World of Gaianar - Third Edition
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Third Edition
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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.  

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

Assault Undead15 SP | Damages and turns an Undead. Instantaneous.

Assault UndeadAssault Undead

Tier: 3
Prayer: 1 segment
Spirit Cost: 15 points
Range: 10// line of sight
Duration: Instantaneous
Area of Effect: One Undead creature
Classification: Combat

Priests (and several other character classes) have the ability turn away members of the Undead and force them to retreat. However, a Priest can call upon Assault Undead when his/her primary ability to affect Undead has been exhausted. The Priest can target a single Undead creature with a bold rebuke. The power of this spell inflicts 1d8 damage (at low levels) and also counts as a turning attempt. Even if the turn attempt fails, the creature still takes damage. Sentient, free-willed Undead can attempt a Save versus Magical Weapon for half damage.

The power of Assault Undead increases as the Priest ascends in level.

    • 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 Bread10 SP | A loaf of bread can feed a lot of people. 1 hour.

Bountiful BreadBountiful Bread

Tier: 3
Prayer: 1 round
Spirit Cost: 10 points
Range: Touch
Duration: 1 hour or until replication is discharged
Area of Effect: A loaf of bread
Classification: Utility

Many religious traditions have featured tales of ascended masters who could feed dozens or even hundreds of hungry people from just a small basket of food. This spell allows the Priest to call upon the Divine Source in order to replicate that legend on a smaller scale. When the Priest blesses a loaf of bread (or something similar such as a pita, tortilla, or bagel), the loaf can be cut into numerous slices without the loaf actually shrinking. Once a slice is cut off the end of the bread, the size of the loaf has somehow not diminished. At low levels, the blessed bread can be sliced into the equivalent of ten full loaves. The magic fades after an hour, so the Priest should get to work with the knife as soon as the spell is cast. The bread is nutritious (as opposed to being empty carbohydrate calories as ordinary bread would be). Two slices replace one ordinary meal (the recipient won't feel full but will gain 1/3 of the daily nutritional requirements for that day). A "loaf" yields 20 slices.

The power to replicate bread increases as the Priest ascends in level.
  • 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 Blessing22 SP | Grants a higher-level spell to a lower-level Priest | Special

Disciple's Blessing

Tier: 3
Prayer: 1 round
Spirit Cost: 10 points + cost of gifted spell
Range: Touch
Duration: Until discharged
Area of Effect: The person touched
Classification: Benedictions or Utility

This spell allows a higher-level Priest to bestow one spell to a lower-level Priest that could be cast by the recipient at a later time. Only one such blessing can be received at any one time and the spell does not stack. However, a mentor or supervising clergy person may find it useful to bestow access to a spell that the subordinate ordinarily could not cast.

The supervising Priest must choose the spell at the time of casting and cannot be changed at a later date.  The supervising priest also prepays the casting cost and thus the receiving priest can cast the gifted spell for free.  

Of course, when the recipient of Disciple's Blessing casts the granted spell, it casts at his/her level of power and not the level of the Priest who offered the blessing. (It is this spell, in fact, that is the basis for spell potencies to be listed for Priests of low level at Tiers 3 and higher).  

Because Paladins, Protectors, and Priests occupy three different positions along the same combat/magical continuum, the Game Master may (key word here is "may") allow the Priest to cast this spell on a Protector or a Paladin. If this act is allowed, the Protector has a casting level modifier of -2 whilst a Paladin has a casting level modifier of -4 (with a minimum casting level of 1).

Changes from the printed (book) version: This spell has been completely rewritten.

Dispel MagicScaled BMS | Removes one magical effect. Permanent.

Dispel MagicDispel Magic

Tier: 3
Prayer: 1 round
Spirit Cost: 5 points per Tier level
Range: 1// per level, line of sight
Duration: Permanent
Area of Effect: One person, object, or spell effect
Classification: Utility

This spell allows the Priest to undo the spells cast by other priests. For example, an enemy (and presumably evil) Priest may have cast a Fortify Door to block pursuit. Or perhaps the Priest needs to dispel a Holy Whip currently being wielded by a clerical foe.  Likewise, this spell can undo the magic invoked by members of other classes. For example, a Priest could undo a disease-causing spell cast by a Necromancer. Dispel Magic works most reliably against other Priest spells. The chance of a spell being negated is calculated in the following way: Priest's Level + Willpower vs Target's Level + Willpower on the Universal Matrix.

