses: once.
Level: 1st.

Collar of Change Voice: acts as the voice-changing part of Change Self And Voice, by allowing the highly starched (stiff) cloth collar to be pulled at in various ways, choosing the point from which the voice will come, and what it will sound like. Once this manipulation is done the voice is fixed, both in the position it comes from and what it sounds like, while the collar is worn; removing the collar, or destroying its stiffness, by something like thorough wetting, ends the enchantment. The collar need not be on display for the enchantment to work. No particular skill is required to use this, but Disguise skill controls the accuracy of any impersonations. If a particular voice is practised then it can be achieved with a few quick tugs and twists of the collar, but the inexperienced can be tempted into taking several turns of adjustment. One Use. Req'd Level: 4th. Cost: 500gp and one week. Price: 750gp. Uses: once.
Level: 1st.

Cup of Lesser Transfer: acts as a Transfer Light Wounds, by placing the cup to the lips of someone who is wounded, who receives a Cure Light Wounds, and then someone else willingly drinking the unpleasant fluid-like yellow light that fills the cup, and taking half the hit points healed (round down). If no one willingly drinks from the cup then after two rounds the injury returns to the person healed (trying to stop this, by tricks like taking the cup a long way away, doesn't work). This may be done three times per day. Self-Charging. Req'd Level: 8th. Cost: 1500gp and two weeks. Price: 2500gp. Usable: 3/day.
Level: 1st.

Cup of Lesser Transfer And Healing: acts as a Cup of Transfer. Also, at command, the cup will fill with a pleasant fluid-like blue light, which if drunk will act as a Cure Light Wounds, or one draft from this will reliably heal the effects of two drafts of the yellow light, produced during transfer. This may also be done three times per day. This is two parallel semi-independent enchantments. Self-Charging. Req'd Level: 8th. Cost: 1500gp+1500gp and two weeks+two weeks. Price: 5000gp. Usable: 3/day+3/day.
Level: 1st.

Dagger of Minor Self Wounding And Transfer: allows inflicting of a wound on the dagger wielder, by willingly striking themselves in a desired part of their body, equal to a Cause Light Wounds. They will feel the pain of this wound, but there will be a one round delay in the appearance of this wound, during which if they touch someone else, at +1 Hprob, then they will be the one who receives the true effect of the wound instead. If they fail in the attempt to touch then the wound appears on them. If desired this can be used to fight with as a +1 Dagger. The basis for this is a +1 Dagger, which are made in batches of three (4000gp each price). This is two parallel linked enchantments. Permanent, General. Req'd Level: 10th. Cost: 2000gp+2000gp and four weeks+four weeks. Price: 16,000gp (including +1 dagger). Usable: at will.
Level: 1st.

Infusion of Disease Delaying: acts as a Slow Poison And Disease, in its disease slowing capacity, but the person for whom disease is to be slowed must do most of the work of drinking this infusion themselves. The infusion can slow the disease for only an hour. As long as the infusion is kept in its sealed bottle, and kept reasonably cool, it will last indefinitely before use. Prepared Temporary. Req'd Level: 1st. Cost: 200gp and one week. Price: 500gp. Usable: once.
Level: 1st.

Needle of Mending: acts as (priestly) Mending, by picking up the needle and making a motion as of threading it, after which ethereal glowing white thread appears, which is 'stitched' to do the Mending. This may be done three times per day. Self-Charging. Req'd Level: 8th. Cost: 1500gp and two weeks. Price: 2500gp. Usable: 3/day.
Level: 1st.

Poultice of Poison Delaying: acts as a Slow Poison And Disease, in its poison slowing capacity, but the person for whom poison is to be slowed must do most of the work in applying this poultice to the wound through which they received the poison themselves. The poultice can slow the poison for only an hour, and if removed from the wound its effect is terminated. As long as the poultice is kept in its sealed container, and kept reasonably cool, it will last indefinitely before use. Prepared Temporary. Req'd Level: 1st. Cost: 200gp and one week. Price: 500gp. Usable: once.
Level: 1st.

