Rules

Enchanted Realms Rulebook

Divine Powers

Theology and divine powers are what makes pious entities capable of tapping into supernatural powers from transcendent sources. A priest is a term used for a being who acts as a conduit of divine magic, which manifests as miraculous effects. Harnessing that power does not rely on study or training but rather the devotion and intuitive impression of a deity’s desires. In game terms, for a player character to be a priest, the first thing is to decide what deity is to be worshipped. The specific name is relative for the campaign world being used; however, all power-granting deities has spheres of control over specific provinces. A god may have dominion over more than one of these provinces; however, a particular sect or faction will be dedicated to a particular aspect of the deity associated with one province selected above. Thus, the greek god Poseidon has power over both Sea/Sky and Calamity; however, a cleric of his would only worship and be granted power from one of those provinces.

Province  Province 
Calamity Life
Community Nature
Deception Sea/Sky
Earth/Fire War
Knowledge

Once the province is determined, then the skill of Theology is required to gain access to the invocations of divine magic of that province. All invocations marked with tags of provinces. It is only available to a priest if the province devoted to is tagged in the invocation.

TheologySpirit 3 or Higher 
This skill grants no ability directly but does give access to acquire Priestly Points for invocations. It also bonds the character to a devout relationship with a deity, the church or sect, which may influence decisions and mindset of the character.

After obtaining theology, a list of potential invocations becomes available. Those invocations have varying degrees of function, which require different amounts of power consumed to manifest the effect. This is measured in priestly points. A priest spends karma to increase his or her own personal cache of priestly points. There is no limit for acquiring these points. When calling an invocation to manifest, the cost of that effect temporarily reduces the number of priestly points for the cleric. While more details will be given later, a few points may be recovered after a short rest, and even more will be restored after a long rest.

Priestly PointsCost
1100
2100
3200
4200
5200
6200
7300
8300
9300
10300
11300
12400
13400
14400
15400
16400
17400
18400
19400
20500
Each After500

One other important caveat about casting invocations is that the priest’s current spirit score must be at least 3 or more; otherwise, he or she is in the midst of momentary loss of faith. When this occurs, an attempt can still be made, but it will require a successful spirit feat against a DC 8. If the save check, then the attempted priestly points are lost but the effect is not invoked.

ProvinceGranted
Calamity
Bane, Bless Meal, Blind, Blood Lust, Bolt, Brambles, Branding Smite, Briers, Compelled Duel, Crown of the Grave, Darkness, Deafen, Death Throes, Decompose, Defense, Deluge, Desecrated Glow, Detect Magic, Downpour, Extract Poison, Fog of War, Ghoul Touch, Guiding Bold, Immobilize, Infusion of Fire, Infusion of Lightning, Negative Treatment, Noxious Fumes, Protection from Ice, Resist Cold, Sanctify, Showers, Smear, Smog, Static Shield, Suggestive Fear, Surrender, Thicket, Tongues, Treat Body, Treat Mind, Treat Spirit, Tremor, Turn Undead, Weapon of Doubt, Weapon of Nonsense
Community
Acclimate, Assemble Armor, Banner, Bless Meal, Branding Smite, Bread Crumbs, Burden, Chain of Eyes, Clarity, Contingent Health, Create Flame, Darkvision, Defense, Detect Magic, Discern Language, Discern Lies, Favor, Free Curse, Gentle Repose, Guard Spirit, Hallow, Infusion of Ice, Lift, Locate, Mask Spirit, Necrosayance, Perceive Insanity, Poison Ward, Protection from Fire, Refresh, Remove Disease, Re-preserve, Resist Fire, Restore Body, Reveal, Sanctify, Self-Reflection, Snow Shape, Status, Stone Bones, Surrender, Sustenance, Thick Air, Tongues, Torch, Tranquility, Treat Body, Treat Mass Wounds, Treat Mind, Treat Spirit, Turn Undead, Water Breathing, Water Walking
Deception
