World of Gaianar - Third Edition
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Priest- Spiritual Powers - Tier 6

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

Destroy Undead45 SP | Inflicts significant damage against the Undead. Special Duration

Destroy UndeadDestroy Undead

Tier: 6
Prayer: 6 segments
Spirit Cost: 45 points
Range: 10// line of sight
Duration: Instantaneous
Area of Effect: Same as a Turn attempt
Classification: Combat or Spiritual Warfare

This spell is a natural extension of Face Undead. The Turning boost is also increased. After all, Gaianar is a world where the shambling dead still outnumber the living, and it is of great use when a Priest of Light can add an extra bit of "punch" to a turning attempt. Whilst a standard turning attempt can force an Undead monster to flee, Destroy Undead inflicts damage against the monsters at the time that turning attempt is made. At base level, affected Undead take 1d8 damage once the turning is made.

This spell essentially combines two actions at once. The spell Destroy 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 1d8 damage.
    • Levels 5 to 9: Undead monsters take 2d8 damage; +2 to turning; turns 3 extra creatures.
    • Levels 10 to 14: Undead monsters take 3d8 damage; +4 to turning; turns 6 extra creatures.
    • Levels 15 to 19: Undead monsters take 4d8 damage; +6 to turning; turns 9 extra creatures.
    • Levels 20 and higher: Undead monsters take 5d8 damage; +8 to turning; turns 12 extra creatures.

Of course, this spell functions quite differently when cast by an Undead Priest. Rather than damaging Undead creatures and making them easier to turn away, the spell heals Undead creatures and makes them harder to turn away. The latter bonus remains in effect until the next time a clergy person attempts to turn away that creature.

Changes to the printed (book) version: This spell has been significantly rewritten.
Hand of Battle50 SP | Summons a glowing hand that enhances combat. 1 round/level.

Hand of BattleHand of Battle

Tier: 6

Prayer: 8 segments
Spirit Cost: 50 points
Range: 10// line of sight
Duration: 1 round per level
Area of Effect: 30// radius, centered on the Priest
Classification: Combat


Throughout the ages, Priests have been the voice of calming and reason. However, sometimes diplomacy fails, and the Priest must instead aid his companions in combat. This spell conjures a glowing hand from the Plane of Radiance whose light both inspires and protects the Priest's allies.


The Hand has three gestures that the Priest can call upon. The gesture can be changed once per round as the needs of battle change. The effects are listed for base level:

    • Warding gesture: Allies gain a +1 to AC, +1 Parry, and +1 to saving throws.
    • Clenched Fist: Allies gain +1 to hit, +1 to damage, and +1// to missile range.
    • Pointing gesture: +1// speed, +1 initiative, and +1 bonus to casting time.


Of course, the power of the Hand can be terminated early if it is successfully dispelled or if the summoning Priest is incapacitated/killed. Additionally, the bonus increases as the Priest ascends in level.


    • Level 1 to 4:  +1 on all gestural components; 30// radius.
    • Level 5 to 9: +2 on all gestural components; 40// radius.
    • Level 10 to 14: +3 on all gestural components; 50// radius.
    • Level 15 to 19: +4 on all gestural components; 60// radius.
    • Level 20 or higher: +5 on all gestural components; 70// radius.


Changes from the printed (book) version: A third gesture has been added; the power scales with the Priest's level.



Karmic Retribution70 SP | A spell that makes sinners pay in-kind. Special Duration.

Karmic RetributionKarmic Retribution

Tier: 6

Prayer: 6 segments

Spirit Cost: 55 points

Range: 6// range of sight and hearing

Duration: Special

Area of Effect: One person

Classification: Benedictions (sort of!)

 

One of the things that law enforcement and clergy have in common is that members of both professions have a distinct interest in justice. While a constable would want a criminal to stand trial and go to jail, a clergy person is more interested in the salvation of the criminal’s soul. To that end, a Priest may occasionally call upon Karmic Retribution as a rather rough and harrowing teaching opportunity for an unrepentant criminal.

 

The manifestation of Karmic Retribution depends on the target’s primary sin. For example, the karmic punishment for a murderer may be to get targeted by an unknown sniper who randomly terrorizes the target with shots that come within an inch of striking. The curse may go on for days or weeks until the target’s resolve is broken, and he/she repents (often ultimately manifesting with a confession at the police station). For a mugger, the retribution may be that he/she is robbed at gunpoint at various times over a period of days or weeks. A con artist may find that the retribution is financial ruin. A domestic batterer may find himself on the losing end of fist fights initiated by strangers. Regardless, the punishment will always fit the crime and will never be deadly. The purpose of Karmic Retribution is to teach the soul and to encourage true repentance.

 

Generally speaking, the duration of the spell is open-ended until the target repents. However, the active manifestation does tend to occur at widening intervals as the spell begins to decay over a period of weeks and months.