2nd Level

Bandage of Self Healing: as a Bandage of Minor Self Healing, but does a Cure Serious Wounds. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Bell of Servant Summoning: as a Bell of Minor Servant Summoning, but summons a Metal Servant. The servant may be wearing whatever clothes are desired when they arrive; a servant or butler's garb is a common choice. Permanent, General. Req'd Level: 10th. Cost: 4000gp and eight weeks. Price: 12,000gp. Usable: at will.
Level: 2nd.

Cup of Transfer: as a Cup of Lesser Transfer, but does a Cure Serious Wounds. Self-Charging. Req'd Level: 8th. Cost: 3000gp and four weeks. Price: 5000gp. Usable: 3/day.
Level: 2nd.

Cup of Transfer And Healing: as a Cup of Lesser Transfer and Healing, but does a Cure Serious Wounds. This is two parallel semi-independent enchantments. Self-Charging. Req'd Level: 8th. Cost: 3000gp+3000gp and four weeks+four weeks. Price: 10,000gp. Usable: 3/day+3/day.
Level: 2nd.

Dagger of Self Wounding And Transfer: as a Dagger of Minor Self Wounding And Transfer, but does a Cause Serious Wounds, at +2 Hprob. This can also break a limb, or sever minor parts, such as an ear or nose, a finger or toe, or scalp. If desired this can be used to fight with as a +2 Dagger. The basis for this is a +2 Dagger, which are made in batches of three (12,000gp each price). This is two parallel linked enchantments. Permanent, General. Req'd Level: 10th. Cost: 4000gp+4000gp and eight weeks+eight weeks. Price: 36,000gp (including +2 dagger). Usable: at will.
Level: 2nd.

Infusion of Disease Expelling: as an Infusion of Disease Delaying, but acts as Neutralise Poison And Disease, in its disease curing capacity. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Needle of Repair: as a Needle of Mending, but does a Repair spell. Self-Charging. Req'd Level: 10th. Cost: 3000gp and four weeks. Price: 5000gp. Usable: 3/day.
Level: 2nd

Poultice of Poison Drawing: as a Poultice of Poison Delaying, but acts as Neutralise Poison And Disease, in its poison neutralisation capacity. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Potion of Constitution: as a Potion of Strength, but for Constitution, for eight hours. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Potion of Dexterity: as a Potion of Strength, but for Dexterity, for eight hours. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Potion of Strength: as Increase Physical Stat, on drinking acts as a Strength spell, for eight hours. Prepared Temporary. Req'd Level: 4th. Cost: 400gp and two weeks. Price: 1000gp. Usable: once.
Level: 2nd.

Wand of Poison And Disease Detection: as Detect Poison And Disease with range 12" (120yds), by pointing at the nearest one. If the user is a priest or magic-user skilled in detection then they may choose to exclude detection being done on themselves, or on one or more poison or disease sources that they currently know about. It must be chosen whether poisons or diseases are being located with each activation. Detection uses one charge, and the wand may be recharged. Charged. Req'd Level: 8th. Cost: 2000gp and four weeks and charging time (base ~ five weeks); recharge- one day and spell (and non-creator 400gp). Price: 6000gp; recharge- 500gp/charge (and non-creator 400gp/charge). Uses: 100 charges.
Level: 2nd.

3rd Level

Bandage of Major Self Healing: as a Bandage of Minor Self Healing, but does a Cure Critical Wounds. Prepared Temporary. Req'd Level: 6th. Cost: 600gp and three weeks. Price: 1500gp. Usable: once.
Level: 3rd.

Bell of Major Servant Summoning: as a Bell of Minor Servant Summoning, but summons a Wax Servant. The servant may be wearing whatever clothes are desired, and have whatever appearance is desired, when they arrive. Permanent, General. Req'd Level: 12th. Cost: 6000gp and twelve weeks. Price: 24,000gp. Usable: at will.
Level: 3rd.

Cup of Greater Transfer: as a Cup of Lesser Transfer, but does a Cure Critical Wounds. Self-Charging. Req'd Level: 10th. Cost: 4500gp and six weeks. Price: 8,500gp. Usable: 3/day.
Level: 3rd.