Arcane Disruption, Astral Blood, Bane, Bless Meal, Blind, Blood Lust, Bolt, Brambles, Briers, Chain of Eyes, Create Flame, Darkness, Darkvision, Death Throes, Decompose, Defense, Detect Magic, Discern Language, Discern Lies, Downpour, Extract Poison, Exorcism, Fog of War, Immobilize, Infusion of Fire, Infusion of Ice, Infusion of Lightning, Lightning, Negative Treatment, Noxious Fumes, Protection from Lightning, Resist Fire, Resist Cold, Resist Lightning, Ride the Lightning, Seduction, Showers, Snow Shape, Smear, Smog, Spineless, Spirit Sight, Suggestive Fear, Thicket, Torch, Treat Body, Treat Mind, Treat Spirit, Tremor, Turn Undead, Water Breathing, Water Walking, Weapon of Doubt, Weapon Return
Earth/Fire
Acclimate, Bane, Banner, Bless Meal, Blind, Bloody Thorns, Brambles, Branding Smite, Bread Crumbs, Burden, Compelled Duel, Contingent Health, Create Flame, Crown of the Grave, Decompose, Defense, Detect Magic, Extract Poison, Flame Strike, Gentle Repose, Ghoul Touch, Glorify, Grace, Guiding Bold, Hallow, Immobilize, Infusion of Fire, Locate, Necrosayance, Protection from Fire, Rapid Warmth, Remove Disease, Re-preserve, Resist Fire, Sanctify, Sculpt, Smear, Spineless, Status, Stone Bones, Sustenance, Thicket, Torch, Treat Body, Treat Mind, Treat Spirit, Turn Undead, Weapon of Doubt, Weapon of Nonsense, Weapon Return
Knowledge
Acclimate, Arcane Disruption, Astral Blood, Bless Meal, Bread Crumbs, Chain of Eyes, Clarity, Crown of the Grave, Defense, Desecrated Glow, Detect Magic, Discern Language, Exorcism, Favor, Free Curse, Gentle Repose, Ghoul Touch, Glorify, Grace, Guard Spirit, Hallow, Infusion of Fire, Lift, Locate, Mask Spirit, Necrosayance, Negative Treatment, Perceive Insanity, Protection from Fire, Refresh, Remove Disease, Re-preserve, Resist Fire, Resist Cold, Resist Lightning, Restore Body, Restore Mind, Reveal, Ride the Lightning, Self-Reflection, Snow Shape, Spirit Sight, Static Shield, Status, Suggestive Fear, Surrender, Thick Air, Thicket, Tongues, Torch, Tranquility, Treat Body, Treat Mass Wounds, Treat Mind, Treat Spirit, Turn Undead, Water Walking, Weapon of Nonsense, Weapon Return
Life
Acclimate, Bless Meal, Burden, Chain of Eyes, Clarity, Contingent Health, Create Flame, Darkvision, Defense, Detect Magic, Exorcism, Favor, Free Curse, Gentle Repose, Guard Spirit, Lift, Mask Spirit, Necrosayance, Perceive Insanity, Poison Ward, Protection from Fire, Protection from Ice, Protection from Lightning, Rapid Warmth, Refresh, Regenerate, Remove Disease, Re-preserve, Resist Fire, Resist Cold, Resist Lightning, Restore, Restore Body, Restore Mind, Restore Spirit, Reveal, Self-Reflection, Spirit Sight, Status, Stone Bones, Surrender, Sustenance, Tongues, Torch, Tranquility, Treat Body, Treat Mass Wounds, Treat Mind, Treat Spirit, Turn Undead, Water Breathing, Water Walking
Nature
Arcane Disruption, Assemble Armor, Bane, Bless Meal, Bloody Thorns, Bolt, Brambles, Bread Crumbs, Briers, Burden, Chain of Eyes, Clarity, Compelled Duel, Create Flame, Darkness, Decompose, Defense, Deluge, Detect Magic, Discern Language, Downpour, Fog of War, Free Curse, Gentle Repose, Grace, Guard Spirit, Infusion of Ice, Infusion of Lightning, Lift, Lightning, Locate, Protection from Ice, Protection from Lightning, Refresh, Resist Fire, Resist Cold, Resist Lightning, Restore Body, Restore Spirit, Ride the Lightning, Sculpt, Showers, Snow Shape, Smear, Spineless, Spirit Sight, Static Shield, Surrender, Sustenance, Thick Air, Thicket, Torch, Treat Body, Treat Mind, Treat Spirit, Tremor, Turn Undead, Water Breathing, Weapon of Doubt
Sea/Sky
Astral Blood, Bless Meal, Bolt, Contingent Health, Darkness, Defense, Deluge, Desecrated Glow, Detect Magic, Downpour, Favor, Fog of War, Free Curse, Gentle Repose, Ghoul Touch, Glorify, Grace, Guard Spirit, Hallow, Immobilize, Infusion of Ice, Infusion of Lightning, Lift, Lightning, Mask Spirit, Necrosayance, Noxious Fumes, Perceive Insanity, Protection from Ice, Protection from Lightning, Refresh, Remove Disease, Resist Cold, Resist Lightning, Ride the Lightning, River Eyes, Showers, Snow Shape, Smear, Smog, Static Shield, Sustenance, Thick Air, Thicket, Tranquility, Treat Body, Treat Mind, Treat Spirit, Tremor, Turn Undead, Water Breathing, Water Walking, Weapon of Doubt, Weapon of Nonsense, Weapon Return
