Ability Requirements:  Varies
Prime Requisite:  Varies
Allowed Races:  Varies

The priest is a believer and advocate of a god from a particular mythos.  More than just a follower, he intercedes and acts on behalf of others, seeking to use his power to advance the belief of his mythos.

All priests have certain powers:  The ability to cast prayers, the strength of arm to defend their beliefs, and special, deity-granted powers to aid them in their calling.  While priests are not as fierce in combat as warriors, they are trained to use weaponry in the fight for their cause.  They can cast prayers, primarily to further their god's aims and protect its adherents.  They have few offensive spells, but these are very powerful.

All priests use eight-sided Hit Dice (d8s), unless stated otherwise.  Only priests gain additional spells for having high Wisdom scores.  All priest have a limited selection of weapons and armor, but the restrictions vary according to the mythos.

All priests use the table below to determine their advancement in level as they gain experience points.  After ninth level, priests earn 2 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.




Hit Dice (d8)



2     1,500 2
3     3,000 3
4     6,000 4
5    13,000 5
6    27,000 6
7    55,000 7
8   110,000 8
9   225,000 9
10   450,000 9+2
11  675,000 9+4
12 900,000 9+6
13 1,125,000 9+8
14 1,350,000 9+10
15 1,575,000 9+12
16 1,800,000 9+14
17 2,025,000 9+16
18 2,250,000 9+18
19 2,475,000 9+20
20 2,700,000 9+22

They also use the table below to determine how many prayers they receive at each level of experience.


Priest  Level


1 2 3 4 5 6* 7**
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 6 5 5 3 2 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2

*Usable only by priests with 17 or greater Wisdom.
**Usable only by priests with 18 or greater Wisdom

All priest prayers are divided into 21 categories called spheres of Influence.  Different types of priests have access to different spheres; no priest can cast prayers from every sphere of influence.  The 21 spheres of influence are as follows:  All, Animal, Astral, Charm, Chaos, Combat, Creation, Divination, Elemental, Guardian, Healing, Law, Necromantic, Plant, Protection, Summoning, Sun, Time, Travelers, Wards, and Weather.

In addition, a priest has either major or minor access to a sphere.  A priest with major access to a sphere can (eventually) cast all prayers in the sphere.  A priest with minor access to a sphere can cast only 1st-, 2nd-, and 3rd-Hymn prayers from that sphere.

All refers to prayers usable by any priest, regardless of mythos.  There are no Powers of the Sphere of All.  This group includes prayers the priest needs to perform basic functions.

Animal prayers are those that affect or alter creatures.  It does not include prayers that affect people.  Deities of nature and husbandry typically operate in this sphere.

Astral is a small sphere of prayers that enable movement or communication between the different planes of existence.  The masters of a plane or particularly meddlesome.  Powers often grant prayers from this sphere.

Charm prayers are those that affect the attitude and actions of people.  Deities of love, beauty, trickery, and art often allow access to this sphere.

Chaos gives the priest the ability to add randomness and confusion to the world around him. Some of the prayers change the probability of the outcomes of events, while others offer protection against Lawful influences.  Many of the prayers of this sphere are tricky; while they usually help the priest, there are times when the prayer might harm the priest. Such is the way of Chaos--anyone who draws upon chaotic energy knows that nothing is certain, not even the influences of his god.  Powers that operate in this sphere are deities of mischief, trickery, ill luck, and those gods devoted to the power of the individual.

Combat prayers are those that can be used to directly attack or harm the enemies of the priest of his mythos.  These are often granted by deities of war or death.

Creation prayers enable the priest to produce something from nothing, often to benefit his followers.  This sphere can fill many different roles, from a provider to a trickster.

Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information.  Deities of wisdom and knowledge typically have access to this sphere.

Elemental prayers are those that affect the four basic elements of creation--earth, air, fire, and water.  Nature deities, elemental deities, those representing or protecting various crafts, and the deities of sailors would all draw prayers from this sphere.

Guardian prayers place magical sentries over an item or person.  These prayers are more active than protection prayers because they create an actual guardian creature of some type.  Protective, healing, and trickster deities may all grant prayers of this sphere.

Healing prayers are those that cure diseases, remove afflictions, or heal wounds.  These prayers cannot restore life or regrow lost limbs.  Healing prayers can be reversed to cause injury, but such use is restricted to evil priests.  Protective and merciful deities are most likely to grant these prayers, while nature deities may have lesser access to them.

Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that the individual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimes harmfully.  The beneficial prayers of the Sphere of Law draw upon the first principle. Such prayers coordinate the power of a group of characters. By using prayers of this sphere, individuals who work closely together can become focused into a strong, united force.  The harmful prayers of the sphere draw upon the second principle; they take the concept of law one step too far and prevent the individual from operating with a free will. These prayers limit a person's choices and obliterate spontaneity and individual thought and action. Whereas beneficial prayers draw a group together, harmful prayers isolate the individual or even subjugate him to the commands of another person. Deities of rulership, kingship, community, and culture are likely to act in this sphere. 

Necromantic prayers restore to a creature some element of its life-force that has been totally destroyed.  It might be a life, a limb, or an experience level.  These prayers in reverse are powerfully destructive, and are used only by extremely evil priests.  Deities of life or death are most likely to act in this sphere.

Plant prayers affect plants, ranging from simple agriculture (improving crops and the like) to communicating with plant-like creatures.  Agricultural and nature Powers grant prayers in this sphere.

Protection prayers create mystical shields to defend the priest or his charges from evil attacks.  War and protective deities are most likely to use these, although one devoted to mercy and kindness might also bestow these prayers.

Summoning prayers serve to call creatures from other places, or even other dimensions, to the services of the priest.  Such service is often against the will of the creature, so casting these prayers often involves great risk.  Since creatures summoned often cause great harm and destruction, these prayers are sometimes bestowed by war or death powers.

Sun prayers are those dealing in the basic powers of the solar universe--the purity of light and its counterpart darkness.  Sun prayers are very common with nature, agricultural, or life-giving powers.

Time explores ways in which time can be altered and perceived. These prayers manipulate the effects of the passage of time on objects and creatures and can also affect the passage of time itself. Such prayers are often the province of deities associated with nature, philosophy, divination, and trickery. 

aid and comfort to travelers, making their journeys safer, easier, and more enjoyable. Deities sympathetic to the well-being of explorers, nomads, and other wayfarers often allow access to this sphere.

Wards includes prayers that provide protection of clearly defined areas, ranging from small objects to entire villages. The magical boundaries established by these prayers prevent entry or negate the effects of specific creatures, energies, or conditions. Deities of war and protection, as well as those associated with benevolence and mercy, might bestow these prayers.

Weather prayers enable the priest to manipulate the forces of weather.  Such manipulation can be as simple as providing the rain to parched fields, or as complex as unbridling the power of a ranging tempest.  Not surprisingly, these tend to be the province of nature and agricultural powers and appear in the repertoire of sea and ocean powers.

Priests can create holy items with the right materials and resources.  A priest can begin scribing scrolls at 7th level, brewing potions at 9th level, and crafting other holy items at 11th level.

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