Cup of Greater Transfer And Healing: as a Cup of Lesser Transfer and Healing, but does a Cure Critical Wounds. This is two parallel semi-independent enchantments. Self-Charging. Req'd Level: 10th. Cost: 4500gp+4500gp and six weeks+six weeks. Price: 17,000gp. Usable: 3/day.
Level: 3rd.

Dagger of Major Self Wounding And Transfer: as a Dagger of Minor Self Wounding And Transfer, but does a Cause Critical Wounds, at +3 Hprob. This can also break a back or sever a limb. If desired this can be used to fight with as a +3 Dagger. The basis for this is a +3 Dagger, which are made in batches of three (25,000gp each price). This is two parallel linked enchantments. Permanent, General. Req'd Level: 12th. Cost: 6000gp+6000gp and twelve weeks+twelve weeks. Price: 73,000gp (including +3 dagger). Usable: at will.
Level: 3rd.

Needle of Major Repair: as a Needle of Mending, but does a Major Repair spell. Self-Charging. Req'd Level: 10th. Cost: 4500gp and six weeks. Price: 8,500gp. Usable: 3/day.
Level: 3rd.

Clay of Polymorph: as Clay of Change Self, but uses Polymorph Self to Similar. Note that this gives the full capabilities of a Change Self And Voice, i.e. the voice can be changed as well. One Use. Req'd Level: 8th. Cost: 1500gp and three weeks. Price: 2500gp. Uses: once.
Level: 3rd.

Potion of Neutralise Poison: as Neutralise Poison And Disease, but only affects poison. Prepared Temporary. Req'd Level: 6th. Cost: 600gp and three weeks. Price: 1500gp. Usable: once.
Level: 3rd.

Toolbox of Fabrication: as Fabricate, for 10 cubic yards (or one cubic feet of mineral material) within 50'. The tools fly out of the toolbox, and move around, doing the work; multiple copies of a tool appear as needed, and the required tool need not actually be in the box. The box must contain at least three different (non-magical) tools to work; a hammer, a plane and a saw are common choices. It may be used three times per week. Self-Charged. Req'd Level: 10th. Cost: 4500gp and six weeks. Price: 8,500gp. Uses: 3/week.
Level: 3rd.

Wand of Physical Affliction Detection: as Detect Physical Affliction range 12" (120yds) in a path 10' wide. If the user is a priest or magic-user skilled in detection then they may choose to exclude detection being done on themselves, or on one or more afflicted creatures that they currently know about. Detection uses one charge, and the wand may be recharged. Charged. Req'd Level: 10th. Cost: 3000gp and six weeks and charging time (base ~ five weeks); recharge- one day and spell (and non-creator 600gp). Price: 10,000gp; recharge- 750gp/charge (and non-creator 600gp/charge). Uses: 100 charges.
Level: 3rd.

Example Characters and Temples

Tef of Farcorn and the Dark Keep:

Tef is a sixteen-year old 1st level Neutral priest of Tegus, with STR 18, INT 15, WIS 11, CON 16, DEX 14 and CHAR 13. While he was asked to consider extra training, in the technological arts, he chose to just be a basic priest, mainly because of all the time the extra training would take. Tef's priestly raised physical stat is his CON, which is considered to have been raised by two. His holy symbol is an ear of bitter wheat, sealed in amber (this is particular to his temple).

Tef's temple is the one in his home town of Farcorn, in the Badlands, on the edge of the Waste. Two generations ago Farcorn was a dying village, noted as being the only place in area where wheat would grow, but considered too close to the Waste. The dusts that blew from the Waste seemed to cause poor fertility in man and beast, and many of the children who were born and lived had at least a minor deformity.

Then the wandering priest of Tegus, known only by the strange alien name of "Bob", arrived, three-quarters dead, from the Waste. When he recovered enough to speak, he explained that his life's quest was to riddle the secrets of the Waste, and turn them to the good of all.

