World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

Priest- Spiritual Powers - Tier 1

Gaianar is a world with many deities that grant a variety of powers to their faithful. The power list here assumes a good or neutral priest in service to a good or neutral deity. Those in service to harmful/evil deities may receive modified versions of the spells in this section. For an instance, an evil deity may not grant healing as potent as a good deity might, and an evil deity may grant the power to inflict diseases instead of curing them. It's strongly suggested that player-character Priests be good (or at least neutral) and no evil. Priests generally serve the community in healing, turning away the Undead, and offering comfort and counsel in times of crisis and loss. They welcome strangers, help the needy, befriend the friendless, and defend the defenseless. Priests often work in tandem with Protectors. While a Shaman and a Priest are both clergy, a Shaman is generally educated by a higher-level Shaman one-on-one or in small groups over an extended period of time. Priests, by contrast, receive formal, structured education through seminaries. Both may worship the same deity but are taught different things, and thus their spell lists differ greatly.  

Quick Links: Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7

Granted Powers (by Class)Priests can resist death magic, fear, and death magic

Granted Powers

Like Paladins, Priests are self-disciplined and have profound confidence in their purpose. To that end, a Priest tends to keep a cool head while everything around him/her may swirl with chaos. To that end, a Pries resists panic and can end panic in others. Essentially, this resistance is triggered for any event in a Panic roll is required. Additionally, if an ally fails a Panic check, the Priest can spend a round attempting to stabilize the ally (with success being noted by the percentile Resist Panic roll). As with other professions allied to the Plane of Light and/or Plane of Radiance, Priests also gain a resistance to death magic. Being intimately familiar with the occult (ie. practices of other religions) , Priests also gradually build up a resistance to spiritual powers of divine origin (ie, spells that use Spirit Points and not BMS).


Table: Priest Granted Powers

Level

Resist Panic*

Resist Death Magic**

Resist Spiritual Powers†

1

4%

2%

1%

2

8%

4%

2%

3

12%

6%

3%

4

16%

8%

4%

5

20%

10%

5%

6

24%

12%

6%

7

28%

14%

7%

8

32%

16%

8%

9

36%

18%

9%

10

40%

20%

10%

11

44%

22%

11%

12

48%

24%

12%

13

52%

26%

13%

14

56%

28%

14%

15

60%

30%

15%

16

64%

32%

16%

17

68%

34%

17%

18

72%

36%

18%

19

76%

38%

19%

20

80%

40%

20%

* Add Willpower | ** Add Faith | † Add Knowledge


If the Priest is Undead, then he/she is obviously immune to Death Magic. Such energy from the Plane of Shadow is actually beneficial to Undead characters. Instead, an Undead Priest would gain percentiles of resistance to energy from the Plane of Radiance. Essentially, this resistance applies when being targeted by "silver fire" effects and spells that specifically damage undead via "positive" energy.


Granted Powers (by Faith)High faith can yield unexpected perks

Faith-Based Granted Powers


A Priest's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). A Paladin and Priest both serve the Light, but Priests rely more faith and words while Paladins rely more on actions and combat. Therefore, a Priest's faith-based perks differ somewhat from that of their martial-oriented allies.  All of the bonuses are cumulative. Thus, if a Priest has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.


This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on certain Paladin signature powers.


