World of Gaianar - Third Edition
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Priest- Spiritual Powers - Tier 4

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

Abjure30 SP | Sends an extraplanar entity packing. Instantaneous.

AbjureAbjure

Tier: 4
Prayer: 5 segments
Spirit Cost: 30 points
Range: 10// line of sight
Duration: Instantaneous
Area of Effect: One summoned creature
Classification: Combat

In a world where reading the wrong book can bring terrifying extra-planar beings into corporeal existence, the Priest is the go-to person for damage control. Whereas the Ejection spell banishes entities that are spiritually bound to buildings, weapons, tools, and amulets, Abjure works against corporeally manifested summoned beings. Note: This spell does not affect members of the Fey. Whist Fey do have extraplanar origin, all of the Fey currently resident on Gaianar were either born on Gaianar or born in the prime material plane. Therefore, the Fey are not extraplanar even though they have many of the features of extraplanar beings.

Examples of extraplanar beings are summoned elementals, summoned demons, summoned angels, humanoids called forth from planes such as Shadow, Radiance, Conflagration, and the like. Most Undead do not qualify as extraplanar (unless they were called forth from another plane through a spell.) Some ways for determining if this is an appropriate spell for being rid of a creature would be answering the following questions:
  • Does the spell include "summoning" in the title?
  • Does the spell text include phrases such as "This spell calls forth [creature] from the Plane of [Where-ever]"?
  • Is the creature an elemental, angel, or demon that was not born on Gaianar (or another planet in the prime material plane of existence)?
  • Does the creature usually live in a different dimension, gets yanked from its surroundings to be forced to fight for a certain number of turns or rounds, and then it automatically returns to where it was from?
  • Is the creature currently using a spell that allows it to temporarily pass through the prime material plane as a kind of shortcut on its way to somewhere else?

If the answer to any of those four questions is "yes", then Abjure is the correct spell for sending the creature away. The chance of success is determined by matching the Priest's power (Level + Willpower) against the creature's power (Hit Dice + Willpower) on the Universal Matrix. If successful, the creature takes no damage but is sent back to its native plane of existence. An abjuration failure will instead inflict some amount of damage that increases with the level of the Priest. For creatures without hit points, any damage inflicted should be measured in terms of spirit point depletion. Of course, bringing the creature to either zero HP or zero SP will usually also send it packing (the Game Master will make the final decision).

    • Levels 1 to 4: The creature takes 1d8 damage on a failed Abjuration attempt.
    • Levels 5 to 9: The creature takes 2d8 damage on a failed Abjuration attempt.
    • Levels 10 to 14: The creature takes 3d8 damage on a failed Abjuration attempt.
    • Levels 15 to 19: The creature takes 4d8 damage on a failed Abjuration attempt.
    • Levels 20 and higher: The creature takes 5d8 damage on a failed Abjuration attempt.


It's worth noting that a creature can voluntarily be abjured. For example, an Elemental from the Plane of Earth could be stranded on Gaianar due to the negligence of a summoner. Or perhaps that demonic casino operator from the Conflagration just somehow fell through a dimensional rift and got marooned on West Point. In cases like this, the Abjuration will succeed automatically so long as target truly wishes to return home. The exact location of "home" is general, but no more than ten miles from where he/she wants to be and will always be in a place of relative safety. Additionally, Abjure will not inflict physical damage on a willing target.


Changes from the printed (book): The spell now banishes a variety of extraplanar entities but now rarely affects Undead.

Column of Smoke28 SP | Creates a smoky haze that obscures the battlefield. 1 turn/level.
Column of Smoke

Column of Smoke

Tier: 4
Prayer: 7 segments
Spirit Cost: 28 points
Range: Centered on the Priest
Duration: 1 turn per level
Area of Effect: Two types: 20// diameter x 2// tall; 1// diameter x 1 mile tall
Classification: Combat or Elemental Air or Elemental Fire

Some spiritual traditions -- particularly Del Tannon faith -- values combat and fighting. Even Priest of the True One must occasionally fight.  To that end, Priests can call forth a wide column of smoke that has the effect of hampering missile combat. While the spell is in effect, the smoke creates a -2 penalty to all missile attacks. Foes take 2 points of damage per turn from smoke inhalation. The missile penalty and smoke inhalation damage increases as the Priest increases in level.

