World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

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.  

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

Angelic Rescuer30 SP | Summons beings from the Plane of Light. 1 round/level

Angelic RescuersAngelic Rescuers

Tier: 5
Prayer: 1 round
Spirit Cost: 30 points
Range: 10// line of sight
Duration: 1 round per level (combat use) or 1 turn per level (search/rescue use)
Area of Effect: One summoned creature (at base level)
Classification: Combat or Summoning

In a world where Necromancers can summon the Undead and Shamans can call forth powerful elemental beings, sometimes the Priest may need just a bit of help from the Plane of Light. This powerful spell technically doesn't call forth Angels, but it does summon ascended souls from the Plane of Light. Typical respondents to this spell are the souls of people who had once been Priests, Paladins, Protectors, or Cavaliers. However, anyone sufficiently ascended and willing to help could theoretically respond. The ascended souls take on the physical likeness of whatever form they had in their most recent physical incarnation. However, their bodies shine with an inner light that is reminiscent of the sun at dawn's first light -- full of power, promise, and warmth. One cannot look upon these beings and confuse them for ordinary mortals. Being powerful extra-planar entities, they also generate a "fear" effect against foes of evil alignment (much like denizens of the Conflagration do against people of good alignment).

The summoning Priest does not have the power to unconditionally command these beings. However, the Priest can ask for help, explain the problem at hand, and the the incarnate ascended souls will decide on their own the best way to help the Priest and his/her allies. Moreover, the ascended souls will typically use their abilities in the most efficient way possible. For example, a summoned Priest spirit will heal or turn away Undead, whereas a summoned Protector spirit will try to soak incoming damage and draw the aggression of summoning Priest's attackers.

This spell has non-combat uses as well. For instance, a Priest can use Angelic Rescuers in response to a natural disaster -- since Priests, Paladins, Protectors, and Cavaliers all have varying abilities when it comes to treating injuries in others. Likewise, sometimes one just needs a few extra sets of hands for digging people out of a collapsed building or a mudslide. If the task is noble, just, and good, the ascended souls will answer the call for non-combat applications. If the Priest uses Angelic Rescuers for a trivial reason ("Oh my god, the house is a mess and I'm having a party tonight!") the ascended souls will show up, verbally rebuke the summoning Priest, and then leave.

Like other summoning spells, the entities drawn by this power step through a temporary interdimensional portal. The spell can be terminated early if the portal is dispelled or if the summoning Priest is killed/incapacitated.

This power scales upward as the Priest ascends in level.

  • 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.

Because this spell draws upon energy from the Plane of Light (as opposed to the Plane of Radiance), it is not inherently injurious to Priests who happen to also be Undead.

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


Column of Flame36 SP | Creates a whirling fiery column. 1 round/level.

Column of FlameColumn of Flame

Tier: 5
Prayer: 1 round
Spirit Cost: 36 points
Range: 25// (doesn't have to be line of sight, but must have been seen once)
Duration: 1 round per level (combat use) or 1 turn per level (signal flare)
Area of Effect: 3// radius x 5// tall (combat) or 3' radius x 5 miles high (signal flare)
Classification: Elemental Fire

Many religious traditions have legends of powerful prophets calling down divine fire against evildoers and the servants of the shadows. Del Tannon (a warrior god) is particularly fond of martial might as an alternative to diplomacy. And so, when compelling words fail, the Priest of the Light must resort to some old-fashioned holy smiting.

This spell calls forth a column of fire that blinds and burns opponents caught within the blaze. For each round that a foe is caught within the flames, he/she takes 3d6 damage from fire and is blinded by the brightness of the fire. The blinding is temporary and abates 1d4 rounds after the spell ends. Creatures particularly vulnerable to fire (such as water elementals or Constructs made of wood) take double damage. The Priest can also move the column around (so long as he/she remains in line of sight). If the column is initially summoned outside of visual range, the Priest must move to a position in which he/she can see the column in order to move it. The column initially can be moved at 3//, with faster movement happening at higher levels.

The Priest could, alternatively, use this spell as a signal flare instead of as a combat spell. As a signal flare, the spell generates an exceptionally bright column of fire that is 3' in radius and reaches 5 miles into the sky. Like Column of Smoke, the Priest can encode messages by way of brightness modulation at the rate of one character per segment (and thus it pays to be concise). 

