Priests
Priests are holy men and mystics who travel the
Demiplane of Dread to spread the values of their
own religion. If good, they promote compassion,
understanding, and healing. If evil - fear, ignorance,
and disease. They have good combat abilities, enabling
them to defend themselves and their followers from enemies
of the faith.
Priests, clerics, and other men of faith have long been a
subject of controversy among scholars of the Demiplane of
Dread. None doubt that these folk are cut off in some way
from the gods of other realms when they travel within the
Mists, and yet they retain their miraculous powers.
One commonly voiced explanation for this phenomenon
is that the dark powers, whoever and whatever they might
be, cannot prevent a god from bestowing upon his followers
the benefits of faith. Given the absolute control which the
dark powers seem to have over all of Ravenloft, this seems
unlikely. However, the thought that any force is so strong as
to block out the will of a god seems equally implausible.
The second theory is that the dark powers themselves begin
to respond to the prayers of a priest, granting him the spells
that he requests in lieu of the deity that he serves. While this
seems to run contrary to some of the commonly held beliefs
concerning the mysterious masters of the Mists, it defies none
of the known tenets of their existence. As such, this theory has
become more and more accepted in recent years.
Whatever the case, the end result is the same. Priests
retain their ability to cast spells even among the swirling
vapors of the Demiplane of Dread.
Hit Dice
Members of the priest group use eight-sided Hit Dice,
making them second only to warriors in their ability to
survive wounds and withstand injuries. Priest characters
begin play with 8 hit points (the maximum roll of 1d8) plus
any adjustment for their Constitution score. When they
advance to 2nd level, and with each subsequent level up to
and including the 9th level, they roll an additional eight-sided die and increase their hit points by the amount
indicated. Again, high or low Constitution scores can alter
the roll. After attaining 9th level, they receive a standard
bonus of +2 hit points per level. At this point, Constitution
adjustments no longer apply.
Attack Rolls
Since priests are sometimes called upon to defend their faith
by strength of arms, they have a certain amount in skill
when wielding weapons. As a result, their THAC0 begins at
20 and improves by two for every three experience levels
earned. For example, a 4th-level priest has a THAC0 of 18,
a 7th-level priest has 16, and so on.
Saving Throws
All members of this group use the same table when determining their saving throws for various types of attacks. Priests
are not especially resistant to any given type of attack, nor do
they have any marked vulnerabilities. Priests have the most
balanced saving throws of any character class.
Table 87: Priest Saving Throws
Character Level |
|
Paralyzation, Poison, or Death Magic |
|
Rod, Staff, or Wand |
|
Petrification or Polymorph* |
|
Breath Weapon** |
|
Spell*** |
1-3 |
|
10 |
|
14 |
|
13 |
|
16 |
|
15 |
4-6 |
|
9 |
|
13 |
|
12 |
|
15 |
|
14 |
7-9 |
|
7 |
|
11 |
|
10 |
|
13 |
|
12 |
10-12 |
|
6 |
|
10 |
|
9 |
|
12 |
|
11 |
13-15 |
|
5 |
|
9 |
|
8 |
|
11 |
|
10 |
16-18 |
|
4 |
|
8 |
|
10 |
|
9 |
|
4 |
19+ |
|
2 |
|
6 |
|
5 |
|
8 |
|
7 |
* |
|
Excluding polymorph wand attacks. |
** |
|
Excluding those that cause petrificafion or polymorph. |
*** |
|
Excluding thosefor which another saving throw type is specified, such as death magic, petrification, polymorph, etc. |
Fear, Horror and Madness
Priests are strong-willed folk who draw courage from their
faith. The strength of their convictions is so great that it
makes them nearly as resistant to fear as hardened
veterans. When confronted with the horrors of the world,
many of which border on blasphemy in their eyes, they are
sometimes given pause, however.
Table 88: Priest Fear, Horror and Madness Checks
Character
Level |
|
Fear
Check |
|
Horror
Check |
|
Madness
Check |
0 |
|
14 |
|
16 |
|
19 |
1-2 |
|
13 |
|
15 |
|
18 |
3-4 |
|
12 |
|
14 |
|
17 |
5-6 |
|
11 |
|
13 |
|
16 |
7-8 |
|
10 |
|
12 |
|
15 |
9-10 |
|
9 |
|
11 |
|
14 |
11-12 |
|
7 |
|
10 |
|
13 |
13-14 |
|
5 |
|
9 |
|
12 |
15-16 |
|
3 |
|
7 |
|
11 |
17-18 |
|
2 |
|
5 |
|
10 |
19-20 |
|
2 |
|
2 |
|
8 |
Level Advancement
When adventuring, priest characters acquire experience
points to reflect their increased ability to defend their beliefs
and use the powers granted to them by their deity. Priests
follow Table 89: Priest Level Advancement to determine
their level, based upon the number of experience points that
they have acquired.
