Wednesday, April 3, 2019

Kneel Before God!

PRIEST (cleric, prophet, inquisitor, pilgrim)
1
Render, Sect
1 base slot per day
2
Petition for Second Magnitude
2 base slots per day
3
Tend the Flock
3 base slots per day
4
Petition for Third Magnitude
5 base slots per day
5
Intercession
7 base slots per day
6
Petition for Fourth Magnitude
11 base slots per day
7
Exaltation
15 base slots per day
8
Petition for Fifth Magnitude
21 base slots per day
9
Miracle, True Faith
27 base slots per day
10
Petition for Sixth Magnitude
35 base slots per day
Starting Skills: Expertise (dogma) and any two.
Render: You serve a god or gods, both as a teacher of their law and a vessel for their power. At the start of the day, you perform a simple prayer or obeisance. When you do, you decide which spells you will be able to cast that day and how many times you can cast each one. For each casting of a starting-level spell, you must commit one spell slot. Later magnitudes cost a number of slots equal to their magnitude.
Later that day, you may try to petition on high to cast more spells. You get a penalty equal to the number of attempts you’ve made to petition for more spells that day, as well as the number of spell slots you want of divinity. See the “petition for magnitudes” entry for rules on petitioning your god.
If you serve one god directly, you get a +3 to skill tests to ask of it, but you are restricted to casting spells of its domains (see the Gods and Patrons chapter.) You are also bound by one of its taboos of your choice. If you serve a pantheon, or serve a god through its saints, lesser gods, or servants, you may learn spells of any domain, but are bound by two random taboos of that god. The DM may choose to have you randomly select new taboos every level.
Sect: Based on the specific style in which you worship your god, you have varying specialties. Pick an ability from the list below:
Table 10: Sect
1. Inquisition: gain psychology as a skill 
2. Monastery: gain library science as a skill
3. Crusade: attack +1 
4. Penitent: +1 HP per level 
5. Pulpit: adjacent allies get attack +1 
6. Theologian: gain an expertise as a skill 
7. Wanderer: +1 base spell slot 
8. Bacchanal: you get the thief’s greed ability

          Petition for Magnitudes: A priest cannot cast a spell until they are initiated into the appropriate magnitude. Once they achieve the appropriate level, they may make skill test based on the god they worship. They get a -1 penalty for each degree of magnitude they are trying to be initiated into.
          • If you fail, pick three. If you succeed, pick one. If you succeed by 10+, pick zero. You must fulfill a random taboo until you next level up, you must perform some minor quest incidental with your current business, you must redeem another person or bring someone into the fold.

          Tend the Flock: When you advise a friend outside of combat, they heal 1 hp for each level you possess. They can only receive this blessing once a day.
          Intercession: When you petition for a new magnitude of spells, get a +3 bonus.
          Exaltation: You gain fire resistance 1 for each HD of the most dangerous creature you’ve slain that was an enemy to your faith. Demons are ideal, but very specifically wicked people may also count.
          Miracle: Once per week while dreaming, you may conduct research as with the library science skill, except you use the skill used to petition your god.

          True Faith: Your soul is sacrosanct. As long as you are in the good grace of your god, your soul cannot be destroyed, stored, consumed, or rerouted to any place other than your appointed afterlife. This does not interfere with resurrection by people you trust.

          GODS
          Gods in Sweetheart D&D are beings as old as the world itself, source of moral law as well as powerful divine magic. It is not worth going into much detail about the personality and history of the example gods below, since it is likely any given setting will have their own specific deities. In mechanical terms, a god has associated domains that set out which spells a priest may cast, usually including some extra that may be cast from other lists. A custom god may have accompanying custom spells. Guidelines follow.

          A typical god will have:
          • One of the following domains: ritual, angel, demon, emotion.
          • Three of the following: disease, healing, light, research, enchantment, item, conjuration, leadership, outsider, patron, dispel, soul, liquid, water, blood, ooze, oil, speech, curse, salt, flesh, wind, flight, divination, metamagic, nature, necromancy, strike, summoning, sin
          • A few other spells available.
          • Four taboos.