Faith Score Granted Power
14
+1 Save versus Spiritual Powers (continuous)
+5% to resist Panic
15Heal 1d8 once per day for free
Make holy symbol glow once per day, equivalent to a flashlight, for one turn per level.
Extra turning attempt against Undead
16+5% to resist death magic
Retake one failed save versus poison or death magic once per day.
Additional 1d8 heal once per day for free
17+5% to resist Panic
+5% to resist death magic
Cure one disease for free once per day
Neutralize one poison once per day for free
Can call upon his/her holy to glow once per day, 6// radius, equivalent to torch light (dim, but usable), 1 turn/level.
18Can project the protection of Panic in a 10' radius once per day for one round per level. Any ally subject to a Panic check gets an automatic re-roll if failed.
Extra turn against Undead
+1 to Save vs Spiritual Powers (continuous)
+1 to Save vs Death Magic (continuous)
19Brandish Holy Symbol: Weapon can generate sunlight-equivalent glow in a 3// radius for 1 round/level (not 1 turn/level).
Heal 2d8 for free once per day
Can retake one failed roll against resisting a disease.
Can retake one failed roll against resisting a curse.
20Additional: Retake failed Panic, Sleep/Charm, or Death Magic save once per day.
Holy symbol can cast a cobalt radiance, revealing invisible spirits and non-corporeal beings in a 3// radius for 1 turn per level.
21Heal 3d8 once per day
+1 to Save vs Death Magic
+1 to Save vs Poison
Extra turn against Undead
22Can project Death Magic Resistance in a 20' radius once per day for 1 round per level.
Heal all allies in 3// radius for 3d8 once per day.
23The Priest becomes a figure of legend and is remembered for 4d10 generations. The Priest's aging is slowed and the Priest gains an extra 20% in maximum life expectancy. However, the Priest can be slain or die in accidents, but will not die of disease and will be vulnerable only to trivial illnesses such as the common cold. will never again be susceptible to ordinary diseases (even ordinary fatal diseases).
24Purifying Symbol: The Priest can make his/her weapon shine with the brightest silver light that inflicts 3d10 damage to all Undead within a 9// radius. This power lasts one round and then decreases to "torch light" illumination for 1 turn per level.
25If slain in battle, the Priest's spirit rises from his/her body and takes on translucent, glowing, wispy form that can float, fly, and pass through any barrier except iron or black basalt.  The ghostly Priest can retain this form for one round per point of Faith before ascending into the Realm of Light. During this phase, Priest can cast any healing spell, light, or protection spell in his/her repertoire without expending spirit points. During this transitional period before ascension, the Priestly spirit receives a +4 bonus to all activation rolls.


The rules are a bit different if the Priest is Undead. Instead of getting a bonus versus Death Magic and negative energy, the Priest gets a bonus to saving throws involving positive energy and Plane of Radiance energy, An Undead Priest can use the "bonus" healing to heal Undead allies, but the effect is halved when used on living recipients.


Tier AccessPriests have 7 Tiers of spells

Table: Priest Tier Access   
TierLevel Required for Access, by Faith Score 
 

Faith 16 or less

Faith 17-18

Faith 19-20

Faith 21+

First

Level 1

Level 1

Level 1

Level 1

Second

Level 3

Level 3

Level 3

Level 3

Third

Level 6

Level 5

Level 5

Level 5

Fourth

Level 11

Level 10

Level 8

Level 7

Fifth

Level 16

Level 15

Level 11

Level 9

Sixth

Level 20

Level 18

Level 14

Level 11

Seventh

N/A

Level 20

Level 17

Level 14

Spell Components / Arcane Foci

Unlike other character classes, the Priest does not require specific material items in order to cast spells. Usually the only component referenced is the Priest's holy symbol. Unless otherwise stated in the spell, the Priest is only required to recite a prayer aloud in order to cast a spell.


Spell Consolidation

Players familiar with the previous two versions of Gaianar (1st and 2nd Editions) will note that many of the Priest spells have become consolidated. For example, there are no longer five separate spells that heal physical injuries. Instead, there is one spell that gradually yields more healing as the Priest advances in level. The same is true for light spells and protection spells. This innovation was put in place in order to streamline the spellcasting process and prevent Players from having to remember a plethora of spells that essentially do the same thing albeit at different power levels.

Affect UndeadPaladins can turn away Undead Monsters

Priest - Affect Undead


Priest Character LevelHit Dice of Opposing Undead Creature
1234567891011121314151617181920
11417202326293235384144475053565962656871
21215182124273033363942454851545760636669
31013161922252831343740434649525558616467
4811141720232629323538414447505356596265
569121518212427303336394245485154576063
647101316192225283134374043464952555861
72581114172023262932353841444750535659
8036912151821242730333639424548515457
9-214710131619222528313437404346495255
10-4-1258111417202326293235384144475053
11-6-303691215182124273033363942454851
12-8-5-21471013161922252831343740434649
13-10-7-4-125811141720232629323538414447
14-12-9-6-30369121518212427303336394245
15-14-11-8-5-2147101316192225283134374043
16-16-13-10-7-4-12581114172023262932353841
17-18-15-12-9-6-3036912151821242730333639
18-20-17-14-11-8-5-214710131619222528313437
19-22-19-16-13-10-7-4-1258111417202326293235
20-24-21-18-15-12-9-6-303691215182124273033


Turning Attempts: 1 per level

Creatures Affected: 1 per level

Duration of Turning Effect: 1 round per level

Combined Faith Bonus: +3


Special Rules if the Priest is Undead

As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Priest can bolster Undead.