The power of this spell increases as the Priest ascends in level.

  • 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.


ConsecrateSpecial SP | Enchants an item or weapon. Permanent.

ConsecrateConsecrate

Tier: 5
Prayer: Special
Spirit Cost: Special
Range: Touch
Duration: Permanent
Area of Effect: One weapon or object
Classification: Benedictions

Some character classes (such as Mathematician and Necromancer) accomplish amazing feats of magic through mastery of arcane formulas and occult lore. Priests, however, rely on faith and will. To that end, a Priest may use his/her connection with the Divine to permanently empower a weapon, tool, or other object with celestial energy.

Like "theoretical Engine" and "Animate Dead", this is a spell that required Player and Game Master cooperation. The Player must write out a proposal as to what the consecrated item will do and the Game Master must either approve, disapprove, or modify the request. Likewise, the Game Master must assign the cost of the spell and the casting time. Likewise, the Priest may be required to obtain special materials for the item (for example, cobalt, silver, jewels, magnets, etc.) The cost (time and SP) depends on the level of the enchantment. For example, it is relatively easy to enchant a sword to make it impervious to corrosion. Imbuing a sword with the ability to project a searing ray of silver light once per day would be more difficult. Imbuing a sword with the ability to ignore armor and deliver electrical damage at the same time would be exceptionally difficult.

Thus, the factors in casting this spell are as follows:
    • 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.

The check is a bit easier if the Priest has skills related to the item at hand. For example, if the Priest is enchanting a sword and has skills related to making a sword (such as weapon craft or blacksmithing), the difficulty check improves by +1. Likewise, having Artistic Ability improves the check by +1.

Like other permanent enchantment spells, a failed roll does not destroy the item. It does, however, still expend spiritual points if the Faith check fails.

Changes from the printed (book) version: The spell is now more consistent with other "enchantment" type spells found for other character classes.

Helmet of Valor35 SP | Grants a powerful armor enhancement. 1 round/level

Helmet of ValorHelmet of Valor

Tier: 5
Prayer: 5 segments
Spirit Cost: 35 points
Range: Touch
Duration: 1 round per level (primary) then 1 turn per level (secondary)
Area of Effect: One helmet worn by the Priest or an ally
Classification: Defense

While most combat involves swords and guns, most travelling clergy are painfully aware that some foes fight with the power of their minds as well as their weapons. To that end, the Priest can bestow the gift of the Helmet of Valor on an ally.

This spell enhances the recipient's helmet. In the absence of a helmet, a cap or hood will do just fine. At base level, the spell grants +1 to AC and +20% to empathic resistance. Additionally, the spell grants a one-time burst of healing for 3d4 in the event that the recipient's health drops below half. Additionally, the recipient automatically heals one hit point per round during the period of primary effectiveness. During the secondary phase (which lasts one turn per level), the spell still grants a residual +1 to AC (regardless of scaling), +10% to empathic resistance, and recovery of one hit point per turn.

Like many Priest spells, the power of this invocation increases as the Priest ascends in level.

    • 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.

Changes from the printed (book) version: this power now scales to the Priest's level; temporary hit points is replaced by burst healing. 
Imbue With Life Energy45 SP | Neutralizes death magic damage. Permanent.

Imbue with Life EnergyImbue With Life Energy

Tier: 5
Prayer: 1 round
Spirit Cost: 45 points
Range: Touch
Duration: Permanent
Area of Effect: One person
Classification: Healing

One of the worst types of injuries a traveler can sustain are the death magic injuries. Unlike a sword wound or a burn, injuries from death magic are lasting and exceedingly difficult to heal. Fortunately, Priests in service to the Light can call upon the Divine Source to heal what ordinary spells cannot.

This spell purges death magic from the recipient's body, mind, and spirit. The recipient's hit points and spirit points are raised to 1 if the values are 0 or less at the time that the spell is cast. Attributes lost to death magic immediately begin to recover naturally, at the rate of 1 point per day per attribute. For example, if the target of the spell lost three points of strength and two points of constitution, he/she will recover one point of strength and one point of constitution as soon as the spell is cast. The spell also recovers any memory loss caused by death magic. Additionally, any form of insanity that was caused by a spell (death magic or otherwise) is cured by this spell.

