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
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|
|Resist Death Magic**|
Resist Spiritual Powers†
|* 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.
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
|15||Heal 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.
|18||Can 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)
|19||Brandish 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.
|20||Additional: 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.
|21||Heal 3d8 once per day|
+1 to Save vs Death Magic
+1 to Save vs Poison
Extra turn against Undead
|22||Can 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.
|23||The 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).|
|24||Purifying 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.|
|25||If 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.
|Table: Priest Tier Access|
|Tier||Level Required for Access, by Faith Score|
Faith 16 or less
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.
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.
Priest - Affect Undead
|Priest Character Level||Hit Dice of Opposing Undead Creature|
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.
- 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.
Changes from the printed (book) version: Priests serving different deities can now combine forces so long as their alignments are compatible.
Detect Good and Evil
- 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.
- 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.
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.
- 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
Changes from the printed (book) version: The level of healing scales in proportion with the Priest's 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.
Changes from the printed (book) version: The casting time is reduced, and the duration is increased.
Light in Darkness
- 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 Poison
- 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 Possession
- 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.
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