 

There are a few ways to be rid of Karmic Retribution. The easiest way is for the target to repent. This action is more than just casually saying “I’m sorry”. True repentance involves making amends to the target’s victim. This means paying for medical bills (if the sin involves physical violence), the return/replacement of stolen money or property, and certainly publishing a public apology in the new scrolls.  Likewise, if the sin has criminal consequences, repentance also involves confessing.

 

Another way to be rid of Karmic Retribution is to slay the Priest that cast this spell. Of course, this may compound the problem for obvious reasons. Moreover, if the Priest had an assigned Protector, the possibility of revenge for the Priest’s death is almost a mathematical certainty.

 

The third way to be rid of Karmic Retribution is by way of a spell that specifically removes curses. The chance of success is determined by the usual Willpower + Level vs. Willpower + Level.

 

Of course, Karmic Retribution has no effect if the target is actually innocent. Being wrongfully accused of a crime happens more often than one would think.

 

Changes from the printed (book) version: This spell replaces Wages of Sin.

 

Light Against the Darkness38 SP | Dispels magical darkness and boosts morale. 1 turn/level.

Light Against the DarknessLight Against the Darkness

Tier: 6
Prayer: 1 segment
Spirit Cost: 38 points
Range: Centered on the Priest
Duration: 1 turn per level
Area of Effect: 20// radius (spherical volume)
Classification: Utility

Certain spellcasters -- such as Necromancers and Priests of Illuthiel -- have the power to conjure supernatural darkness. Such casters are invariably immune to the very blinding effects that they inflict on others. However, Priests of the Light are empowered by Light and Radiance to cast out the blinding shadows called forth by the servants of Shadow and Conflagration (and most folk forget that the fires of the Conflagration are black flame that consume but do not illuminate).

When the Priest calls forth this blessing from the Divine Source, the area of effect is suddenly illuminated in a soft, warm radiance like the sun an hour before sunset. If the Priest is calling upon this power simply to provide light, then no additional rolls are required. The lighting effects move with the Priest. If the Priest is attempting to dispel magical darkness, then the Priest matches his/her Willpower + Level against the Willpower +  Level of the opponent who cast the darkness-causing spell. If it is a scientific device causing the darkness, then the Priest matches Willpower +  Level against the Willpower + Level of the device's designer. A "success" means that the darkness is dispelled, and all of the other bonuses of this spell (further explained below) are unlocked. If the check fails, the darkness is only partially abated (the light is like the sky ten rounds after sunset) and none of the additional bonuses take effect. Moreover, if the darkness is not dispelled, it re-asserts to full power once this spell expires.

In addition to producing light, this spell also improves morale. Any ally of the Priest exposed to the sun-like light will receive a +1 bonus to morale. Additionally, this show of divine providence also confers a +1 bonus to any Panic checks. Any device that relies on solar power will recharge at 1% per round of exposure (typically, this would be rechargeable batteries connected to solar cells, certain Constructs, and most motor vehicles from the prior civilization). Additionally, Fey (specifically) recovers 1 hit point per round of exposure (due to their particular hybrid metabolism that requires both food and energy).  If a magical item owned by an ally works on the principle of "holds [x] charges" or "can be used once per [x] hours/days/weeks/months", the light confer one "charge" per turn of exposure.

At higher levels, the Light can be called upon to manifest as silver (repels Undead) or cobalt (repels spirits). When used as silver/cobalt, the power affects Undead or incorporeal spirits but does not confer the "normal sunlight" bonuses. The Priest can, of course, modulate the spell's output once per round as the needs of battle change.

This spell increases in power as the Priest ascends in level.
  • Level 1 to 4: Bonuses are +1; 20// radius.
  • Levels 5 to 9: Bonuses are +2; 40// radius.
  • Levels 10 to 14: Bonuses are +3; 60// radius; can cast a silver light.
  • Levels 15 to 19: Bonuses are +4; 80// radius; can cast a silver or cobalt light.
  • Levels 20 and higher: Bonuses are +5; 100// radius; can cast a silver or cobalt light.

It is worth remembering that Undead are vulnerable to silver weapons whilst incorporeal spirits are vulnerable to cobalt weapons. Therefore, Undead Priests are well-advised to wear protective clothing if they intend to call forth the "silver radiance". Should an incorporeal spirit not have a hit point rating, the damage inflicted is spirit point depletion.

Changes from the printed (book) version: The overall power level of this spell has been greatly increased so that it remains eligible for Tier-6 classification.

Medic Sanctuary70 SP | ummons emergency medics. 1 tourn/level.