War
Acclimate, Arcane Disruption, Assemble Armor, Astral Blood, Bane, Banner, Bless Meal, Blind, Blood Lust, Bolt, Branding Smite, Bread Crumbs, Burden, Compelled Duel, Contingent Health, Crown of the Grave, Darkness, Darkvision, Deafen, Death Throes, Defense, Deluge, Detect Magic, Discern Language, Downpour, Favor, Fog of War, Glorify, Grace, Guiding Bold, Hallow, Immobilize, Infusion of Fire, Infusion of Ice, Infusion of Lightning, Regenerate, Re-preserve, Resist Fire, Restore Body, Reveal, Sanctify, Showers, Static Shield, Stone Bones, Surrender, Treat Body, Treat Mind, Treat Spirit, Turn Undead, Weapon of Nonsense, Weapon Return
Invocations (A-C)
Acclimate Priestly Point Cost: 3 
Time Required:1 minute Range:Touch Duration:6 hours
Upon casting, up to two beneficiaries of the spell will be able to withstand temperatures from -40 to 160-degrees as if it were room temperature. The spell has a 6-hour duration. This offers no protection against direct attacks but does lower the exposure to exhaustion.
Arcane Disruption Priestly Point Cost: 4 
Time Required:1 action Range:60 feet Duration:2 minutes
This ability influences the ability of any sorcerer. It attacks his or her mind, forcing the sorcerer to make a mind save against a DC (d6+10) plus the priest’s spirit bonus. If failing it, then it interrupts any current concentration effects and penalizes all axioms from the victim for the next 2 minutes (12 rounds) to be cast at disadvantage. This effect targets only the mind for use of sorcery. It will have no effect against cantrips or invocations.
Assemble Armor Priestly Point Cost: 5 
Time Required:Special Range:30 feet Duration:Concentration
This ability allows armor to quickly assemble onto the priest; however, this can only be performed for the priest and not others. As the priest begins to concentration, his or her actual armor flies onto the priest by itself, assuming it is within 30 feet of the priest at the time of invocation. Further, the armor must have been worn previously by the priest and cannot in use or even touched by another creature at the time of calling this power into action. Once starting though, creatures touching or grabbing the animated pieces will not prevent the donning. While concentrating on miraculously effect, the priest cannot take any actions or reactions, and the time required depends on the bulk of the armor selected. Light armors are fully assembled in 1 round and at the complete ready and armor effects by the priest’s next action. Medium armors require 3 rounds of concentration. Even heavy armor can be fulling donned in only 4 rounds. No assistance can speed up the time. Obviously, this allows the caster the option to not wear it most of the time and avoid heat, chaffing and other penalties, but it still requires up to a few combat rounds to have it security in place.
Astral Blood Priestly Point Cost: 4 
Time Required:1 action Range:Self Duration:Up to 1 minute
The priest creates an astral projection of himself or herself up to 60 feet away on the completion of the action, and the continued manifestation of the projection requires concentration. This means while it is manifested, the priest himself cannot take actions or reactions; however, the projection can – so long as those are limited to melee combat. Those mimicked actions attack with identical attack dice; however, no special properties or magic of weapons used are transferred. If the priest attacks with a magical mace which allows a bonus to hit, that additional modifier would not be used by the projection. Both the priest and the projection have movement; however, because the priest is concentration his movement rate is half of normal, but the project can move at the complete movement rate and is not affected by rough terrain, obstacles, water, chasms, etc. Lastly, the projection has no actual substance; therefore, blocking passage cannot be performed by the astral projection; however, grappling is still possible but no modifiers from the priest’s body quality are used in a grappling contest.
