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
Abjure
- 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?
- 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 Smoke
- 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 Resistance
- 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.
Face Undead
- 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.
Fast Travel
- 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 Armor
- 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.
Mana
- 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.
Message
- 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.
Radiant Passage
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 Fire
- 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.
Ward Against Realm Travel
- 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.
Things to Consider
|