Table 89: Priest Experience Levels
Character Level |
|
Cleric |
|
Anchorite |
|
Hit Dice |
1 |
|
0 |
|
0 |
|
1d8* |
2 |
|
1500 |
|
2000 |
|
2d8 |
3 |
|
3000 |
|
4000 |
|
3d8 |
4 |
|
6000 |
|
7500 |
|
4d8 |
5 |
|
13000 |
|
12500 |
|
5d8 |
6 |
|
27500 |
|
20000 |
|
6d8 |
7 |
|
55000 |
|
35000 |
|
7d8 |
8 |
|
110000 |
|
60000 |
|
8d8 |
9 |
|
225000 |
|
90000 |
|
9d8 |
10 |
|
450000 |
|
125000 |
|
9d8+2 |
11 |
|
675000 |
|
200000 |
|
9d8+4 |
12 |
|
900000 |
|
300000 |
|
9d8+6 |
13 |
|
1125000 |
|
750000 |
|
9d8+8 |
14 |
|
1350000 |
|
1500000 |
|
9d8+10 |
15 |
|
1575000 |
|
3000000 |
|
9d8+12 |
16 |
|
1800000 |
|
3500000 |
|
9d8+14 |
17 |
|
2025000 |
|
4000000 |
|
9d8+16 |
18 |
|
2250000 |
|
4500000 |
|
9d8+18 |
19 |
|
2475000 |
|
5000000 |
|
9d8+20 |
20 |
|
2700000 |
|
5500000 |
|
9d8+22 |
* Player Characters begin with 8 hit points plus Constitution adjustments
Spells
Priests are potent spellcasters, although they are not the equals
of wizards. They must always use their spells (and other
abilities, for that matter) to further the interests of their church.
Table 90: Priests Spell Progression
Priest
Level |
|
Spell 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 |
|
4 |
|
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 |
* |
|
Spells on this level can be used only by priests with Wisdom score or 17 or better. |
** |
|
Spells on this level can be used only by priests with Wisdom score or 18 or better. |
Spheres of Influence
Priest spells are grouped into general categories called spheres
of influence. The nature of a given priest's faith determines
which spells he has access to and how great his access is.
There are twenty-four spheres, of which only one (the all
sphere) is open to any priest character. The elemental sphere
is subdivided into four lesser spheres, making a total of
twenty-eight spheres if one counts these separately. A priest
who has no access to a sphere cannot cast any of the spells
that fall within it. Such magic conflicts with the actions and
goals of his church and must therefore be shunned utterly.
If a priest has minor access to a sphere, he is limited to 1st- through 3rd-level spells. Higher-level spells remain beyond the
reach of the character. Every priest has minor access to the
all sphere, which contains spells basic to any manner of clergyman. If a priest has major access to a sphere, he may cast
any and all of the spells in it. This assumes, of course, that his
level permits him to do so. (A Ist-level priest cannot cast a
5th-level spell simply because he has major access to the
sphere that it is in.) For further information on creating priests
of specific mythoi, see Chapter 3 of the Player's Handbook.
The spheres of priestly magic include the following:
All: As mentioned above, minor access to this sphere is
granted to all characters. Every priest, regardless of his
beliefs, must cast these spells at one time or another.
Animal: This gives a priest power over the beasts of the
forest and the other animals of the world. They are central
to those faiths that stress the importance of nature and the
environment in general.
Astral: The spells in this sphere reflect both the ethereal
and astral aspects that dwell within every person. Priests
who deal in the transcendental nature of the spirit generally
have access to these spells.
Chaos: This allows priests to break down the very laws by
which the universe functions. They are unpredictable and
seldom used by anyone of nonchaotic alignment.
Charm: This allows a priest to alter or even control the
thoughts, actions, or emotions of another. Good and neutral
characters must always be careful when using spells from this
sphere, for free will is often an important tenet of such faiths.
Combat: This sphere is for those priests who are expected
to fight the battles of their faith. As warriors and crusaders,
they often depend upon their weapons as much as their magic.
Creation: Priests with access to this sphere can call
objects into being from thin air. In most cases, such things
are of a sustaining nature (like food and drink), but more
dangerous objects can be called into play, as evidenced by
the blade barrier spell.
Divination: The spells of divination acquire (and sometimes conceal) information about people, places, and objects.
Oracles and prophets have ready access to these spells.
Elemental: This allows their users to direct the raw elements of nature: air, earth, fire, and water. Priests who have
access to such potent forces are creatures to be reckoned
with. Elemental air is a lesser sphere that includes only
those elemental spells that deal in the element of air. It is
often the purview of priests whose gods control the weather
or some aspect of it. The spells grouped under the tangential elemental sphere of earth provide a variety of effects, all
of which are based on the actions of soil, rock, and minerals. Elemental fire is the third of the elemental spheres;
these spells are dangerous and powerful. They reflect both
the nurturing warmth of the hearth and the deadly heat of
the inferno. Elemental water, the last of the four elemental
spheres, deals with the magic of water in all its forms.
