Priest- Spiritual Powers - Tier 3
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.
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Assault Undead
- Levels 1 to 4: The target takes 1d8 damage.
- Levels 5 to 9: The target takes 2d8 damage. The Priest gets a +1 bonus to turn.
- Levels 10 to 14: The target takes 3d8 damage. The Priest gets a +2 bonus to turn.
- Levels 15 to 19: The target takes 4d8 damage. The Priest gets a +3 bonus to turn. One additional nearby Undead creature can be turned.
- Levels 20 or higher: The target takes 5d8 damage. The Priest gets a +4 bonus to turn. Two additional nearby Undead creatures can be turned.
If the Priest is Undead, then the effect is modified to harm living targets instead. This is due to the Priest channeling energy from the Plane of Shadow instead of the Plane of Radiance. Most living, humanoid targets are sentient, thus an Undead Priest is much more likely to encounter foes that are entitled to a saving throw for half damage.
Changes from the printed (book): The spell now combines a damaging effect with a turning effect.
Bountiful Bread
- Levels 1 to 4: The yield is equivalent to 10 loaves.
- Levels 5 to 9: The yield is equivalent to 20 loaves.
- Levels 10 to 14: The yield is equivalent to 30 loaves. A serving also yields one point of natural healing (not stackable).
- Levels 15 to 19: The yield is equivalent to 40 loaves. A serving also yields one point of natural healing and restores one point of Endurance (not stackable).
- Levels 20 or higher: The yield is equivalent to 50 loaves. A serving also yields one point of natural healing, one point of Endurance, and 0.25 BMS (not stackable).
Changes from the printed (book) version: This spell replaces "Filled Nets" as the Tier-3 food-producing spell.
Disciple's Blessing
Changes from the printed (book) version: This spell has been completely rewritten.
Dispel Magic
Table: Penalties for Dispelling non-Priest Spells | ||||
Character Class | Penalty | Character Class | Penalty | |
Barbarian | -4 | Protector | -1 | |
Cavalier | -4 | Ranger | -3 | |
Gunslinger | -3 | Shaman | -1 | |
Mathematician | -5 | Speaker for the Dead | -6 | |
Necromancer | -4 | Warrior | -7 | |
Paladin | -1 | Wishsinger | -4 | |
Priest | None | Other/Unknown/Innate | -5 |
Ejection
- Levels 1 to 4: The Priest's defensive Willpower is unmodified.
- Levels 5 to 9: The Priest's defensive Willpower has a +1 bonus.
- Levels 10 to 14: The Priest's defensive Willpower has a +2 bonus.
- Levels 15 to 19: The Priest's defensive Willpower has a +3 bonus.
- Levels 20 and higher: The Priest's defensive Willpower has a +4 bonus.
Gift of Translation
- Levels 1 to 4: Only the Priest benefits from this spell.
- Levels 5 to 9: Two people can be affected.
- Levels 10 to 14: Three people can be affected.
- Levels 15 to 19: Four people can be affected; the other three can range as far away as 24// from the Priest.
- Levels 20 or higher: Five people can be affected; the other four can range as far away as 30// from the Priest.
Changes from the printed (book) version: This spell replaced "Tongues" and has been expanded in scope to include the Priest's companions at higher levels.
Hammer of Smiting
Tier: 3
Prayer: 3 segments
Spirit Cost: 25 points
Range: Internal to the Priest
Duration: 1 round per level
Area of Effect: The conjured hammer
Classification: Combat
Many (but not all) Priestly traditions forbid the use of edged weapons. Certainly, the seminaries dedicated to the True One and Saint Eldra teach their priestly students to not shed blood unless it is completely unavoidable. And even when it cannot be avoided, the weapons of choice are blunt or bludgeoning weapons such as clubs, staves, maces, and hammers. This spell conjures a magical hammer for smiting the enemies of the Light.
The magical nature of the Hammer of Smiting is such that the weapon can be thrown as a missile weapon and the Hammer will return to Priest following an impact against the target or if the target is missed. It also functions just fine as a melee weapon. Like most Priestly conjured weapons, the targeting is based on a Ranged Touch Attack.
An entry-level Hammer of Smiting inflicts 1d6 damage, has a thrown range of 5//, has an initiative modifier of 1 (since it is a spiritual manifestation), and shimmers with a glow equivalent to a torch (it illuminates a 10' radius). It is shaped like a battle hammer but will never be confused as a mundane weapon due to it glowing and being translucent.
The power of the Hammer of Smiting increases as the Priest ascends in level.
- Levels 1 to 4: The hammer inflicts 1d6 damage; 5// thrown range.
- Levels 5 to 9: The hammer inflicts 2d6 damage; 6// thrown range.
- Levels 10 to 14: The hammer inflicts 3d6 damage; 7// whipping range; manifests as a silver weapon if needed. The hammer can also pull the Priest horizontally across a 10// gap if needed.
- Levels 15 to 19: The hammer inflicts 4d6 damage; 8// thrown range; manifests as a silver or cobalt weapon if needed. The hammer can also pull the Priest horizontally across a 20// gap if needed.
- Levels 20 or higher: The hammer inflicts 5d6 damage; 10// thrown range; manifests as a silver or cobalt weapon as needed. The hammer can also pull the Priest horizontally across a 30// gap if needed.
Changes from the printed (book) version: The power of the spell scales to the Priest's level. At higher levels, the spell can manifest a whip of silver or cobalt. At higher levels, the hammer can assist the Priest in crossing gaps such as broken bridges or between the roofs of skyscrapers.
Sacred Space
- Levels 1 to 4: The sacred space has a 10' diameter. The ward repels Undead of up to 3 HD and evil spirits of up to Will(10).