When in doubt whether this is the correct spell to use, consider the following: Does the spell contain the word "death" or "death magic" in the title? Is the saving throw a "Save versus Death Magic"? Does the spell text contain verbiage like "injuries caused by this spell do not heal naturally"? Are the injuries caused by an Undead monster or demon? If the answer to any of those questions is "yes", then it is likely that Imbue With Energy is the correct spell.

The recovery period shortens as the Priest ascends in level.
  • 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.

For Priest who happen to be Undead, this spell is much more difficult to cast. This is due to the fact that an Undead individual's animating force is drawn from the Plane of Shadow (which also happens to be the source of death magic). Due to this compatibility hurdle, the casting cost for an Undead Priest is 70 spirit points.

Changes from the printed (book) version: This spell now scales to the Priest's level.

Life Anchor20 SP | Protects against a "one-shot kill" attack. Until triggered.

Life AnchorLife Anchor

Tier: 5
Prayer: 1 round
Spirit Cost: 20 points
Range: Touch
Duration: Until triggered
Area of Effect: Touch (can also be the Priest)
Classification: Protection

When the old civilization fell, it left behind plenty of nasty surprises. The hapless traveler could (and have) encountered unexploded bombs, old booby traps, unstable buildings ready to collapse, and semi-sentient security systems with ossified programming just waiting for intruders to kill. Sadly, that means that there are plenty of situations that could kill a traveler in a single blow.

Once cast, Life Anchor stays in effect until it is discharged. There are two conditions that would trigger this spell:
  • 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.

Once triggered, the protected person's hit points are restored to "1", regardless of how much damage the protected person just incurred. If the attack involves a fatal disease, it is downgraded to the severity of a common cold (or skin rash, or something in that range). If the attack involves radiation poisoning, the blast is reduced to some trivial amount that does not place the protected person in danger.

Changes from the printed (book) version: The spell now persists until discharged.



Missionary's Blessing40 SP | The Priest can rally the allies for good works. 1 week/level.

Missionary BlessingMissionary's Blessing

Tier: 5
Prayer: 1 turn
Spirit Cost: 40 points
Range: 6// radius, centered on the Priest
Duration: 1 week per level
Area of Effect: One person per level
Classification: Benedictions

Missionary Priests often find themselves in strange lands in need of a helping hand. By rallying a crowd of willing listeners, the Priest can spur them into doing works of good. This is especially helpful immediately following some natural disaster that leaves a large number of people in need of healing or support. The spell takes a full turn to cast because that is how long the Priest's impassioned oration takes to affect the hearts and minds of the crowd. If the Priest actually has the Preach or Oration skill, the Priest gets a +1 to his/her Faith check when casting the spell.

The blessing grants several small powers to the listeners. The recipients can heal others for up to two hit points per day per level of the Priest who cast the Missionary's Blessing spell. Moreover, the recipients gain a +2 to Willpower while the spell is in effect. The recipients also gain the ability to initiate spirit combat (against demons and evil extra-planar entities only, not ordinary mortals) once per day. Finally, the recipients gain a 1-point damage resistance (thus trivial attacks that would deal only a single point of damage would be negated.)

Changes from the printed (book) version: The cost has been greatly reduced; the recipients get damage resistance instead of temporary hit points.

Raise Dead65 SP } Restores the dead to full life. Permanent.

Raise Dead

Tier: 5
Prayer: 5 rounds
Spirit Cost: 65 points
Range: Touch
Duration: Permanent
Area of Effect: One person
Classification: Healing

In almost every religious tradition, there are stories of ascended masters, prophets, or incarnate deities wielding the power to restore life to the dead. For the Priest of true faith and stalwart will, he/she can successfully petition the Divine Source to reunite a departed soul with a recently slain body.

Raise Dead does not merely bring the soul back to the body. It also addresses the reason why the person died in the first place. The recipient is brought back to 1 hit point (very weak, but very much alive). The recipient is cleansed of all diseases and any radiation poisoning is purged. Likewise, any other type of poison is flushed from the recipient's body. Additionally, any lingering death magic damage is dispelled. The recipient's Primary Attributes are restored to what they were in life. However, all of the Secondary Attributes start at 1 point (which recover normally through rest.