          Some example deities:
          Alcander: emotion, strike, healing, nature. May also cast spells of the animal domain from the loresage list.
          • Must commune with nature to petition.
          • Must accept martial duels.
          • Cannot attack a wild animal.
          • Cannot take on paid hirelings.
          Kantor: ritual, healing, research, enchantment, leadership. Also some specific leadership and tactics spells.
          • Cannot speak.
          • Each time you take a life, you must pray for their soul that night.
          • Cannot harm a priest.
          • Must always forgive.
          Mephistopheles: demon, disease, conjuration, curse. Also some specific binder spells.
          Syunou: ritual, summoning, light, blood. Also loresage charm spells.
          Levi: angel, divination, water, speech. Also wizard water and speech spells.
          • Cannot work with servants of other gods.
          • Cannot lie.
          • Must drink saltwater daily.
          • Must not directly reveal the results of divinations.
          Rado: ritual, angel, demon, emotion, divination.
          • Must flee magical fire.
          • Must not commit to moral certainties.
          • Cannot try to change the future.
          • Must express your true feelings.
          Jyp: demon, flesh, necromancy, item. Also wizard necromancy spells.
          • Cannot throw anything away.
          • Must take every opportunity to root around in dead specimens.
          • Cannot touch bone.
          • Must dress as lavishly as possible.
          We: emotion, leadership, speech, summoning. Also errant leadership and emotion spells.
          • Must boast as much as possible.
          • Must be quick to make promises.
          • Cannot break a promise.
          • Must defend the outcast.
          Lephash: ritual, disease, necromancy, healing. Also transformation spells from loresage list.
          • Cannot cure or treat diseases.
          • Must put down those with more than you.
          • Tend to forget important information.
          • Must maintain an exacting work ethic.
          Pyzuvanog: angel, water, salt. Also flight spells from all lists.
          • Must defend birds.
          • Cannot eat solid foods.
          • Cannot use edged weapons.
          • Must protect all who ask for it.
          Æ·ehcesez: demon, nature, sin, soul. Also charm spells from the binder list.
          • Must poach wild animals frequently.
          • Cannot bear the sight of an infant.
          • Cannot smile.
          • Must revere soldiers.
          Guva: item, dispel. Also emotion spells from all lists.
          • Cannot look someone in the eye.
          • Cannot initiate violence when outnumbered.
          • Must speak your mind.
          • Must drink to excess when able.
          PRIEST SPELL LIST
          A priest’s access to spells depends on whether they serve their god directly or whether they either serve a pantheon, lesser gods, saints, and the like. Priests who serve one god directly may only cast spells from the priest list with at least one matching domain, plus any other spells that god allows. Other priests may select from the full list of priest spells, and only the full list.
          Spell Name
          Domains
          Mg
          Effect
          Alter Curse
          Disease, ritual, healing
          2
          You may use use spellcraft to bargain with a curse, convincing it to act differently as per the implicature skill. This spell requires concentration.
          Angel Blast/Demon Blast/Light Blast
          Angel, demon, light
          2
          You throw a bolt of holy power, light, or evil  up to 50 ft. Make a ranged attack to deal 2d6 damage.
          Artifact Channel
          Research, enchantment, item
          2
          For the next ten minutes, you may use magic items as a wizard of half your level. This spell requires concentration.
          Charity
          Emotion
          3
          If you personally donate more money (to something of no use to you than you’ve ever spent before,) you may subtract one point from one of your primaries attributes to add one point to another primary attribute.
          Copy Words
          Research, conjuration, item
          1
          You copy the text of one book or scroll onto another one.
          Commandment
          leadership
          3
          Give an ally an order. If they follow it, they roll advantage on their next roll to do so. This spell requires concentration.
          Contact power
          Ritual, spirit, angel, demon, outsider, patron
          1
          You invite a foreign intelligence from the void of another plane to briefly inhabit your body. It can speak, but do nothing else. The creature can answer questions, but may require a bargain to give the juiciest details.
          Conviction
          emotion
          4
          If the target would die or go unconscious, they may continue to act for three rounds.
          Cure
          Healing, disease
          4
          Remove one disease from a target. If it is a magical disease, you may have test spellcraft.
          Dispel angel/demon
          Dispel, demon, angel
          2
          All angel and/or demon spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed.
          Dispel patron
          Dispel
          1
          All patron spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed.
          Dispel ritual
          Dispel
          3
          All ritual spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed.
          Domain Resistance