In the second configuration, the Priest can create a tall, narrow column of smoke that can be used for signaling purposes. The smoke can be modulated so as to convey coded messages. By virtue of the spell's power, the smoke always travels straight up and does not get dispersed by wind or weather. The data rate is essentially one character per second; thus, the Priest must be concise when coding messages.

    • Levels 1 to 4: The spell imposes a -2 missile penalty and causes 2 points of smoke inhalation damage per turn.
    • Levels 5 to 9: The spell imposes a -4 missile penalty and causes 4 points of smoke inhalation damage per turn.
    • Levels 10 to 14: The spell imposes a -6 missile penalty and causes 6 points of smoke inhalation damage per turn.
    • Levels 15 to 19: The spell imposes a -8 missile penalty and causes 8 points of smoke inhalation damage per turn.
    • Levels 20 and higher: The spell imposes a -10 missile penalty and causes 10 points of smoke inhalation damage per turn.


Changes from the printed (book) version: The spell can now also be used as a signal device.

Elemental Resistance16 SP | Shields the Priest from elemental damage. 1 turn/level.

Elemental Resistance

Tier: 4
Prayer: 5 segments
Spirit Cost: 16 points
Range: Touch
Duration: 1 turn per level
Area of Effect: The Priest and a few allies
Classification: Protection or Elemental

Travel through the World of Gaianar is not for the faint of heart. The North Point winter is cold enough to freeze one's soul. The Great Western Desert on West Point can desiccate a traveler in just a few hours. And yet, Priests are often sent on missions of mercy to faraway lands in which getting there is much more than half the battle. The Priest, therefore, may have to call upon the Light to grant protection against heat, cold, smoke, and electricity. While the protection is in effect, the Priest gains 2 point of damage reduction against the following threats: heat, cold, smoke, fire, water, electricity, and harmonics. In the case of trivial damage (1 or 2 points), the Priest takes no damage at all. At base level, the Priest can protect himself/herself and one other person. The power offers higher protection and will protect more people as the Priest ascends in level.

    • Levels 1 to 4: Damage resistance is 2 points. The power protects the Priest and one other person.
    • Levels 5 to 9: Damage resistance is 4 points. The power protects the Priest and two other people.
    • Levels 10 to 14: Damage resistance is 6 points. The power protects the Priest and three other people.
    • Levels 15 to 19: Damage resistance is 8 points. The power protects the Priest and four other people.
    • Levels 20 or higher: Damage resistance is 10 points. The power protects the Priest and five other people.

Changes from the printed (book) version: The spell imparts damage reduction instead of percentile resistance.
Face Undead15 SP | Adds damage to a turning attempt. Instantaneous.

Face Undead

Tier: 4
Prayer: 6 segments
Spirit Cost: 15 points
Range: 5// line of sight
Duration: Instantaneous
Area of Effect: Same as a Turn attempt
Classification: Combat or Spiritual Warfare

In a world where the shambling dead still outnumber the living, sometimes a Priest might need to add an extra bit of "punch" to a turning attempt. Whilst a standard turning attempt can force an Undead monster to flee, Face Undead inflicts damage against the monsters at the time that turning attempt is made. At base level, affected Undead take 1d4 damage once the turning is made.

This spell essentially combines two actions at once. The spell Face Undead takes place at the same time as the turning attempt. This is one of the few instances in which a spell and a combat action can take place concurrently.   If the spell activation fails, the Priest can still attempt to turn away the Undead as normal. If the spell succeeds and the turning fails, the Undead will still take damage, but they will not be turned away.

The damage inflicted increases as the Priest increases in level.
    • Levels 1 to 4: Undead monsters take 1d4 damage.
    • Levels 5 to 9: Undead monsters take 2d4 damage; +1 to turning.
    • Levels 10 to 14: Undead monsters take 3d4 damage; +2 to turning.
    • Levels 15 to 19: Undead monsters take 4d4 damage; +3 to turning.
    • Levels 20 and higher: Undead monsters take 5d4 damage; +4 to turning.