Bane Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 minute
Banner Priestly Point Cost: 4 
Time Required:1 action Range:Self Duration:1 minute
Holy power radiates from the priest in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura, center on him or her, moves with the priest. While in the aura, each nonhostile creature (including the priest) gains +4 to all spirit preservation saves required.
Bless Meal Priestly Point Cost: 1 
Time Required:1 minute Range:40 feet Duration:Permanent
This ability purifies 8 meals upon usage.
Blind Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest blinds a foe. The victim must make a body save against DC (d6+8) plus the priest’s spirit modifier value. If failing the save, the target is blinded and under the restriction as such for the next 6 rounds.
Blood Lust Priestly Point Cost: 5 
Time Required:1 action Range:20 feet Duration:40 seconds
The priest selects an ally or self to grant advantage for melee attacks, increasing the attack dice by 1d20 for the following 4 rounds. The total number of dice thrown can never exceed 5d20.
Bloody Thorns Priestly Point Cost: 14 
Time Required:1 action Range:90 feet Duration:90 seconds
This spell creates a 30-foot diameter circular area filled with animated thorny vines and brambles which stand ten feet tall. Any movement in this area is limited to 10 feet. Unlike lesser versions, this invocation can be created upon an occupied space. Moreover, the bloody thorns area effectively becomes an entity of combat, gaining an initiative of its own. Upon its turn, it makes a special and individual 2d20 “attack” with its thorns against each of those who are inside the area. For each die that scores against a victim’s AC, 1 point of edged damage is inflicted. Moreover, anyone moving through the area of a bloody thorns will automatically suffer 1 point of body damage of the edged type at the end of that being’s turn. Finally, if traveling through the effect faster than 10 feet, by whatever means that might be, then the special 2d20 attack would occur against the traveler for each five feet above the limit traversed.
Bolt Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 minute
This enchants a bow or hurled weapon to double its normal range for 6 rounds; however, this effect will not alter the maximum. It can be combined with weapon return.
Brambles Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:90 seconds
This spell creates a 20-foot radius circular area (38 hexes) filled with thorny vines, spikes and brambles, which will slow movement to 20 feet. This may not be created covering any occupied space, however, should one choose to enter the area, the special terrain gets an effective d20 (no modifiers) attack against the entering entity’s armor class. Upon a successful attack, the victim suffers 1 body point of edged damage for movement in the area on that turn. While one could choose to attempt to move faster than the restriction, this would result in a terrain-attack for each 5 feet of movement. If using movement other than one’s own transit, such as a fly axiom or pulled by telekinesis, then the attack for each 5 feet would apply. Of course, flying over the area would not incur penalties, but flying out of the spell would act as 5 feet of upward movement through the treacherous environment. The brambles effect will remain for 9 combat rounds.
Branding Smite Priestly Point Cost: 3 
Time Required:1 action Range:Self Duration:Up to minute 1
The priest casts an enchantment on himself or herself, which will last up to the next 6 actions. During that time, when the priest hits the next creature with a melee weapon attack, a radiance emits upon the strike. The attack deals an extra point of smiting damage with the blow. Further, it will force the target to become visible if it were not. Additionally, the victim emits a dim light in a 5-foot Radius, making it unable to become invisible until the spell ends. The duration is only 1 minute, regardless of when and if a successful attack occurs. After the first target has been struck, subsequent hits against other targets do not convey this effect.
Bread Crumbs Priestly Point Cost: 1 
Time Required:1 action Range:Self Duration:3 hours
The priest leaves a mystical mist, trailing behind when walking. Only the priest can see this trail, allowing him to trace steps and backtrack if needed without error. The mystic marking lasts for 3 hours.
Briers Priestly Point Cost: 6 
Time Required:1 action Range:60 feet Duration:90 seconds
This spell creates a 20-foot radius circular area (38 hexes) filled with thorny vines and brambles, 10-feet tall, which will slow movement to 10 feet. This may not be created covering any occupied space, however, should one choose to enter, the terrain will automatically inflict 1 point of body of edged damage against a creature moving in the briers on one’s turn. If using movement other than one’s own transit and moving at a rate faster than 10 feet, then a d20 attack as a brambles invocation for each 5 feet traveled would apply.
Burden Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:4 hours
Allow one creature, up to the size of an elephant or gryphon, to carry twice as much burden as normal for 4 hours.