- Levels 5 to 9: The sacred space has a 15' diameter. The ward repels Undead of up to 6 HD and evil spirits of up to Will(12).
- Levels 10 to 14: The sacred space has a 20' diameter. The ward repels Undead of up to 9HD and evil spirits of up to Will(14).
- Levels 15 to 19: The sacred space has a 25' diameter. The ward repels Undead of up to 12 HD and evil spirits of up to Will(16).
- Levels 20 or higher: The sacred space has a 30' diameter. The ward repels Undead of up to 15 HD and evil spirits of up to Will(18).
An Undead Priest can cast this spell. However, he/she must make a Save vs Area Effect to avoid taking 1d6 damage from the energy backlash. Moreover, the Priest will feel psychologically "uneasy" while the spell is in effect.
Changes from the printed (book) version: This is a new spell.
Sanguineous Faith
Tier: 3
Prayer: 3 segments
Spirit Cost: 14 points
Range: 1// radius, centered on the Priest
Duration: 1 turn per level
Area of Effect: One ally per level, within range (can also include the Priest)
Classification: Protection
One of the many hazards of travel in Gaianar is the threat of the Undead. They outnumber the living, and they often carry diseases. By virtue of Sanguineous Faith, the Priest's allies' blood can temporarily become toxic to any Undead monster that dares bite or scratch the protected person. Moreover, the protected person gains a resistance to bite/scratch-transmitted diseases equal to 5% per level of the Priest. The toxicity of the protected person's blood increases as the Priest ascends in level.
- Levels 1 to 4: Biters take 2 points of damage; scratchers take 1 point.
- Levels 5 to 9: Biters take 4 points of damage; scratchers take 2 points.
- Levels 10 to 14: Biters take 6 points of damage; scratchers take 3 points.
- Levels 15 to 19: Biters take 8 points of damage; scratchers take 4 points.
- Levels 20 or higher: Biters take 10 points of damage; scratchers take 5 points.
Changes from the printer (book) version: The exact benefits of this spell have been better clarified; the protection increases with the level of the Priest.
Silver Coins
Changes from the printed (book) version: The coins produced are appropriate currency and not necessarily silver.
Slingshot of Monster Slaying
Tier: 3
Prayer: 5 segments
Spirit Cost: 25 points
Range: Internal to the Priest
Duration: 1 round per level
Area of Effect: The conjured slingshot
Classification: Combat
Many (but not all) Priestly traditions forbid the use of edged weapons. Certainly the seminaries dedicated to the True One and Saint Eldra teach their priestly students to not shed blood unless it is completely unavoidable. And even when it cannot be avoided, the weapons of choice are blunt or bludgeoning weapons. Priests are often quite limited in their choice of missile weapons. Arrows, blow guns, and most bullets are designed to pierce the body and thus draw blood. Priests with weapon-type restrictions can, however, opt for "dull" missile weapons such as slingshots and muskets that shoot round metal balls. This spell summons a magical slingshot.
Unlike most other conjured weapons, the damage inflicted does not scale upward with the level of the Priest. Instead, the damage is based on the power level difference between Priest and the targeted monster. Therefore, the more the Priest is disadvantaged in power, the greater the weapon output. The damage is 1d4 per level (or HD) of difference between the Priest and the targeted monster. Thus, the slingshot would inflict 2d4 if a 7th level Priest targeted a 9 HD rabid grizzly bear (or a 9 HD Undead grizzly bear, or a 9 StP GrizzlyBot). If the Priest is of equal or greater power than the target, the slingshot inflicts 1d4 damage. The slingshot really comes in handy when targeting rare monsters such as a Bone Cube, War Master, or Clockwork Apocalypse (all three have dozens of hit dice in power). The weapon also glows with a light equivalent to a torch, targets via Ranged Touch Attack, and has an initiative modifier of 1. The slingshot produces its own ammunition on demand (essentially a 2" ball of light).
The range of the Slingshot of Monster Slaying increases as the Priest ascends in level.
- Levels 1 to 4: The projectile range is 12//.
- Levels 5 to 9: The projectile range is 14//
- Levels 10 to 14: The projectile range is 16//; manifests as a silver weapon if needed.
- Levels 15 to 19: The projectile range is 18//; manifests as a silver or cobalt weapon if needed.
- Levels 20 or higher: The projectile range is 20//; manifests as a silver or cobalt weapon as needed.
Changes from the printed (book) version: The damage output depends on the difference between the Priest's and monster's level. At higher levels, the spell can manifest a whip of silver or cobalt.
Truth Within
Changes from the printed (book) version: This is a new spell.
Walk on Water
- Levels 1 to 4: The Priest can bring one companion (within 5'); The spell smooths a 1' wave height.
- Levels 5 to 9: The Priest can bring two companions (within 5'); The spell smooths a 3' wave height.
- Levels 10 to 14: The Priest can bring three companions (within 10'); The spell smooths a 5' wave height.
- Levels 15 to 19: The Priest can bring four companions (within 10''); The spell smooths a 7' wave height. The Priest can walk across other liquids such as alcohol or petroleum.
- Levels 20 or higher: The Priest can bring four companions (within 15'); The spell smooths a 1' wave height. The Priest can walk across other liquids, such as alcohol, petroleum, mercury, liquid nitrogen, acids, and lava.
Changes from the printed (book): The spell now allows the Priest to bring companions along.
- Levels 1 to 4: The yield is one gallon per round
- Levels 5 to 9: The yield is two gallons per round.
- Levels 10 to 14: The yield is three gallons per round.
- Levels 15 to 19: The yield is four gallons per round.
- Levels 20 or higher: The yield is five gallons per round.
Changes from the printed (book) version: The casting cost has been reduced.
Things to Consider
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