For the duration of the "turning" effect, bolstered Undead will view the Priest favorably (although they will not automatically obey the Priest). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.

Bless Person3 SP | Grants a bonus to saving throws. Until Discharged

Bless PersonBless Person

Prayer: 1 round
Tier: 1
Spirit Cost: 3 points
Range: Touch
Duration: Until discharged
Area of Effect: The person touched
Classification: Benedictions or Protection

With this spell, the Priest can bestow protection to himself/herself or the recipient. The blessing manifests as a one-time bonus to a saving throw that can be used at the Player Character's discretion at any time after the spell is cast. This spell cannot be stacked, of course. However, if a higher-level Priest blesses someone subsequent to a blessing given by a lower-level Priest, the higher blessing takes precedence. The reverse, however, is not true. Like many other Priest spells, the power increases in proportion to the Priest's level.

    • Levels 1 to 4: The recipient saves at +1
    • Levels 5 to 9: The recipient saves at +2
    • Levels 10 to 14: The recipient saves at +3
    • Levels 15 to 19: The recipient saves at +4
    • Levels 20 and higher: The recipient saves at +5


Changes from the printed (book) version: The blessing now affects saving throws and not Willpower; it lasts until discharged; the bonus scales to the Priest's level.

Combined Prayer1 SP | Grants a bonus to power activation. Next Action.

Combined PrayerCombined Prayer

Prayer: 1 segment
Tier: 1
Spirit Cost: 1 point
Range: Touch
Duration: One round
Area of Effect: The person touched
Classification: Utility

In situations where the spell has to succeed on the first attempt, two or more Priests can join forces in order to improve the odds of success. For each person participating in Combined Prayer, the chance of the recipient's next spell being successful increases by +1 (which means that the spell never yields less than a +2 bonus). Unlike most other spells, Combined Prayer can be used in the same round as a curative spell. In this situation, the curative spell takes place last in the combat round.

The clergy in question do not have to venerate the same deity. However, they must all be of approximate alignment (i.e., all "good", all "neutral" or all "evil"). Thus, a Saintly Priest of Del Tannon could aid a Heroic Priest of Domalon, but a Despotic Priest of Scaxathrom could not aid a Benevolent Priest of the True One.

Note also, that Combined Prayer can only be used in conjunction with curative or protective spells and never injurious or offensive spells. Moreover, the Priest receiving the benefit of Combined Prayer must cast a healing/defensive spell either in the same round or the next round or else the power of Combined Prayer is wasted.

Changes from the printed (book) version: Priests serving different deities can now combine forces so long as their alignments are compatible.

Detect Good and Evil5 SP | Detects good and evil for 1 turn/level.

Detect Good and EvilDetect Good and Evil

Prayer: 6 segments
Tier: 1
Spirit Cost: 5 points
Range: Internal to the Priest
Duration: 1 turn per level
Area of Effect: 2// spherical volume (scales upward with level)
Classification: Divination

This spell is similar to (albeit weaker than) the Paladin spell of the same name. While Paladins have the strongest gift in terms of detecting emanations of good and evil, Priest -- by being dedicated servants of the deity of their choice -- have at least some capacities in this regard. 

This spell allows the Priest to detect emanations of both good and evil. This power can manifest in a variety of ways, depending on what the Priest is attempting to scan. For example, the Priest can focus his/her detection on a building and learn whether it is consecrated to a Light or Dark power. Presumably, a church building dedicated to the True One or Domalon would faintly radiate "good" whilst a church building dedicated to Scaxathrom or Illuthiel would faintly radiate "evil". Likewise, a Priest can examine an object in order to determine if it radiates good or evil (a consecrated/enchanted/magical weapon typically bears a residual alignment signature of its creator). Supernatural entities can also be scanned. For example, that horned monster that was summoned from a faraway alien dimension might actually have good and positive intent whilst the angelic-looking being might actually be a fallen angel bent on murder.

With respect to scanning sentient beings, this spell does not detect alignment but rather intent. Thus, a cold-blooded assassin who is simply having a few beers at the local pub with his friends would likely not register. That same assassin would absolutely register once he started assembling his sniper rifle atop a five-story rooftop.