If the Priest is Undead, then this spell channels energy from the Plane of Shadow instead of the Plane of Radiance. Thus, it has the potential to heal Undead (instead of causing damage) and also confers a proportional bonus against being turned away by living clergy.

Changes to the printed (book) version: The damage is now based in multiples of 1d4 instead of fixed damage.
Fast Travel16 SP | Boosts walking speed. 1 hour/level

Fast TravelFast Travel

Tier: 4
Prayer: 1 round
Spirit Cost: 18 points
Range: Touch (can also affect the Priest)
Duration: 1 hour per level
Area of Effect: One person (initially) and can be the Priest
Classification: Utility

While horses make for fine companions when it comes to traveling over land across vast distances, they tend to be expensive, and they also require food, rest, emotional bonding, and medical care. They are also not quiet. For Priests needing to travel in a hurry and without much encumbrance, the Divine Source may provide some assistance.

At base level, Fast Travel adds +2// to the base movement of the person affected. Thus, a Changeling, with a base move of 10//, could travel at 12// while the spell is in effect. Likewise, at base level, the spell only boosts one recipient. However, the spell has an improved boost and accelerates additional people as the Priest ascends in level.

    • Levels 1 to 4: The spell affects one person, and the speed boost is +2//.
    • Levels 5 to 9: The spell affects two people, and the speed boost is +4//.
    • Levels 10 to 14: The spell affects three people, and the speed boost is +6//.
    • Levels 15 to 19: The spell affects four people, and the speed boost is +8//.
    • Levels 20 and higher: The spell affects five people, and the speed boost is +10//.


Changes from the printed (book) version: The speed bonus is smaller, but the duration is much longer.


Holy Armor19 SP | Boosts existing armor or summons temprary armor. 1 turn/level.

Holy ArmorHoly Armor

Tier: 4
Prayer: 1 round
Spirit Cost: 19 points
Range: Touch
Duration: 1 turn per level
Area of Effect: One person (initially); can be the Priest
Classification: Protection

When preparing for combat, increasing one's defense is one of the best ways to survive an impending armed encounter. By calling upon the Light, the Priest can either bless an ally's existing armor or it can bestow a suit of temporary armor to someone who has no protection at all. If the Priest blesses an ally's existing armor, the spell created a glowing overlay that matches the contours of the physical armor. If used on someone without any protection, the spell creates a translucent suit of armor that glows and weighs nothing. At base level, the protection offered is +3 above the recipient's unaugmented protection. The spell increases in power as the Priest ascends in level.

    • Levels 1 to 4: The spell protects 1 person and offers +3 to armor.
    • Levels 5 to 9: The spell protects 2 people and offers +4 to armor.
    • Levels 10 to 14: The spell protects 3 people and offers +4 to armor.
    • Levels 15 to 19: The spell protects 4 people and offers +5 to armor.
    • Levels 20 and higher: The spell protects 5 people and offers +5 to armor.

Changes from the printed (book) version: The spell protects additional people but now only grants a bonus to AC and not Sleep/Charm.
Mana24 SP | Creates wafers that restore secondary attributes. Special Duration.

ManaMana

Tier: 4
Prayer: 1 round
Spirit Cost: 24 points
Range: 1// line of sight
Duration: 1 turn per level (primary); 1 day per level (secondary)
Area of Effect: A handful of edible wafers
Classification: Utility or Benedictions or Creation

Whereas the Bountiful Bread spell creates food for the body, Mana creates crispy wafers that re-energize the Priests' allies who partake of the bread-like discs. At base level, a person eating a wafer will recover 3 points of depleted secondary attributes (with the exception of BMS) as well as 1 point of BMS. The power does not stack, and thus a recipient can only benefit once per day from this spell.

The wafers created by this spell are essentially round crackers that never go stale or spoil. They can be eaten years or even decades later. However, the supernatural qualities of the spell begin to fade after one turn per level of the Priest. During the secondary phase, the wafers will still restore one point of secondary attributes and 0.5 points of BMS.