          Healing, dispel
          2
          When you cast this spell, name a domain. For the next ten minutes, take only half damage from damage of that domain.
          Empower Outsider
          Ritual, patron, angel, demon
          3
          You fall into a trance before an allied outsider. As long as you maintain concentration, you perceive what the outsider perceives and may cast spells through them. You may take no other actions. This spell requires concentration.
          Endure
          Emotion, soul
          5
          Designate one non-creature harm, such as a fire. That harm cannot damage or drain you.
          Eucharist
          Ritual, healing, liquid, water, blood, ooze, oil
          1
          You turn water into a holy liquid of your faith. (Often wine, ecstasy, or blood)
          Exegesis
          Speech
          5
          When targeted by implicature, you may cast this spell to automatically succeed by one. This spell requires concentration.
          Exile
          Charm, angel, demon, curse
          4
          You rebuke a sinful target, causing them to test constitution. If they fail, they must flee for one day. Powerful foes get a bonus on this roll.
          Feed the Multitudes
          conjuration
          1
          You turn one set of rations into three matching sets.
          Flesh to Salt
          Curse, salt, flesh,
          6
          You make a target test constitution or take 2 damage per level you possess. If they die, their entire body turns to salt. If they are still alive, they roll on the dismemberment table as part of their body turns to salt. This spell requires concentration.
          Float
          Wind, flight, enchantment
          2
          You hover over the ground. This cannot go more than 5 ft. up, but slows any falls and lets you ignore difficult terrain, caltrops, etc. This spell requires concentration.
          Glimmer
          Divination, metamagic
          1
          For a moment, your eyes cycle through the shades of the rainbow. Then, for ten minutes, you can identify binders, magical outsiders, polymorphed creatures, and sorcerers on sight. This spell requires concentration.
          Grace
          Angel, emotion,
          1
          You may only cast this spell once. You may cast it as a free action. When you cast it, something of your choice goes right. This can allow you to automatically succeed on one check. This spell requires concentration.
          Guilt
          Emotion
          2
          When you cast the spell, ask who is responsible for something you find sinful. If the guilty party is present, they must test charisma or confess.
          Hubris
          Emotion, sin
          3
          The target must test wisdom. If they fail, for the next ten minutes a roll of two or three counts as a critical hit against them.
          Investiture
          Enchantment, blood, soul
          3
          You may transfer the holy essence of one person to another. The effect of this is largely up to the DM. This spell requires concentration.
          Moot
          dimensions
          4
          Two or more priests who cast this spell on the same day may teleport to the location of one such priest. This spell requires concentration.
          Mystery (natural or social)
          Ritual, nature
          1
          Choose natural or social. The target gets a random loresage mystery of that type. This lasts for 12 hours.
          Resurrection
          Ritual, life, healing, necromancy, soul
          6
          You return a target to full life, with only fleeting recollections of what came after their death. This spell requires concentration.
          Seal
          Rune, conjuration
          1 (cantrip)
          Magically impresses your personal sigil. Can jam doors or give spirits attempting to break their prisons disadvantage on rolls.
          Smite
          Emotion, strike
          3
          Pick a target from the errant’s “those set out for smiting” table. When attacking such people, get +2 damage. You can cast this spell at fifth magnitude to give this ability to your comrades.
          Succor
          healing
          1
          All living people within 30 ft. gain 1 hp. All undead take 1 damage. You can cast this spell at third magnitude to heal/damage for 3 hp instead.
          Summon Imp/Solar
          Summoning, angel, demon
          2
          You summon a somewhat stupid, but loyal, small flying outsider for one hour per two slots invested.
          Summon Soldier
          Ritual, Summoning, angel, demon
          3
          You summon a strange errant outsider for one hour per three slots invested. This spell requires concentration.
          Summon Tempter/Redeemer
          Ritual, Summoning, angel, demon, sin
          3
          You summon a flying, charismatic outsider for one hour per three slots invested. This spell requires concentration.
          Summon Judgement
          Ritual, Summoning, angel, demon
          5
          You summon an uncontrolled force of moral nature for one hour per five slots invested. This spell requires concentration.
          Taboo
          Curse, angel, demon
          1
          Choose a taboo of your god. The target must test intelligence or be bound by it for a day. This spell requires concentration.
          Wood to Scales
          Transmutation, nature, animal
          2
          You turn wood into a reptile of a similar size, most typically a staff into a snake. This creature is loyal to you.

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