If the Priest doesn't know what he/she is looking for, the clergy person can simply "ping" the entirety of the area of effect to poll local emanations of good and evil. This takes a full round, and the Priest cannot take any other actions. Moreover, scanning the full volume at once (as opposed to scanning a particular person or object) makes the Priest extremely visible to any person or creature that has the ability to detect magic over distance.

The area of effect scales with the Priest's level as follows:
  • Levels 1 to 4: The spell has a 2// area of effect.
  • Levels 5 to 9: The spell has a 4// area of effect.
  • Levels 10 to 14: The spell has a 6// area of effect.
  • Levels 15 to 19: The spell has a 8// area of effect.
  • Levels 20 and higher: The spell has a 10// area of effect.

 

Changes from the printed (book) version: The power scales with level. The spell description is much clearer as to what the spell detects.

Detect Magic8 SP | Detects enchantments on person or object. 1 round.

Detect MagicDetect Magic

Prayer: 1 segment
Tier: 1
Spirit Cost: 8 points
Range: 1// line of sight
Duration: 1 round
Area of Effect: One person or object
Classification: Utility

Through thoughtful prayer and careful inspection, a Priest can discern if an object has one or more enchantments. Likewise, the Priest can also discern if a person or animal is enchanted in any way. At first level, the spell only reveals basic information. However, the spell's revelation becomes more detailed as the Priest advances in level. Moreover, the person or object will generally glow for a round if an enchantment is detected. At higher levels, the type of glow may represent the nature of the enchantment (example, white for protection, blue for healing, red for enhancement, etc.)

    • Levels 1 to 4: "Yup, this sword is magical".
    • Levels 5 to 9": "This sword has three enchantments. One is major and two are relatively minor".
    • Levels 10 to 14: "This sword transfers life energy from the target to the user during combat. It also resists corrosion. The sword generates small amounts of fire."
    • Levels 15 to 19: "This sword energy-drains 1d4 hit points per successful attack, in addition to the ordinary damage of 1d10. The sword saves versus corrosion-causing spells at +2 and will never rust from ordinary exposure. The sword can start a campfire flame or serve as a standard torch, but it is insufficient for inflicting damage in combat."
    • Levels 20 and higher:  "This sword energy-drains 1d4 hit points per successful attack, in addition to the ordinary damage of 1d10. The sword saves versus corrosion-causing spells at +2 and will never rust from ordinary exposure. The sword can start a campfire flame or serve as a standard torch, but it is insufficient for inflicting damage in combat. It was forged 80 years ago by Nostron Del Machin, a Necromancer, sculpture artist, and blacksmith from Cali on West Point. Only five such swords were ever made. Wow! You have a collector's item!"

 

Note: If the Priest is Undead, he/she already has magical sight by way of being Undead. The acuity of an Undead individual's sight is equivalent to the "levels 5 to 9" potency.


Changes from the printed (book) version: This spell detects magic on an item/person and not an area of effect. The spell has been rewritten so as to no longer appear Christian in origin (a holdover from 1st edition rules). The spell reveals more detail as the Priests advances in level.

 

  •  




  • Divine Healing8 SP | The Priest can heal topical injuries. Permenant

    Divine HealingDivine Healing

    Prayer: 6 segments
    Spirit Cost: 8 points
    Range: Touch
    Duration: Permanent
    Area of Effect: The person touched
    Classification: Healing

    Thanks to the Priest's connection with the Divine, he/she is able to draw down energy from the Plane of Radiance (the opposite plane of existence from the Plane of Shadow) in order to heal wounds in himself or others. Divine Healing treats physical wounds but cannot neutralize poison or cure diseases. The healing yield starts at 1d8 but increases as the Priest ascends in level.

    • Levels 1 to 4: 1d8 healing
    • Levels 5 to 9: 2d8 healing
    • Levels 10 to 14: 3d8 healing
    • Levels 15 to 19: 4d8 healing
    • Levels 20 and up: 5d8 healing

    Note: if the Priest is Undead, then the Divine Healing works on Undead allies at full capacity. However, this spell is less effective on living recipients due to energy conversion losses. Therefore, an Undead Priest must spend twice as many Spirit Points to have the same effect.

    Changes from the printed (book) version: The level of healing scales in proportion with the Priest's level.

    Inhibit Poison10 SP | Neutralizes poison. Instantaneous.