The spell increases in power as the Priest ascends in level.
    • Levels 1 to 4: The spell creates 10 wafers. The benefit is 3 points of secondary attributes and 1 point of BMS.
    • Levels 5 to 9: The spell creates 15 wafers. The benefit is 5 points of secondary attributes and 1.5 point of BMS.
    • Levels 10 to 14: The spell creates 20 wafers. The benefit is 7 points of secondary attributes and 2 points of BMS.
    • Levels 15 to 19: The spell creates 25 wafers. The benefit is 9 points of secondary attributes and 2.5 point of BMS.
    • Levels 20 and higher: The spell creates 30 wafers. The benefit is 11 points of secondary attributes and 3 points of BMS.

 Changes from the printed (book) version: This spell now restores depleted secondary attributes.


Message5 SP | Sends an instant message to an ally. Instantaneous.

MessageMessage

Tier: 4
Prayer: 1 round
Spirit Cost: 5 points
Range: Unlimited
Duration: Instantaneous
Area of Effect: One message that is the size of a bookmark
Classification: Utility or Communication

Once upon a time, communication to and from anyone on the planet was easy and instantaneous. However, after the old technological civilization failed, people had to turn to magical means. While Whirligigs are cheap and easy to obtain, they are not fast (think of a 3" plastic ball that travels at 60//). Sometimes a message needs to be delivered instantly and discretely. To that end, Priests sometimes use the Message spell.

To use this spell, the Priest writes a message on a narrow rectangle of paper that can be used as a bookmark. At the base level, the message can be up to 20 words long. When the Priest places the bookmark in his/her holy book and slams the cover shut, the bookmark instantly appears in a book favored by the recipient. For example, if the recipient is a Mathematician, it might appear in his/her book of commonly used formulas. A message to a Necromancer might appear in a biology text that the dark arts practitioner uses most often. Of course, there is no guarantee when the recipient will read the message. Ideally, it's often useful for the Priest to alert the recipient in advance. While the Priest cannot know what action the recipient will take upon reading the message, he/she will at least know that the message has been read once that action takes place.


    • Levels 1 to 4: The message can be 20 words long.
    • Levels 5 to 9: The message can be 40 words long.
    • Levels 10 to 14: The message can be 60 words long.
    • Levels 15 to 19: The message can be 80 words long.
    • Levels 20 and higher: The message can be 100 words long.

Changes from the printed (book) version: The spell now sends a physical message instead of a telepathic message.
Radiant PassageSpecial SP | Creates a shortcut through the Radiant Plane. Special Duration.

Radiant Passage

Tier: 4
Prayer: 1 round
Spirit Cost: 20 points per person affected
Range: Touch
Duration: 1 turn per one hundred miles
Area of Effect: The Priest + 1 person per level 
Classification: Utility or Travel

This spell has features in common with the Mathematician spell "Imaginary Conduit" and the Necromancer spell "Shadow Travel". In spells such as this, the caster can travel hundreds of miles in under an hour by taking a shortcut through other planes of existence. Whereas the Necromancer travels through the Plane of Shadow and the Mathematician travels through the Imaginary Realm, the Priestly spell Radiant Passage allows the Priest (and possibly a few companions) to travel through the Plane of Radiance.

The Plane of Radiance is awe-inspiring and has a tendency to produce euphoria in those unaccustomed to the higher mode of existence. The landscape is a fantastical array of shimmering trees, glowing mountains, glittering seas, polychromatic flowers, and legendary beasts. It is more real than real life. The sky is dominated by a white-hot sun that fills everything below with radiant energy. 

Like other "realm shortcut" spells, the Priest must have visited the destination at least once. Moreover, the spell will bring the Priest to a safe place within 500' of the destination but never to the destination itself. This restriction prevents Radiant Passage from being used as a "murder" spell.