The modifiers for attempting to dispel non-Priest magic are as follows:

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
Ejection16 SP | Banishes a spiritual entity | Special Duration

EjectionEjection

Tier: 3
Prayer: 6 segments
Spirit Cost: 16 points
Range: 1// per level, line of sight
Duration: Until spirit combat ends
Area of Effect: One person, object, or building
Classification: Combat

This spell shares some features in common with the Gunslinger spell "Initiate Spirit Combat". While Ejection can be used on a person, it is typically used on a building or object. As Gaianar is a world in which a large swath of the living population died suddenly and painfully, it is understandable that Priests may frequently encounter objects, places, and buildings that are haunted by angry spirits.  

Engaging in spirit combat is not without its risks, of course. If the Priest successfully ejects a haunting spirit, the entity is then free to move on to whatever afterlife is consistent with that being's alignment and spiritual tradition. Should the Priest fail, however, he/she runs the risk of being incapacitated, or having his/her mind read by the enemy spirit, or possibly even possessed for one turn per current Willpower point of the victorious spirit.

In more mundane settings, the Priest can also use Ejection to break an empathic hold that one empath might have over an overwhelmed target. Instead of full spirit combat, the Priest makes only one Willpower check against that of the enemy empath on the Universal Matrix in order to determine if the ejection is successful.

The Priest's defensive power in spirit combat increases as the character advances in level.

    • 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.

Changes from the printed (book) version: This spell replaces "Remove Possession".
Gift of Translation20 SP | The Priest can translate foreign languages. 1 hour/level.

Gift of TranslationGift of Translation

Tier: 3
Prayer: 1 round
Spirit Cost: 20
Range: Internal to the Priest
Duration: One hour per level
Area of Effect: One person (the Priest), initially
Classification: Utility

Many of the good-aligned religions on Gaianar send Priests into strange lands in order to do good works that help lift up the downtrodden and oppressed. Of course, language is often a barrier. While it pays for a missionary Priest to actually learn a variety of languages, sometimes one must resort to magic to fill in the gaps. Gift of Translation is one such bit of useful magic. Once this spell has been cast, and further once the Priest has been exposed to a language unfamiliar to him/her, the Priest begins to understand the unknown foreign language. The spell lasts one hour per level. Of course, the Priest's command of the local language is limited to the best use that he/she has heard. For best results, the Priest is better served by observing a college class at a university when casting this spell, rather than in a dive bar at the pier. At lower levels, the spell only affects the Priest. At higher levels, the spell grants translation capabilities to one or more of the Priest's companions -- so long as they remain within 12// of the Priest.


    • 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 Smiting25 SP | Summons a glowing hammer... for smiting. 1 round/level.

Hammer of SmitingHammer 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.

It is worth remembering that Undead are vulnerable to silver weapons whilst incorporeal spirits are vulnerable to cobalt weapons. Should an incorporeal spirit not have a hit point rating, the damage inflicted is spirit point depletion.

If the Priest is Undead, this spell can certainly still be cast normally. However, high-level Undead Priests would be well-advised to wear gloves when casting this spell due to the silver aspect.


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 Space16 SP | Sets of a ward against Undead & Spirits. 1 turn/level.

Sacred spaceSacred Space

Tier: 3
Prayer: 1 round (dependent on accepted ritual)
Spirit Cost: 16 points
Range: Centered on the Priest
Duration: 1 turn per level
Area of Effect: A traced circle, 10' diameter (initially)
Classification: Benedictions or Protection

While most churches and temples are protected with powerful and permanent wards against the Undead and evil spirits, the adventuring Priest often finds himself/herself away from such steadfast protection. Therefore, the Priest may find it useful to temporarily declare his/her current location to be sacred. While the actual mechanics of the ritual differ greatly, depending on the religion of the Priest in question, one facet will most certainly include the Priest walking the perimeter of the space to be protected. For indoor use, the Priest would walk along either the outer or inner walls.

While this spell does not duplicate the power of the permanent wards found in actual houses of worship, it is generally sufficient to ward off wandering Undead and spirits of modest power. Of course, the protection offered by this spell increases as the Priest ascends in level.

    • 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 Faith24 SP | Makes one's blood toxic to Undead. 1 turn/level

Sanguineous FaithSanguineous 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.

Of course, an Undead Priest cannot directly benefit from this spell (given that Undead are not vulnerable to contagion from other Undead). However, he/she is still able to protect allies with this spell.

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 Coins22 SP | Creates a handful of coins. Permanent.

Silver CoinsSilver Coins

Tier: 3
Prayer: 1 round
Spirit Cost: 22 points
Range: Internal to the Priest
Duration: Permanent
Area of Effect: A handful of conjured coins
Classification: Utility

By virtue of this humble supplication, a handful of assorted coins appear in the hands of the Priest. These "pennies from heaven" appear only under one or more of the following very strict circumstances: 1.) The Priest cannot afford to buy food. 2.) The Priest cannot afford shelter. 3.) The Priest has been jailed for his/her religious beliefs and needs to post bail. 4.) The Priest needs to pay taxes levied unjustly against a religious building. 5.) The Priest wishes to buy the freedom of someone enslaved (but who has done nothing to merit involuntary servitude.) The coins will not appear for the purpose of buying weapons or luxury items. The coins will not appear if the Priest doesn't actually need the money.