    Inhibit PoisonInhibit Poison

    Prayer: 4 segments
    Tier: 1
    Spirit Cost: 10 points
    Range: Touch
    Duration: Permanent
    Area of Effect: The person touched
    Classification: Healing

    The World of Gaianar is a dangerous place where the flora and fauna have evolved in a highly-competitive ecology. Because of this, there are numerous poisonous and venomous plants and animals that could cause the doom of the hapless adventurer. Moreover, adventurers are also at risk from an assassin's dart, or a fizzy pill discretely dropped into a beverage. Fortunately, Priests have the ability to call upon the powers of Light and Radiance to aid luckless mortals. A Priest, by faith, can neutralize one intensity of poisoning in himself or another person. Thus, a person who accidentally imbibes an intensity-2 poison would only be poisoned at intensity-1 after receiving the benefits of this spell. Of course, the Priest can cast this spell more than once on the same person (provided he/she has sufficient spiritual points to do so.)  Moreover, the efficacy of this spell increases as the Priest advances in level.

      • Levels 1 to 4: The spell neutralizes an intensity-1 poison.
      • Levels 5 to 9: The spell neutralizes an intensity-2 poison.
      • Levels 10 to 14: The spell neutralizes an intensity-3 poison and 5% of current radiation poisoning levels.
      • Levels 15 to 19: The spell neutralizes an intensity-4 poison and 10% of current radiation poisoning levels.
      • Levels 20 and higher: The spell neutralizes an intensity-5 poison and 20% of current radiation poisoning levels.

    Changes from the printed (book) version: The spell scales to the Priest's level; the spell treats radiation poisoning at high levels.



    Last Rites3 SP | Prevents a dying person from becoming Undead. Permanent

    Last RitesLast Rites

    Prayer: 1 round
    Tier: 1
    Spirit Cost: 3 points
    Range: Touch
    Duration: Until death, or one week per level
    Area of Effect: The person touched
    Classification: Benedictions Utility

    The Undead have always been a problem in Gaianar. Certain sinkholes of evil will make the dead come back to life if deposited there. Certain illegal drugs (such as black rice) have a chance to reanimate the victims of overdose. And, of course, clergy of evil gods such as Illuthiel and Scaxathrom are more than happy to add the recent dead to the ranks of the shambling Undead. A Priest in service to the Planes of Light and Radiance, however, can bless a person slated to die so that the body can never be reanimated in Undeath.

    Typically, this spell would be used on a terminally ill patient or a grievously wounded person who is beyond healing. Alternatively, it can be used on a perfectly healthy person if the Priest estimates that the person will die in the next battle. In the latter option, Priests rarely give Last Rites to a healthy person because it is generally bad for morale and indicates the Priest's lack of confidence in the recipient.

    The spell lasts for up to a week per level of the Priest. If the recipient dies during that time, he/she cannot be reanimated as an Undead creature of any kind. He/she could, however, be resurrected to normal life by either scientific or magical means (if such means are available).

    This spell will not harm recipients that are already Undead. It would, however, prevent the individual's body from being reanimated should the recipient be elain before the spell expires.

    Changes from the printed (book) version: The casting time is reduced, and the duration is increased.


    Light in the Darkness5 SP | The Priest can create illumination. 1 turn/level

    Light in DarknessLight in Darkness

    Prayer: 1 segment
    Target: 1
    Spirit Cost: 12 SP
    Range: Touch
    Duration: 1 turn per level
    Area of Effect: The Priest's holy
    Classification: Utility

    Using this spell, the Priest can cause his/her holy symbol to glow with a soft radiance equivalent to a torch. Unlike a torch, however, the area of illumination gradually expands as the Priest ascends in level
    The area of effect for this spell progresses in the following manner:
    • Levels 1 to 4: The spell illuminates a 3// spherical volume.
    • Levels 5 to 9: The spell illuminates a 6// spherical volume.
    • Levels 10 to 14: The spell illuminates a 9// spherical volume.
    • Levels 15 to 19: The spell illuminates a 12// spherical volume.
    • Levels 20 and higher: The spell illuminates a 15// spherical volume.


    Changes from the printed (book) version: This is a new spell for the Priest class.


    Protection From Poison10 SP | Grants a bonus to a poison save. Special duration

    Protection from PoisonProtection From Poison

    Prayer: 5 segments
    Tier: 1
    Spirit Cost: 10 points
    Range: Touch
    Duration: Until discharged
    Area of Effect: The person touched
    Classification: Protection

    While Priests excel at one-on-one healing, their job is made easier if their allies can avoid injury in the first place. To that end, the Priest can call upon the Light to grant a friend, ally, or stranger a one-time bonus to a save versus poison. This blessing has no set duration but instead remains in effect until either discharged or removed by magical means. At first level, the spell grants a +1 bonus to one Save versus Poison roll. However, the bonus increases as the Priest advances in level.