While Bob was recovering his health, the latest wave of corn mites came out of the Waste, and looked to be the worst plague yet. Bob took a handful of wheat, prayed over it and seeds from Waste plants, in an improvised shrine, and brought back seed corn from which bitter wheat was grown, immune to the mites and most other complaints of wheat. Now, there are only a few left, who remember the growing of 'sweet wheat', and bitter wheat has become a trade item, that attracts merchants.

After the village elders agreed, Bob set up a temple in the remains of the ruined keep, and this came to be called "Dark Keep", due to the colour of the stones. Over the years, acolytes came from far places, with wagons containing strange equipment, and Dark Keep was built back to its former strength, and burrowed deep into the ground.

Farcorn has prospered, and now is a significant trading town, and almost all locals at least pay respects to the temple. The minor deformities that used to plague the people are now reduced to things easily hidden by clothes, and the blessings of the temple can deal with poor fertility, though with some risk. Increasing trade has brought adventurers, and recently two groups have attacked the Dark Keep, calling it an evil temple. The remains of those who did not flee are buried in the old village graveyard, but the town council fears that adventurers will continue to come, until the temple falls.

Tef's companion is his boyhood friend, Zan the Waste-ranger (a Rogue heavily trained in Tracking). While Tef was still in training to be a priest, his blind sister sent him a message to say that she had 'seen' his friend Zan, dying, on the edge of the Waste. Tef hurried out, and carried Zan on his own back, to the temple, and traded healing his injuries for the stinger of the Waste beast Zan was carrying. Since then Zan has been his sworn companion, and Tef hopes to trade some of his work with a more senior priest, for some augmentations for Zan.

Tef is the third child of his family, and quite a few who did not live are buried in the family plot. A wandering healer priest told his parents that they were very unlikely to have any children, so they turned to the Dark Keep, and the eldest child, a healthy boy, who just has occasional problems with headaches, is likely to inherit their smallholding. The middle child is a girl, born blind, who occasionally has visions. One of the reasons Tef became a priest is he hopes to become powerful enough in the temple, to arrange for her infirmity to be healed, so she will be able to marry.

Tef himself was born with stunted legs, and great physical strength, and he still vaguely remembers the celebration when his family scraped together enough wealth to have him healed. He is told that he clearly enjoyed running around, on his newly fit legs, as he and his family feasted on pork from the slaughtered pig, with the newly shortened legs.

Tef's problem is that he doesn't trust strangers, and fears that they might harm those close to him. His sanity will fade, but will probably not completely break as long as he still feels attached to his friends and family. At the moment his fear just makes him cool to strangers, and a bit rude if they question this, but in time...

Bet, priest of the Lost Tower:

Bet is a twenty-five-year old 1st level Neutral priest of Tegus, with STR 14, INT 15, WIS 14, CON 10, DEX 17, and CHAR 12. He has extra training in technology and alchemy, and hence is also functionally a 1st level Alchemist and a 1st level Technologist. Bet's priestly raised physical stat is his DEX, which is considered to have been raised by one. His holy symbol is a parchment mask.

Bet was originally apprenticed to be a silversmith, but after a few too many bits of 'waste' silver disappeared, he was cast out, and swept up by recruiters for the temple. He holds no grudges against his old master, and considers it a pity his shop mysteriously burnt down, and he ended up destitute, on the streets. In fact, he makes a point of visiting the workhouse, where he ended up, every so often, and making a small donation.

The Lost Tower used to be a wizard's tower, many centuries ago, part of the major trading city that it is now 'below'. In fact, it was displaced on to another plane, and while he could travel to and fro, the wizard eventually abandoned it as too inconvenient, as it started to drift further away from the physical plane.

The tower was rediscovered by an experimenting priest of Tegus, about a hundred years ago, who studied it, and then decided that it would make a good hidden temple. He slowly brought it back, and anchored it, so that constantly moved magical portals could be easily established to it, from below the city (using a 3rd level magic-user or priest spell). Since then it has become one of the most secure temples to Tegus in the land.