Medic Sanctuary

Medic Sanctuary

Tier: 6

Prayer: 5 rounds

Spirit Cost: 70 points

Range: 5// line of sight

Duration: 1 turn per level

Area of Effect: One tent, 10’ wide, 30’ long, 10’ tall

Classification: Summoning and Healing

 

When it comes to natural disasters and large battles, Priests are often called upon for aid and healing.  Likewise, sometimes simple logistics prevent the Priest from receiving critical supplies. For example, a key bridge may be flooded out or an expected cargo ship was taken by pirates. In such event, the Priest can still call upon divine providence for aid.

 

By invoking this spell, the Priest calls into being a temporary medic tent that is 10’ wide, 10’ tall, and 30’ long. It manifests complete with examination tables, medicines, surgical supplies, illumination, and various disposable medical items (gowns, masks, towels, gloves, gauze, needles, diapers, etc.) Moreover, the tent comes complete with bottled water and compressed food wafers (not much taste, but the recipients will not starve). At base level, the tent also manifests with three ascended souls of people who had been physicians in prior incarnations. They have no meaningful combat skills, but they do have four ranks in healing, herbalism, advanced medical, chemistry, biology, and ancient technology. The ascended physicians can care for up to four patients at once (for modest injuries) or one critically injured patient at once.

 

Part of the magic of this spell is its ability to increase the skills of anyone who already has healing, herbalism, advanced medical, chemistry, biology, or ancient technology. At base level, the bonus is +1 to all relevant skills (no skill can be increased above 4 ranks, however). Additionally, anyone simply brought into the tent will stop losing hit points (i.e., injuries are stabilized) until there is time to treat the patient. This is also true for injuries caused by disease, toxins, burns, or radiation poisoning.

 

The tent projects an aura silver or cobalt if needed (but not at the same time). The former repels Undead of fewer than 10HD whilst Undead of greater power must still make a successful Save vs Area Effect to enter the tent. Likewise, a cobalt radiance will repel incorporeal beings of less than 14 Willpower whilst more powerful spirits must make a successful Save versus Area Effect to gain entry.

 

It should be known that the equipment manifested by this spell is perfectly sufficient for a Necromancer to attempt to resurrect a dead ally. Priest and Necromancers often have an acrimonious relationship, but when it comes to saving lives, they do sometimes agree.  

 

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

    • Level 1 to 4: Four medics; +1 to medical-related skills; 10’x10’x30’ size (height x width x length).
    • Level 5 to 9: five medics; +1 to medical-related skills; 10’x10’x40’ size.
    • Level 10 to 14: Six medics; +2 to medical-related skills; 10x15’x40’ size.
    • Level 15 to 19: Seven medics; +2 to medical-related skills; 10’x15’x50’ size.
    • Level 20 and higher: Eight medics; +3 medical-related skills; 10’20’x50’ size.

 

If this spell is cast by an Undead priest, it will still summon a tent and several willing medics. However, the cobalt/silver illumination only projects outward and not inside the tent's perimeter. The medics are drawn from the Plane of Shadow and therefore are Undead. They will, however, have no problems with treating the injuries/illnesses of the living.


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

 

Part Water75 SP | The Priest can part bodies of water. 1 turn/level.

Part WaterPart Water

Tier: 6

Prayer: 1 round

Spirit Cost: 75 points

Range: 5// line of sight

Duration: 1 turn per level

Area of Effect: A channel that is 3// wide, 30// long, and up to a mile high.

Classification: Elemental Water

 

One of the most powerful legends in many faith traditions involves prophets, ascended masters, or incarnate deities that manifested the power to part water so as to walk through lakes, seas, rivers, or flooded planes. If course, Gaianar is essentially a water world with only a handful of small continents. Therefore, command over bodies of water comes in handy for the adventuring Priest of Light.

 

By invoking this power, the Priest can part water in a lake, sea, stream, etc. so as to allow the Priest and his/her allies to hastily cross a watery obstruction. At base level, the water parts in a rectangular prism that is 3// wide, 30// long, and up to a mile high. This power comes in particularly handy for rescuing people in sinking ships or for conducting emergency repairs to boats/subs when drydock facilities are not available. When the power expires, the channel fills up from the bottom up rather than collapsing horizontally (thus greatly reducing the chance that the Priest and his/her allies will drown).  At higher levels, the spell creates a larger channel and can part other liquids, such as gasoline or oil. The channel moves in accordance with the Priest’s will.

 

Of course, one clever use of the spell is in surviving tsunamis. If the Priest gets the timing right, he and his allies can stand in the channel when the tidal wave makes landfall, and the spell will part the water to the left and right.

