Priest- Spiritual Powers - Tier 5
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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Angelic Rescuers
- Level 1 to 4: One ascended soul (Level 5) responds.
- Level 5 to 9: Two ascended souls (Level 10) respond.
- Level 10 to 14: Three ascended souls (level 15) respond.
- Level 15 to 19: Four ascended souls (level 20) respond.
- Level 20 and higher: Five ascended souls (Priest's level +1) respond.
Column of Flame
- Level 1 to 4: The column inflicts 3d6 damage per round and moves at 3//. Signal encoding is 1 character per segment.
- Levels 5 to 9: The column inflicts 4d6 damage per round and moves at 6//. Signal encoding is 2 characters per segment.
- Levels 10 to 14: The column inflicts 5d6 damage per round and moves at 9//; the column can be summoned as silver fire; Signal encoding is 3 characters per segment.
- Levels 15 to 19: The column inflicts 6d6 damage per round and moves at 12//; the column can be summoned as silver or cobalt fire; Signal encoding is 4 characters per segment.
- Levels 20 and higher: The column inflicts 7d6 damage per round and moves at 15//; the column can be summoned as silver or cobalt fire; Signal encoding is 5 characters per segment.
Changes from the printed (book) version: The power now scales with the Priest's level and the column can be moved.
Consecrate
- Casting time depends on the potency of the enchantment (ranges from a round for the simplest enchantment to hours for something exceedingly potent and complicated)
- Spirit cost also depends on the potency of the enchantment (no less than 45 but could be as high as 150 -- which could be higher than the Priest can access).
- A casting modifier may also be implemented. For example, a fairly trivial enchantment (resist corrosion) may have a +1 for the Faith check, whist a very difficult enchantment (ignore armor + add shock damage) may have a -4 to the Faith check.
- Special materials may be needed. For example, for a sword with added shock damage, the Priest may have to integrate a piezoelectric crystal into the hilt.
Helmet of Valor
- Level 1 to 4: +1 AC, +20% empathic resistance, and 3d4 burst healing.
- Level 5 to 9: +2 AC, +30% empathic resistance, and 3d6 burst healing.
- Levels 10 to 14: +3 AC, +40% empathic resistance, and 3d8 burst healing.
- Level 15 to 19: +4 AC, +50% empathic resistance, and 3d10 burst healing.
- Level 20 and higher: +5 AC, +60% empathic resistance, and 3d12 burst healing.
Imbue With Life Energy
- Level 1 to 4: The recipient recovers one point of lost attributes, per attribute, per day.
- Level 5 to 9: The recipient recovers two points of lost attributes, per attribute, per day.
- Level 10 to 14: The recipient recovers three points of lost attributes, per attribute, per day.
- Level 15 to 19: The recipient recovers four points of lost attributes, per attribute, per day.
- Level 20 and higher: The recipient recovers five points of lost attributes, per attribute, per day.
Life Anchor
- Any single effect/spell/attack that would reduce the protected person's hit points to zero or less in a single blow.
- Any spell/effect/attack that would inflict a disease that would have a reasonable chance of killing the protected person.
- Any effect/spell/attack that would give the protected person a lethal dose of radiation.
Changes from the printed (book) version: The spell now persists until discharged.
Missionary's Blessing
Changes from the printed (book) version: The cost has been greatly reduced; the recipients get damage resistance instead of temporary hit points.
Raise Dead
Changes from the printed (book) version: This spell no longer permanently drains Constitution; the spell now temporarily burns out access to spiritual powers.
Regeneration
- Level 1 to 4: Missing/broken/disfigured limbs take five weeks to heal.
- Level 5 to 9: Missing/broken/disfigured limbs take four weeks to heal.
- Level 10 to 14: Missing/broken/disfigured limbs take three weeks to heal.
- Level 15 to 19: Missing/broken/disfigured limbs take two weeks to heal.
- Level 20 and higher: Missing/broken/disfigured limbs take one week to heal.
Changes from the printed (book) version: This spell is the combination of "lesser regeneration" and "complete regeneration".
Salt Imprisonment
- Level 1 to 4: The spell has no special resistance to Dispel Magic.
- Level 5 to 9: Salt Imprisonment resists dispelling at +1.
- Level 10 to 14: Salt Imprisonment resists dispelling at +2.
- Level 15 to 19: Salt Imprisonment resists dispelling at +3.
- Level 20 and higher: Salt Imprisonment resists dispelling at +4.
Changes from the printed (book) version: The spell essentially has been rewritten as an imprisonment spell instead of a murder spell.
See Into Spirit Plane
- Level 1 to 4: The visual range is 6//.
- Level 5 to 9: The visual range is 12//.
- Level 10 to 14: The visual range is 18//.
- Level 15 to 19: the visual range is 24//.
- Level 20 and higher: the visual range is 30//.
Changes from the printed (book) version: The casting cost is reduced, and the revealing nature is more clearly defined.
Withstand Magic
- Level 1 to 4: One ally can be protected.
- Level 5 to 9: Two allies can be protected.
- Level 10 to 14: Three allies can be protected.
- Level 15 to 19: Four allies can be protected.
- Level 20 and higher: Five allies can be protected.
Changes from the printed (book) version: The scope of power has been expanded to include all harmful magic; The power lasts until discharged; the power scales with the Priest's level.
Things to Consider
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