The only problem with the Lost Tower is that there is no practical way to expand it, and a number of even quite senior priests feel forced to have larger quarters elsewhere in the city, as room must remain available for temple-workshops used for training and experimentation. Several raids have been launched through insufficiently secured portals in senior priest's houses, but so far the temple defences, quite capable of dumping people between planes, have held. Shrines and lesser temples around the city, are found and destroyed, or self-destruct, all the time.

The Lost Tower is one of the main fences for stolen goods, in the entire city. It has (small) meeting rooms, which it is guaranteed that the authorities will not be able to spy on. The only reason that it does not run the Assassins Guild, as well as the Thieves Guild, is that there isn't one in the city. Honest. Most of the other temples in the city are backing the authorities in breaking its power.

Bet's problem is that he believes that the world owes him a living, and that while you should keep an eye on the laws and rules to make sure you don't get caught, only what he wants is really important. If this is questioned, then he will start to get angry, and if really pushed he will fly into a rage. So far, he remains properly respectful of those more powerful in the temple hierarchy. When he is angry he tends to go around setting things on fire, in particular things which the people who have upset him seem to consider valuable. He hasn't actually killed anyone by doing this, yet, but...

Being alchemically trained should help Bet remain passably sane, but also being a technologist throws this off. He may, for example, show his failing sanity by becoming obsessed with alchemy and technology to do with fire. If he is lucky, he may advance quickly enough that the temple assigns him a safe position as a specialist constructor-priest. If he is unlucky he will embarrass the temple so much they will send him, in a support role, on a speculative evangelical mission, which doesn't have much prospect of success.

Menic and his mobile shrine:

Menic of Tegus is a twenty-five-year old 6th level Lawful priest of The Great Scientist, with STR 10, INT 13, WIS 11, CON 11, DEX 13, and CHAR 16. He was not offered extra training, and chose not to push for technological training, so he is a basic priest. Menic's priestly raised physical stat is his STR, which is considered to have been raised to 10, from its original value of 4. His holy symbol is an (almost) unbreakable crystal flask of Teratogen Drug.

Menic was a street child, cast out to fend for himself in a large trading city, that cared little for those without wealth. The temple took him in, healed the wasting disease that was slowly killing him, and trained him to be a priest. Menic has sworn to do anything he can for the temple, and his life's aim is to make it the premier religion in the land. With this purpose, and using his gift for oratory, he travels the land, doing healing, and giving praise to The Great Scientist.

Menic's temple is his mobile shrine, carried by a variety of means over the years, but currently by two exceedingly ugly mules, enhanced for toughness and carrying capacity. This consists of a light, but very tough, canvas, which forms the basis of the tent erected by his much practised use of Fabricate (he does not have his 10% spell failure chance in doing this). Also, the various fitments of the shrine. Some DMs might wish to equip Menic with a Toolbox of Fabrication, or even a Wand of Physical Affliction Detection. He also carries the basics of a temple-workshop, suitable for up to 3rd level workings, but weeks of effort would be needed to set this up properly, unless the DM equipped him with a scroll of Greater Fabricate.

Tara the Shrine Servant accompanies Menic in his wanderings, a plain-looking woman who tends to blend into the background. In fact, she is a temple 'special', an 8th level Warrior (3 attacks per 2 rounds), who is as strong as a Stone Giant (AD&D: +3 Hprob, +8 Dam), INT 11, WIS 13, CON 16, DEX 12, and CHAR 17, skin AC 5, 64 HP, has all the abilities of a Doppleganger (ESP, attacks for D12), can Fly at 18", and regenerates as an Ogre Magi (she is also a highly skilled actor). If a 'divine messenger' is needed as part of the 'show', she carries out that role, after shifting to an appearance of incredible beauty. She is completely dedicated, first to Menic, and second to Tegus. Those who think to study her carefully might almost think her a paladin.

