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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.

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