    • Levels 1 to 4: The poison save bonus is +1
    • Levels 5 to 9: The poison save bonus is +2
    • Levels 10 to 14: The poison save bonus is +3
    • Levels 15 to 19: The poison save bonus is +4
    • Levels 20 and up: The poison save bonus is +5


    Changes from the printed (book) version: The power of the spell is scaled to the Priest's level.

    Protection From Possession15 SP | Grants bonuses in Spirit Combat. Special Duration

    Protection from PossessionProtection From Possession

    Prayer: 5 segments
    Tier: 1
    Spirit Cost: 15 points
    Range: Touch
    Duration: Until discharged
    Area of Effect: The person touched
    Classification: Protection

    In a world of demons, Undead, empaths, and mortals capable of spiritual combat (such as Gunslingers), the Priest is often called upon to use his/her defensive magic on behalf of his friends and allies. As an agent of the Light, the Priest is able to bestow protection from possession (or, more commonly, protection from losing in spirit combat). At first level, the recipient of the spell can retake one failed defensive roll in spirit combat. At higher levels, the spell grants additional re-rolls. The spell lasts until discharged.

    • Levels 1 to 4: The spell allows for one defensive re-roll
    • Levels 5 to 9: The spell allows for two defensive re-rolls
    • Levels 10 to 14: The spell allows for three defensive re-rolls
    • Levels 15 to 19: The spell allows for four defensive re-rolls
    • Levels 20 and up: The spell allows for five defensive re-rolls


    Changes from the printed (book) version: the spell grants a re-roll instead of a fixed numerical bonus. The power of the spell is scaled to the Priest's level.

    Purify Food2 SP | Removes tain from food and water. Instantaneous

    Purify FoodPurify Food

    Prayer: 1 round
    Tier: 1
    Spirit Cost: 1 SP
    Range: 1//
    Duration: Instantaneous
    Area of Effect: 5 pounds of food or water/beverage per level
    Classification: Utility


    The world of Gaianar has many perils that face the servants of the Light. One of the more common and mundane perils, however, is food poisoning. By calling upon faith, the Priest can cleanse food and beverages of biological contamination, toxins, and (at higher level) even radiation poisoning. The spell takes a full round to cast due to the ceremonial nature of the act. Generally speaking, the Priest will utter a grand (yet humble) benediction over any food or drink that might not be so safe to partake. At first level, the spell cleanses food and drink of basic contamination (spoilage, bacteria, etc.). But additional cleansing powers manifest as the Priest ascends in level.


      • Levels 1 to 4: The spell purifies food and drink of spoilage and bacterial contamination.
      • Levels 5 to 9: Food/drink is purified of spoilage, bacteria, and poison of intensity-1.
      • Levels 10 to 14: Food/drink is purified of spoilage, bacteria, poison of up to intensity-3, and biological infestation (such as parasites).
      • Levels 15 to 19: Food/drink is purified of spoilage, bacteria, poison of up to intensity-4, biological infestation (like parasites), and radiological contamination.
      • Levels 20 and up: There is basically nothing that can be done to food and drink to make it unusable.


    Changes from the printed (book) version: The power of the spell now scales with the Priest's level.


     Things to Consider

    • Priests are often paired with Protectors. Priests are willing to face danger to stand against evil and oppression and Protectors help them survive long enough to accomplish their missions.

    • Priests rely on faith and their connection with the Divine. Therefore their spells expend Spirit Points and not BMS.

    • Priests are usually not materialistic. They will tend, however, to buy items that are durable and not shoddily made.

    • A Priest has the most potent healing capabilities and the greatest power to turn away the Undead.

    • Priests are generous but they are not stupid in their generosity. They will not hand coins to a cardboard-carrying bum that is wearing designer shoes.

    • Priests are relatively weak in missile/melee combat but they do wield powerful defensive/healing magic.

    Column



    Column


    ctodd@gaianar.com


    • Home
    • Downloads
    • Rules for Players
    • Spiritual Powers

     

    Copyright 1991-2021 World of Gaianar - Version 3.0

    Written and Designed by Christopher Todd

    Co-Designed by Matthew Hannum


    close lightbox