The mobile shrine travels the land, stopping where a show of healing, or other miracles, will attract a crowd. Where possible, Menic provides holy wine (see Teratogen Drug Effects, 1), and makes use of the suggestibility this induces in his sermon. He will find who needs healing in the crowd, and if he can work it out, names their affliction as he calls them forward. He then transfers their affliction to himself, demonstrates to the crowd that he has done this, and heals himself. Tara is ready with emergency healing potions of various sorts if Menic has over-reached himself (e.g. spell failure on his self-healing).

The mobile shrine stays in one place, if Menic thinks he has found a suitable place for a fixed shrine, or even a temple. He starts the work, and sends a message using one of his temple-provided carrier 'pigeons' (which eat most predator birds for breakfast). When the new temple priest arrives, Menic should have most of the work ready done, using Fabricate spells, and the core of a congregation well established, and it is time for him to move on again.

Menic has a very clear focus, and as long as he is able to follow his path, should remain pretty stable. If he ever did succeed in making Tegus the premier faith of the land, he would probably consider his life's work done, and quietly commit suicide.

Teratogen (Monster Making) Drug

All priests of The Great Scientist can make this drug, and it is considered sacred to them. In many respects it is their equivalent of Holy Water, and even Holy Wine. While it is frequently made as a drinkable liquid, an alternative salve form is quite possible, which is sometimes referred to as Mutagenic Salve.

The simplest way to make the basic drug is to use the 3rd level spell Minor Enhancement, and a choice from a wide range of alchemical raw materials, usually costing 50gp, and do a day-long ritual. If the priest can cast more than one 3rd level spell in a day then several doses may be made in parallel.

Alternatively, a priest who is at least a 3rd level Alchemist, or a 4th level Technologist, or a 1st level Spell Smith, can make the basic drug, with a week's work, in a workshop, at a cost of 50gp. A Spell Smith priest must have the non-standard 1st level spell Teratogen on at least their workshop spell list to make the drug; an Alchemist or Technologist priest does not need any special skill.

However the basic drug is made, the usual price for it is 300-400gp (assume 350gp), though occasionally priests may sell it for 50gp, and High Priests occasionally give it away for 'free'.

There are more powerful versions of the drug: the standard version made in a day's ritual using the 4th level spell Enhancement, with the higher cost of 100gp, and the advanced version made using the 5th level spell Major Enhancement, with the higher cost of 150gp. These may be made respectively by a 5th or 7th level Alchemist priest (in two or three weeks), a 6th or 8th level Technologist priest (in 17 or 27 days), or a 4th or 6th level Spell Smith priest (in two or three weeks). A Spell Smith priest must have the non-standard 2nd/3rd level spell Teratogen II/III on at least their workshop spell list to make the drug; an Alchemist or Technologist priest does not need any special skill.

The standard drug typically sells for 650-750gp (assume 700gp), though the minimum is 100gp. The advanced drug typically sells for 1000-1200gp (assume 1100gp), though the minimum is 150gp.

In many cases the basic drug is sufficient, particularly if used in religious rituals, but the more powerful versions give more control over the rather chaotic semi-random process of selecting exactly what mutant powers are gained. There are believed to be even more powerful, though more specialised, versions, which are typically only made by High Priests, but these don't tend to be talked about.

Teratogen Drug Effects

1:- A tenth of a dose of the basic drug mixed into a cup of even the cheapest wine will make it taste like a fine vintage, with a delicate aroma, though not even the most skilled wine expert will be able to pin down any details of it's origins. The effect will be a temporary wiping away of fatigue, an apparent clarity of mind (in fact the imbiber becomes more suggestible), and, if injured, a temporary restoration of 1D3 hit points. The energy, suggestibility, and restored HP, last for ten minutes, after which the effects start to fade, and are completely gone after half an hour.

It is quite safe for adults to drink this once a week, and in the long term, after at least ten weeks, there will be a noticeable loss of the aches and pains common to everyday life, as long as the weekly doses continue. The only long term effects of regular weekly doses is a considerable chance of increase in birth defects, in both men and women. The drug is not even physically addictive.