This spell is not without a lingering price. Because the recipient is flooded with divine energy, the conduit between the target and the Plane or Radiance is temporarily overloaded. This prevents the raised individual from using any ability that requires spirit points or BMS for a period of one day per level of the person raised. Likewise, the Priest is similarly disabled for one hour per level of the person raised. A flash of silver light and a loud thunderclap accompany the raised person's first breath when the spirit and the body are reunited.

It is possible to abuse this spell. For instance, it is generally understood that it is a moral transgression to cast Raise Dead on an individual who has a "do not resuscitate" order. There may be other circumstances as well that may indicate to the Priest that the use of Raise Dead may be inappropriate. Regardless, abusing this spell does have a small (but non-zero) chance of attracting the attention of the Gaunt Man.

An Undead Priest can cast this spell. However, doing so is not without risk to the caster. The Undead Priest will incur 4d8 damage from radiant energy when calling upon this spell. Moreover, the casting cost is 90 points. However, the recipient of this spell will receive a permanent bonus to death magic (+5% resistance, +1 to saves) thanks to this spell being channeled through an Undead clergy person.

Changes from the printed (book) version: This spell no longer permanently drains Constitution; the spell now temporarily burns out access to spiritual powers.

Regeneration35 SP | Regrows lost limbs. Permanent.

Regeneration

Tier: 5
Prayer: 1 round
Spirit Cost: 35 points
Range: Touch
Duration: Permanent (regrowth takes time, however)
Area of Effect: One person (can be the Priest)
Classification: Priest

Given that the World of Gaianar is a particularly dangerous place to live, Priests of the Light are sometimes called upon to invoke acts of healing capable of restoring lost (or crippled) limbs. The spell can also grow new limbs that are missing or disfigured as a result of a birth defect. Additionally, the spell is stackable with the Protector's class-related regeneration capabilities if cast upon a Protector. Likewise, this spell accelerates the healing of bones and spinal injuries. At the base level, it takes five weeks to restore a broken/missing/disfigured limb. During that time, the budding limb may itch or ache at various points in time. The faster the healing, the more the regenerating limb itches and/or aches. Certain kinds of limbs (such as a regenerated hand or a regenerated eye) may have at least partial use halfway through the healing process. Likewise, someone recovering from a broken spine might have at least some sensations return immediately and have at least some movements starting halfway through the healing process.

The time required for healing shortens as the Priest increases in level.
    • 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.

For an Undead Priest, this spell works much better on other Undead allies. When cast in that manner, the spell works normally as stated above. This is because the clergy person is channeling negative energy to heal an individual whose animating force is drawn from negative energy. When trying to heal living allies, the Undead Priest must expend more effort (60 SP instead of 45 SP). Moreover, the Undead Priest takes 1d8 damage from the energetic backlash.

Changes from the printed (book) version: This spell is the combination of "lesser regeneration" and "complete regeneration".



Salt Imprisonment36 SP | Traps a foe in a column of salt. Until dispelled/cancelled.

Salt ImprisonmentSalt Imprisonment

Tier: 5
Prayer: 5 segments
Spirit Cost: 36 points
Range: 10// line of sight, ranged touch attack
Duration: Until discharged
Area of Effect: One person or creature
Classification: Combat or Elemental Earth

Many Priests of the good-aligned deities-- Particularly followers of Saint Eldra or the True One -- are loathe to kill others when capture is an option. To that end, a Priest may choose to immobilize a foe in a column of salt, presumably so that the evildoer can be transported safely for prosecution by lawful authorities.

To capture a foe in salt, the Priest must first make a successful Ranged Touch Attack and the target must fail a Save vs Magical Weapon. If the attack succeeds and the target makes his/her save, the target takes 3d8 damage from salt shards instead of being immobilized. However, if the target is immobilized, he/she is essentially placed in a state of suspended animation within the column of salt. The target does not need to eat, sleep, or breathe. The target is unaware of the passage of time whilst immobilized.

Of course, a Priest may use this on a willing target. For instance, an ally may be mortally wounded or by in need of medical care that is only available at a distant medical facility. The Priest could suspend his friend's life functions until such a time that proper medical care could be obtained. Likewise, this spell can be used to smuggle someone out of a dangerous situation ("Oh, you're looking for Moe? I haven't seen him. Oh? This block of salt? I'm delivering it to the cannery.")