Chain of Eyes Priestly Point Cost: 2 
Time Required:1 action Range:60 feet Duration:2 hours
The priest can see through another creature’s eyes. The creature must be known and within sight at the time of invoking the ability. The duration of the effect is 2 hours.
Clarity Priestly Point Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains 1 temporary mind points that lasts for 6 combat rounds. The score can exceed the maximum normal amount, but this may alter bonuses from the effective mind score. Only one clarity effect can be on a person at one time. If the points are not lost by mental combat by the end of the duration, then the points fade from existence.
Compelled Duel Priestly Point Cost: 2 
Time Required:1 action Range:30 feet Duration:1 minute
With this, the cleric attempts to compel a creature into a duel. One visible creature within range must make a spirit save against DC (d4+8) plus the priest’s bonus. On a failed save, the creature is drawn to you, compelled by the divine demand to duel. However, it may choose not to attack the priest, and as a result for the duration of the invocation, it has disadvantage on attack rolls against all others besides the priest. Further, if attempting to move further than 30 feet away, it must make another spirit save against the same DC. If it successful, it is free to move away; otherwise, it cannot willfully move further away as part of its movement for that turn. While the spell is in effect, the priest is free to take other actions and reactions; however, if attacking any other creature, if invoking a spell that targets a hostile creature other than the victim, if another ally inflicts damage to the target, if any ally casts a harmful spell on it, or if the priest voluntarily moves further than 30 feet from the target, then the invocation ceases.
Contingent Health Priestly Point Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
The priest can draw a sigil on a creature or himself which sets a healing contingency to occur within the next hour. If the priest chooses, the sigil can be activated immediately as normal healing; otherwise, this sigil can be activated for 1 body point of healing. The options for activating this is either as a reaction of the recipient upon suffering damage or at the will of the original priest as an action. If the sigil is never activated within the duration, then the spell effect will occur at the end of the hour duration.
Create Flame Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:Special
This power creates a 10-foot radius (7 hexes) circular campfire. It may not be created covering any occupied space, however, should one choose to enter or cross the fire, the fire would attack as d20+3 plus spirit bonuses against the crossing entity’s armor class. Upon a successful attack, the victim is inflicted with 1 body of fire damage and for each successive combat round remaining in the fire. The flames are real, not magical, and therefore addition fuel can be included to continue its burning; however, without doing so, the fire will burn itself out within 5 minutes. That said, the opposite effect is also possible. Finally, determined by the GM, the fire might catch other combustible materials and could turn into something wild and out of control.
Crown of the Grave Priestly Point Cost: 3 
Time Required:1 action Range:300 feet Duration:Up to 1 month
The priest animates up to three skeletons or zombies. The type emerging is randomly selected, unless the environment is specifically, known or prepared, like an ancient graveyard or morgue. If there are no potential corpses within 300 feet of the priest at the time of casting, the spell and priest points are lost. The reanimated undead will act as charmed creatures under the priest’s influence for one month. If they are not destroyed in that time, then any remaining will fall apart as a ragged corpse at the end of the duration. The total number of undead which can be commanded simultaneously is twice that of the priest’s maximum spirit score.
Invocations (D-L)
Darkness Priestly Point Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest can produce a darkness in a 10-foot radius (seven-hex circular area) which lasts for 6 combat rounds. The darkness can be overcome by any light source, but only brings the area back to what it would be normally without the light.
Darkvision Priestly Point Cost: 3 
Time Required:1 action Range:Self Duration:4 hours
The priest is granted darkvision for 4 hours.
Deafen Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest deafens a foe. The victim must make a body preservation save against DC (d6+8) plus the priest’s spirit modifier value. If failing the save, the target becomes deaf and under the restriction of the same name for the next 6 rounds.
Death Throes Priestly Point Cost: 6 
Time Required:1 action Range:Self Duration:Up to 8 hours
If a deity grants this ability, then death is a serious and almost certainly final event should this be used; however, if enchanted on oneself, then at the moment of a killing blow, the priest’s body will combust and explode, spraying attacks of smite to all a 10-foot outward from the space of the priest (19 hexes, centered on the priest). The explosion will attack as d4 points of smite damage attacks to any caught in the blast. Victims are permitted a body preservation save against DC (d4+14) plus the priest’s spirit bonus for half of the damage. Moreover, this leaves virtually no body to revive or interrogate through spiritual means. Players should understand the significance of this kind of death if a player character has this ability. If can only be performed if prepared with this enchantment, which has a duration of 8 hours.