2:- If a half dose of this drug is taken by a woman who is not completely infertile, at the most fertile point in her cycle, and she attempts to conceive a child in the normal way, by a man who has taken a half dose of this drug, and who is also not completely infertile, then she will be almost certain to become pregnant. Note that the drug is often mixed with honey and wine, but it still tastes quite unpleasant.

It is very likely that being involved in this 'infertility treatment' process is an execution offence in some areas. Even if the parents are just barred from having (any more) children, (whether they get to keep any children they already have is another issue) there is a good chance that the priest responsible will be executed.

Both parents must make a system shock roll. If both parents make the roll, then the child will be born, with no apparent deformities, though there is an increased chance of these occurring later in life. If one parent makes the roll, then the child will be born with non-fatal deformities, and may show unusual (mutant) abilities later in life. If both parents fail the roll, the child will be monstrous, and very likely born dead (it will not miscarry), and the mother must make a second system shock roll not to suffer birth complications, possibly fatal ones. If there is more than one child conceived, twins for example, then the parental system shock rolls must be made for each child.

Note that spells may be used to modify the CON of the parents, to increase (or reduce...) their chance of making their system shock rolls. A spell would be needed near the time of birth, to increase the mother's CON, to minimise the chance of birth complications.

3:- A third of a dose forced on a pre-adolescent child (it will taste foul to them almost no matter how disguised), will cause them to save vs. poison or start the transformation into a mutated form. A second one third dose a week later will continue the transformation, this time the save is at -2, though if the first dose didn't work the save is still standard, and failure just starts the process. A third one third dose a week later, with a save at -4, completes the course (a priest will be able to tell this worked), and after a further two weeks the transformation will be complete.

In almost any place that values children, as anything other than bargaining tokens to be used to appease the gods, being involved in an attempt to mutate a child is an execution offence. Particularly unpleasant forms of execution may be reserved for the priest. The only mitigating circumstance might be having been coerced in some way.

If the weekly doses continue, due to the child making a saving throw, then if two successive saving throws are made, then the effect of the last failed save is negated. For example, assume a child failed the first save, then made a save (at -2) on the second week, and again saved (again at -2) on the third week. The effect of the first dose, and the failed save, would be negated, and any further saves would be normal (until one failed).

Impatient priests on occasion use larger or more frequent doses; every time this is done the child must save vs. poison or die. Some try starving the child, or not making sure the child is healthy and well fed before the course of drugs starts, again the child must save vs. poison for each dose or die. Normal poison relief methods may be used, but even if the child lives that dose will be wasted, as it is necessary to neutralise it to remove the poisoning from the child.

Some priests have experimented on young animals, but the drug invariably kills animals smaller than a medium-sized dog, and never works on non-mammals, or, for some reason, cats. Otherwise a carefully calculated dosage has on occasion produced usefully mutated animals, in particular, dogs. There have also been some successes with mutated horses, and even pigs, sheep, cattle and goats. Animals which the DM rules were originally created by magic, or are magical in nature, cannot be mutated.

Removing the effects of this mutation in a child (or animal) is not easy, as there is no magical residue to dispel, no curse to remove, and no poison to neutralise. If the course was not complete, then the child should slowly recover, over a period of several months. Heal and Regenerate are ineffective.

The best prospect, without consulting a very powerful priest of a healer god, or a god whose aspect is the protection of children, is a combined Reincarnate and Limited Wish; a Wish on its own would do. Some gods of construction and creation, particularly those who have a healer aspect, may grant their priests miracles suitable to deal with this. 'Ergists may be able to help, as might very skilful alchemists or technologists. If the child or animal has become an adult then it is even more difficult to correct mutations.

Care may also be needed as some mutations distort the child's mind, or interfere with mental development; curing insanity may also be required.

Character Designer

Class    Spell Smith
HP       300
Saves    200
THAC0    600
Sp List  1200
Sp Box   350
WP       200
NWP      150
Talents  100

BXP = 3100

Priests of Tegus are charged 150bxp for the Talents of a thief. This increases the cost of basic cleric from 2350 to 2500bxp.


(c) Rory O. McLean, 1980 - Feb. 2006
    Permission granted to use for non-profit making purposes