Priests with access to these spells can call forth life-giving
springs or breathe freely while swimming beneath the sea.
Guardian: This sphere is an assortment of defensive spells
designed to provide a measure of protection for the priest and
his followers. A common effect for these spells, provides for
an actual guardian creature to defend the spellcaster. These
spells are common to the priests of a great many gods.
Healing: These spells are used to cure disease and tend
to the wounded. The average person associates most of the
spells in this sphere with members of the priest group.
Law: This allows a priest to reinforce the orderly nature of
the universe. It provides for stability during times of
confusion and anarchy. These spells are anathema to those
of chaotic or neutral alignment.
Necromantic: These spells give a priest power over the
dead and undead. These are especially dangerous in
Ravenloft, and wise characters will use them infrequently,
if at all.
Numbers: This sphere is an unusual one that is closely
tied to that of law. Priests with access to this sphere can
affect the laws of chance and probability, causing the
impossible to happen and the certain to fail. Intelligence of
13 or higher is required to use these spells.
Plant: This sphere complements that of animals in giving
a priest power over nature. Those with access to these
spells have the ability to call upon the flora of the world to
serve and defend them in their times of need.
Protection: Like those spells in the guardian sphere, these
are primarily defensive in nature. They allow a character to
resist deadly environmental extremes and avoid attacks that
might injure or kill him. Most warrior priests rely on these
spells to defend themselves in combat.
Summoning: Like the spells of the necromantic sphere,
those in this group can be dangerous to use on the Demiplane of Dread. While the least of them, like animal summoning, carries no great danger with it, the more potent spells do.
A priest who makes use of a conjure elemental spell must
bear in mind the fact that, while the creature will arrive as
anticipated, it will be unable to leave Ravenloft. Most beings
are not pleased with this fate and try to avenge themselves
upon the person who brought them into the Mists.
Sun: This is a powerful sphere, especially for those who
would battle the ranks of the undead. The lower-level spells
in this school provide for illumination and guidance, while
the most powerful (sunray) can obliterate even the greatest
of the undead.
Thought: Priests who place importance on learning and science find these spells especially useful. They overlap the abilities of the psionicist (described later in this appendix) and
give the priest the ability to dominate weaker minds. Only
those with Intelligence of 13 or better can use of these spells.
Time: These spells enable a character to warp the flow of
time and, in rare cases, to reshape past events. The
potential for disastrous accidents is high with such magic,
however, so priests with access to the sphere of time must
exercise great care.
Travelers: This sphere brings together a group of spells
that can speed the weary upon their way and ease the burden of any pilgrim. They are common among priests whose
gods are the patrons of messengers, explorers, and the like.
War: This contains spells designed to bolster the morale
of troops and facilitate the actions of an army. It does not,
although common folk do not often realize this, contain
many spells of a combative nature.
Wards: These spells give priests control over the physical
properties of various regions. They often allow a priest to
exclude some manner of being from the area in question or,
conversely, to confine someone.
Weather: These spells allow a priest to call down storms,
bring a cooling breeze, or direct a stroke of lightning at his
enemies. This sphere is common to priests of nature,
storms, and the like.
Magical Items
Priest characters have access to all manner of magical
items. Not only can they use potions, protection scrolls,
magical armor, and any magical weapon that they normally
wield, but they can also use priest scrolls and several other
magical items made specifically for priests.
Turning Undead
Both clerics and anchorites can turn undead in Ravenloft but
at different rates. As a result, each of the turning undead
tables are listed in each section. However, another effect
can alter a priest's ability to turn undead. It is called the
"Sinkhole of Evil" effect.
The "Sinkhole of Evil" Effect
If the evil surrounding undead intensifies, the priest's ability
to turn them wanes. Ravenloft's lands are riddled with
sinkholes of evil. So foul are these places that priests suffer
penalties, from -1 to -4 when turning undead. Also, even in
a relatively calm area, the presence of an evil master
reduces the priest's efficacy. In most domains, when the lord
is standing within three hundred feet of his or her undead
minions, priests suffer a -2 penalty in turning attempts. Pity
the poor cleric who tries these powers when both the lord
and land act against him, for the modifiers are cumulative!
Starting Wealth
A priest character begins play with a stipend of 3d6xl0 gold
pieces. This money has been allocated to him by his church
and can be used freely to purchase starting equipment for
the character. It cannot be loaned to other characters or
used for any other purpose, as it does not truly belong to the
priest. After he has purchased his starting equipment, the
priest must return all but 1d4 gold pieces to the church.