Ordinary mortals are generally seen as being insufficiently ascended to belong in the Plane of Radiance. This realm is the home of good-aligned deities, angels, ascended masters, and the souls of mortals who have been reincarnated dozens (or even hundreds) of times and thus no longer require the lessons that only an existence of flesh-and-blood can teach. Therefore, the Priest (or party) must make an encounter check at the end of each turn in order to escape detection from the fully ascended residents of the Plane of Radiance. If detected, the party will not be viciously attacked. The enforcers in that realm will, however, forcibly eject the Priest and his/her companions from the Plane of Radiance and will not be too polite about it.

If the Priest (and companions) are prematurely ejected, they will materialize in the prime material plane at some pro-rated distance between where they started and where they desired to travel. The drop-off point will always be somewhere relatively safe (i.e., the Priest will not materialize inside a wall or inside a trash compactor). The Game Master could, of course, devise somewhere inconvenient but not dangerous for the party to materialize.


While an Undead Priest can cast this spell, the concentrated radiant energy of this plane is injurious to the caster. The Priest takes 1d8 damage for every turn that he/she travels in this plane of existence.


Changes from the printed (book) version: This spell replaces "Teleport".

Walk in Fire24 SP | Grants temporary immunity to fire. 1 round/level.

Walk in Fire

Tier: 4
Prayer: 1 segment
Spirit Cost: 24 points
Range: Touch
Duration: 1 round per level
Area of Effect: The Priest and one person (initially)
Classification: Protection or Elemental Fire

Legends exist that speak of ascended masters who could walk through fire unscathed. By calling upon the Plane of Light, the Priest can temporarily shield himself/herself from the damaging effects of fire. More often than not, this spell is used to allow the Priest to rescue someone from a burning building. Less frequently, the Priest can save himself from extraordinary circumstances such as falling into a vat of molten iron or from not getting disintegrated when standing behind a rocket engine. The spell also prevents the Priest from being harmed from smoke inhalation. At base level, the Priest can protect himself/herself and one other person. Additionally, the Priest can give up his/her protection and give it to another if the Priest believes that he/she might survive the blaze, but the protected person would not (such as a small child).

The spell allows the Priest to confer immunity to additional people as the Priest ascends in level.
    • Levels 1 to 4: The spell protects the Priest and one other person.
    • Levels 5 to 9: The spell protects the Priest and two other people.
    • Levels 10 to 14: The spell protects the Priest and three other people.
    • Levels 15 to 19: The spell protects the Priest and four other people.
    • Levels 20 and higher: The spell protects the Priest and five other people.

Changes from the printed (book) version: The spell now protects additional people as the Priest increases in level.

Ward Against Realm Travel35 SP | Protects against unwilling teleportation. 1 day/level.

Ward Against Realm TravelWard Against Realm Travel

Tier: 4
Prayer: 1 round
Spirit Cost: 35 points
Range: Touch
Duration: 1 day per level
Area of Effect: One person per level; alternatively, one building
Classification: Protection

Unwilling teleportation is one of the many hazards of overland travel. Travellers can sometimes fall into Stillpoints and be whisked away to strange and alien dimensions. Other times, certain spells can be used against travelers that will temporarily strand them in planes such as Shadow, Light, Conflagration, and Radiance. Finally, sometimes the danger comes from other travelers using teleportation to trespass (one cannot purposefully pick exact destinations with teleportation, but it is certainly possible for a realm traveler to randomly show up where one is unwelcome).

There are two ways to use this spell: The Priest can protect his/her allies, or the Priest can protect a building. If the Priest protects his allies, they will automatically get a Save versus Area Effect to avoid being swallowed up by a Stillpoint (or similar manifestation) or being teleported away unwillingly. If the Priest protects a building, the spell prevents incoming teleportation (either accidentally or on purpose). In the latter example, the incoming teleportation is deflected to a place of relative safety 500' away.

The Save versus Area Effect is unmodified at base level but does increase as the Priest ascends in level.
    • Levels 1 to 4: Allies save is unmodified.
    • Levels 5 to 9: Allies save at +1.
    • Levels 10 to 14: Allies save at +2.
    • Levels 15 to 19: Allies save at +3.
    • Levels 20 and higher: Allies save at +4.

Changes from the printed (book) version: The spell has a smaller area of effect but now has the option to protect individuals instead of just buildings.


 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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