Decompose Priestly Point Cost: 2 
Time Required:1 action Range:10 feet Duration:Permanent
This enchantment removes the flesh of up to 2 corpses, leaving behind perfectly cleaned skeletons.
Defense Priestly Point Cost: 6 
Time Required:1 action Range:Touch Duration:2 minutes
The priest selects a target who becomes resistant to a damage type at the priest’s choosing (alchemical, blunt, cold, edged, fire, lightning, necrotic, piercing, poison or smite) for the following 12 rounds.
Deluge Priestly Point Cost: 8 
Time Required:1 action Range:60 feet Duration:1 minute
The priest can produce heavy rain fall in a 30-foot radius circular area, which lasts for 6 rounds. The temporary weather reduces defined visibility to 20 feet and inflicts a -4 to hit penalty to all range attacks within or traveling into the area, which are also at disadvantage. Further, if the target cannot be seen, then a ranged attack is a blind shot with the target having three-quarters cover.
Desecrated Glow Priestly Point Cost: 4 
Time Required:1 action Range:15 feet Duration:Permanent
The priest radiates negative energy which heals any undead creature within 15 feet, restoring 1 body point. The healing occurs instantaneously in an eerie flash of light which lingers on the targets’ bodies for a moment.
Detect Magic Priestly Point Cost: 1 
Time Required:1 action Range:Self Duration:Up to 10 minutes
For the duration, the priest gains the ability sense the presence of magic within 30 feet. The sense is not automatic but instead requires using an action to examine an object or creature to recognize a magical aura. If an object is on a living creature, then it is protected by its lifesong and therefore the person must be examined first to know something on his person is magical, then a second action, then third, and so on, could be used to delve deeper an examine specific items on the person’s possession.
Discern Language Priestly Point Cost: 1 
Time Required:1 action Range:Self Duration:1 hour
The priest can understand all spoken and written languages. Responding, either in writing or verbally, is not endowed. The duration is 1 hour.
Discern Lies Priestly Point Cost: 11 
Time Required:1 action Range:30 feet Duration:4 minutes
The priest concentrates on a target. No other actions or abilities can be used during the continuous concentration. If the subject deliberately and knowingly speaks a lie, the priest will know. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Skills such as silver tongue may protect from this discernment. The maximum duration for the concentration is 4 minutes.
Downpour Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest can produce heavy rain fall in a 20-foot radius circular area (38 hexes), which lasts for 6 rounds. The downpour causes all range attacks into or out of the area to be penalized by -2 to hit.
Extract Poison Priestly Point Cost: 4 
Time Required:2 actions Range:60 feet Duration:Special
This ability occurs over two actions. As the first action, the priest draws poison and negative energy from nearby sources, like serpents, mushrooms or even undead. Most areas have natural poisons, but it is possible isolated or designed areas might not. It causes no harm to the object from which the venom is drawn. During this process until the priest’s next action, concentration is required, meaning no reactions are permitted. Upon the priest’s next action, that poisonous energy is emitted upon a single opponent within range. The victim must make a body preservation save against point using a DC of (d6+10) plus the priest’s spirit modifier. If the victim fails, the strike inflicts 1 point of body damage and acts under the poisoned restriction for the remainder of this and the following 2 rounds. Lastly, if the victim has been poisoned from this effect, then at the very beginning of the victim’s next turn, an identical save must be made again with the same penalties. If the victim made the first save, the second is automatically successful.
Exorcism Priestly Point Cost: 10 
Time Required:30 minutes Range:60 feet Duration:Special
Exorcism is a simple ceremony which will put a banshee to rest, cause a haunting to cease or remove a presence from a possessed being. This will also remove any charms or allures, such as a charm axiom, which might be upon a person. The process requires 30 minutes and is guaranteed to work, unless special circumstances exist for which the GM can justify.
Favor Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains 1 temporary body point that lasts for 6 combat rounds. The score can exceed the maximum normal amount, and only one favor effect can be on a person at one time. This will not alter bonuses granted from the body score. If the points are not lost by physical combat during the 6 rounds, then the extra fade from existence at the end of the interval.