The Priest can end the spell at any time. However, there are other ways to free the target. A successful Dispel Magic (or similar spell) can free the target. Moreover, there are conventional ways to free an imprisoned target. For example, the target's allies could carefully chip away the salt. Likewise, the salt could be slowly dissolved in a large pool of water. The latter methods do pose some risk to the target (such as getting injured from the chisel or possibly drowning in a pool).

The spell has a greater resistance to "dispel" spells depending on the level of the Priest.
    • 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 Plane42 SP | Reveals all things unseen. 1 turn/level

See Into Spirit PlaneSee Into Spirit Plane

Tier: 5
Prayer: 3 segments
Spirit Cost: 42 points
Range: Internal to the Priest
Duration: 1 turn per level
Area of Effect: The Priest
Classification: Divination

Sometimes it is the threat one cannot see that is the most dangerous. By daring to travel through Gaianar's many terrains, one may run the risk of encountering invisible spirits bent on murder, highwaymen with invisibility spells bent on taking your coin purse, and Constructs with cloaking technology that are programmed to shoot anything that moves. Fortunately, a Priest in service to the Light can call upon divine aid then be able to see what is normally hidden from view.

See Into Spirit Plane does not dispel invisibility magic (or technology) but it does allow the Priest to see through such guises. Likewise, the Priest is able to see any ghosts, spirits, Angels, or Demons that may be present in incorporeal form but are not visible to the unaided eye. Also, out of phase travelers are visible by way of this spell. Additionally, Priests can see active and residual spell effects that are cast on others. For example, a Priest could see the magical weaving imprinted upon someone who is in receipt of Life Anchor. If the Priest has both Religion and Occult Knowledge skills, he/she can identify the spell effect by examining the magical weaving. This ability is also useful in seeing the magical bindings on a house of worship (such as a church or temple). It will reveal magical perimeter defenses or tripwires. Another handy use is reading the enchantment on magical items (i.e., don't pick up that sword, it's cursed!)

As this spell reveals all things spiritual, it also reveals the presence of souls. Unbeknownst to most people, the soul is actually larger than the physical body and essentially is a spherical envelope from which the physical body is contained. Living Constructs can be discerned from ordinary machines because their souls are visible by way of this spell. Additionally, someone possessed will be obvious because there will be two souls in one body. Finally, someone under the influence of empathic manipulation will be easily noted by following the magical line of force between puppet and puppeteer.

While Undead Priests can cast this spell, they usually don't have to. Undead characters automatically get a basic form of magical sight simply by existing. This spell is simply a higher resolution, fine-tuned version of what they get for free.

At base level, the visual range into the spirit plane is 6//. However, the range improves as the Priest ascends in level.

    • 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 Magic28 SP | Shields recipient against one magical attack. Until discharged.

Withstand MagicWithstand Magic

Tier: 5
Prayer: 1 round
Spirit Cost: 28 points
Range: Touch
Duration: Until discharged
Area of Effect: One person (initially) and can be the Priest
Classification: Protection

In a world where every sentient humanoid has an innate magical power, and where most professions have spellcasting powers, it often comes in handy to have a magical defense ready. By way of this blessing, the recipient of this spell can unconditionally ignore the next magical attack he/she faces. For magical attacks with persistent effects (such as Column of Flame or Blood tornado), the protection lasts for one round per level of the Priest that cast the protection spell.  This spell will also shield the protected person from one curse (if that happens to be the next magical attack).

Note that the recipient does not get to pick and choose which spell shall be absorbed. Thus, if the protected person is attacked sequentially by a Tier-1 spell followed immediately by a Tier-6 spell, it will absorb the Tier-1 spell. Likewise, it only absorbs harmful spells. It will not deflect spells that are intended to heal, bless, or enhance the protected person.

At base level, this spell protects one person. However, additional allies can be protected at once as the Priest ascends in level.

    • 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

  • 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.

Column



Column


ctodd@gaianar.com


  • Home
  • Downloads
  • Rules for Players
  • Spiritual Powers

 

Copyright 1991-2021 World of Gaianar - Version 3.0

Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


close lightbox