 

The succession of power is as follows:

    • Level 1 to 4: The channel is 3// wide, 30// long, and up to a mile high.
    • Level 5 to 9: The channel is 4// wide, 40// long, and up to a mile high.
    • Level 10 to 14: The channel is 5// wide, 50// long, and up to a mile high. It will also part liquids such as oil and gasoline.
    • Level 15 to 19: The channel is 6// wide, 60// long, and up to a mile high. It will also part liquids such as oil, gasoline, chemical waste, and acids.
    • Level 20 and higher: The channel is 7// wide, 70// long, and up to a mile high. It will also part liquids such as oil, gasoline, chemical waste, acids, lava/magma, liquid nitrogen, and radioactive sludge.

 

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

Sacred Sword35 SP | Calls upon a sword. . . for smiting. 1 round/level.

Sacred SwordSacred Sword

Tier: 6
Prayer: 4 segments
Spirit Cost: 35 points
Range: Centered on the Priest
Duration: 1 round per level
Area of Effect: The summoned blade
Classification: Combat

Like Holy Whip and Hammer of Smiting, this spell allows the Priest to call upon the Divine Source in times of need and receive a manifest weapon of power. The Sacred Sword appears as a glowing, translucent longsword that would ordinarily be a two-handed weapon but is in fact light enough to wield with just one hand. In addition to dealing out damage in factors of 1d8 (depending on the Priest's level), the sword ignores ordinary armor. For example, if a Human (base AC of 9, and has a +2 Dexterity bonus) is also wearing studded leather armor (a +3 improvement), the Priest needs to hit only AC(7), not AC(4). At higher level, the Sword can manifest silver or cobalt properties. Moreover, the Priest can change the Sword's output from ordinary light, silver light, or cobalt light as needed (one alteration per round is possible).

The Sword has an additional useful property. The weapon can be used as a grappling hook. If needed, the Priest can point the blade at a sturdy object of up to 10// away (at base level) and launch the blade from the hilt. The blade travels at 60// and will solidly embed into a cliff face, parapet wall, rooftop ledge, a large boulder, and the like. At the first initiative in the next round, the Priest will be effortlessly pulled to the targeted location.

The power of Sacred Sword increases as the Priest ascends in level.

    • Level 1 to 4: The Sword inflicts 1d8 damage and has a grappler range of 10//.
    • Level 5 to 9: The Sword inflicts 2d8 damage and has a grappler range of 15//.
    • Level 10 to 14: The Sword inflicts 3d8 damage and has a grappler range of 20//. The Sword can manifest as silver.
    • Level 15 to 19: The Sword inflicts 4d8 damage and has a grappler range of 25//. The Sword can manifest as silver or cobalt.
    • Level 20 and higher: The Sword inflicts 5d8 damage and has a grappler range of 30//. The Sword can manifest as silver or cobalt.

It is worth remembering that Undead are vulnerable to silver weapons. Therefore, an Undead Priest would be well-advised to wear gloves when casting this spell.  Incorporeal spirits are vulnerable to cobalt weapons. Should an incorporeal spirit not have a hit point rating, the damage inflicted is spirit point depletion.


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 sword of silver or cobalt. At higher levels, the sword can assist the Priest in scaling cliffs and walls.



Spiritual Bulwark68 SP | Protects a building from Undead and evil spirits. 1 day/level.

Spiritual BulwarkSpiritual Bulwark

Tier: 6

Prayer: 1 turn (dependent on accepted ritual)

Spirit Cost: 68 points

Range: Centered on the Priest

Duration: 1 day per level

Area of Effect: A traced perimeter of up to 400 linear feet

Classification: Benedictions or Protection

 

This spell is the logical extension of Sacred Space. While the former grants temporary protection against the Undead and malevolent spirits, Spiritual Bulwark offers more potent and lasting protection. To cast this spell, the Priest must first chant the appropriate prayers (according to his/her faith tradition) whilst walking the perimeter of the building to be protected. A building of any shape can be protected so long as the total perimeter is 400 linear feet or less.  


An Undead Priest can cast this spell. However, the caster will take 1d8 damage from the energy backlash.

 

Like Sacred Space, the more potent Spiritual Bulwark increases in power as the Priest ascends in level.

    • Levels 1 to 4: The Bulwark can protect a 400’ perimeter. The ward repels Undead of up to 8 HD and evil spirits of up to Will(14).

    • Levels 5 to 9: The Bulwark can protect a 500’ perimeter. The ward repels Undead of up to 12 HD and evil spirits of up to Will(16).

    • Levels 10 to 14: The Bulwark can protect a 600’ perimeter. The ward repels Undead of up to 16 HD and evil spirits of up to Will(18).

    • Levels 15 to 19: The Bulwark can protect a 700’ perimeter. The ward repels Undead of up to 20 HD and evil spirits of up to Will(20).

    • Levels 20 or higher: The Bulwark can protect an 800’ perimeter. The ward repels Undead with HD equal to the Priest’s and evil spirits with Willpower equal to or less than the Priest’s level.

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


 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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