Changes from the printed (book) version: The coins produced are appropriate currency and not necessarily silver.

Slingshot of Monster Slaying25 SP | Conjures a magical slingshot... for slaying | 1 round/level.

Slingshot of Monster SlayingSlingshot 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.

It is worth remembering that Undead are vulnerable to silver weapons whilst incorporeal spirits are vulnerable to cobalt weapons. Should an incorporeal spirit not have a hit point rating, the damage inflicted is spirit point depletion.

An Undead Priest can cast this spell. However, the Priest would be well-advised to wear gloves in order to avoid taking damage from silver.

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 Within5 SP | Grants the target insight about himself. 1 round.

Truth WithinTruth Within

Tier: 3
Prayer: 3 segments
Spirit Cost: 5 points
Range: 5// line of sight
Duration: 1 round
Area of Effect: One person
Classification: Benedictions or Utility

Sometimes the biggest lies a person can tell are the lies people tell themselves. This spell, however, reveals an objective truth that the Priest would want the target to see. This power is more of a roleplaying spell than a combat spell.  

This spell is useful when confronting someone who is self-deceived. Perhaps the greedy banker sees himself as a "job creator" and a "community pillar" when he instead is parasite who siphons cash from the not-well-off. Perhaps the local religious zealot thinks she is "religiously pure" when she is in fact merely a bigot who justifies her hate by way of a few lines from her holy text.

While the spell doesn't change the target's alignment, sometimes a moment of true, objective clarity is the first step on the path to real redemption. While the recipient of this spell is often not grateful, it is rarely seen as a form of attack worthy of retribution.  More often than not, the target will be more likely to seek out the Priest at a later date for additional moral guidance after a few days of introspection.

It is also worthy of note that this spell reveals interjected self-deception. For instance, a battered spouse may have been convinced that she "deserved" the abuse she receives from her intimate partner. This spell would reveal to her that she is a victim in the relationship and not someone worthy of punishment. Likewise, the person who convinced himself that his accidental killing of another person was actually murder could be shown that the death was simply an accident. Such a person could then begin the process of emotional healing.

While this spell does not have overt combat uses, it is likely that a clever Player or Game Master could find some kind of combat application for this power. Truth Within does not scale with the Priest's level in the traditional way. However, the Game Master could rule that higher-level Priests could reveal the truth about older, more deeply-rooted self-deceptions.

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

Walk on Water28 SP | Priest can walk on water. 1 turn/level.

Walk on waterWalk on Water

Tier: 3
Prayer: 1 segment
Spirit Cost: 28 points
Range: Internal to the Priest
Duration: 1 turn per level
Area of Effect: The Priest (and, eventually, a few others)
Classification: Utility and Elemental Water

Many holy texts recount legends of ascended masters who have command over the elements of creation. Most notably, the Divine Source has been known upon many occasions to grant the ability to walk on water to those especially favored by the Light. Of course, Gaianar is essentially a water world wherein only 9% of the surface area is covered by land. The ability to walk on water is certainly handy for getting to shore after one's ship as sunk. It also aids in crossing rivers when the bridge has been washed out. Likewise, a Priest could use this power to rescue a fatigued swimmer in danger of drowning.

The actual manifestation of Walk On Water involves the spell creating a small plane of force underneath the Priest's feet that moves with his/her motions. At base level, the plane of force can smooth out wave heights of up to 1'. At first, the spell only allows the Priest and one companion (within 5') to walk on water. At higher level, however, the spell becomes more powerful, and the Priest can walk over choppier water and bring more companions.

    • 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.

Water From Stone10 SP | Derives fresh water from a rock. 1 round/level.
Water from StoneWater From Stone
Tier: 3
Prayer: 1 round
Spirit Cost: 10 points
Range: Touch
Duration: 1 round per level
Area of Effect: One rock
Classification: Utility or Elemental Water

While there are plenty of places on Gaianar where the ecology is hale and healthy, there are other places where rain rarely falls and still other places where the water is not safe to drink. However, Priests have a connection to the Divine and can make a supplication for clean water. When this spell is cast on a fist-sized rock, water begins to seep from its surface. At low level, the spell generates one gallon of pure water per round. However, the spell generates a greater volume as the Priest ascends in level.

    • 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

  • 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.

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