Flame Strike Priestly Point Cost: 12 
Time Required:1 action Range:60 feet Duration:Instantaneous
A vertical column of divine fire roars down from the heavens in a location chosen by the priest. Each creature in a 10-foot-radius (7 hexes), 40-foot-high cylinder centered on a point within range must make a body preservation save against a DC (d4+20) plus the priest’s spirit bonus. Those caught in the area suffer d4+3 points of magical fire damage if failing the save, or half as much damage on a successful one.
Fog of War Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:Up to 5 minutes
The priest can produce a magical dense fog in a 20-foot radius circular area (38 hexes), which lasts for 5 minutes until it slowly. Visual depth into or inside the fog becomes only 10 feet. The fog can be overcome by magical sources, but natural wind will not dissipate or move it. If a target inside the fog cannot be seen, then methods that require line of sight cannot be used. Ranged attacks can still be used; however, it will be as if all inside are protected by three-quarters cover (+5 to AC) and the blind-shot rule will be in play.
Free Curse Priestly Point Cost: 6 
Time Required:1 minute Range:30 feet Duration:Permanent
Like exorcism but targeting curses instead. This ability irrevocably removes all curses on an object or a creature.
Gentle Repose Priestly Point Cost: 2 
Time Required:1 action Range:Touch Duration:1 month
This preserves a corpse for one month.
Ghoul Touch Priestly Point Cost: 4 
Time Required:1 action Range:Touch Duration:3 minutes
With this ability, the priest touches a victim, which requires a normal to hit about the opponent’s armor class or a successful grappling maneuver. Once delivered, the victim is permitted a spirit preservation save against a DC (d6+10) and the priest’s spirit bonus. If failing the save the touch inflicts a movement penalty of -25 feet to the creature’s base movement. If base movement reaches zero, then the recipient falls under the paralyzed restriction. The effects of hindered movement last for 3 minutes or 18 combat rounds.
Glorify Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains +2 on all to hit attack rolls for the next 6 combat rounds.
Grace Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally in combat or self within 60 feet. That target gains +1 to hit on all attack rolls for the next 6 rounds.
Guard Spirit Priestly Point Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally, imbuing him or her with the effects of a discipline skill, granting a +1 to all saves involving spirit. Should the recipient already possess the skill, then saves of such nature are made at advantage. The duration of the guard spirit is 6 rounds.
Guiding Bolt Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 round
A flash of light is hurled toward a creature of the priest’s choice within range. To determine if the attack hits, a normal ranged attack is made. The invocation will allow the priest to act as if a ranged fighting skill, granting a d20 attack with appropriate modifiers. To be clear, if the priest already has such a skill, then no additional dice are granted for the attack. However, the rules of advantage and disadvantage might apply based on the other events of combat. If the attack is success against the target’s AC, then no damage is inflicted but a shimmering light surrounds the victim. As a result, until the end of the priest’s turn the following round, all attack rolls made against the marked creature are at advantage.
Hallow Priestly Point Cost: 4 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains +3 on all attack dice for the next 6 combat rounds.
Immobilize Priestly Point Cost: 3 
Time Required:1 action Range:60 feet Duration:Up to 1 minute
This effect establishes itself in various ways depending on the deity granted it. It might be vines reaching up through the ground or mud softening beneath the victim. Regardless, the effect is the same, as the priest selects a single target within range, visibly seen and in contact with the ground, attempting to restrain that victim to the spot. The target is permitted a body preservation save against a DC of (d6+8) plus spirit bonus. If successful, the target voids the magical gripping to the ground; otherwise, he, she or it is considered restrained. Unlike the sorcerer-version, no concentration is needed. However, victim may choose to use an action to free himself with another body feat against the original DC. Otherwise, the duration is 6 rounds.
Infusion of Fire Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of fire. For each successful d20 strike against a creature, the victim must make a body preservation save against a DC (d4+8) plus the priest’s spirit modifiers. Otherwise, an additional point of fire damage is also inflicted. The effect lasts on the weapon for 3 rounds.
Infusion of Ice Priestly Point Cost: 1  <
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of fire. For each successful d20 strike against a creature, the victim must make a body preservation save against a DC (d4+8) plus the priest’s spirit modifiers. Otherwise, an additional point of cold damage is also inflicted. The effect lasts on the weapon for 3 rounds.
Infusion of Lightning Priestly Point Cost: 1  <
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of fire. For each successful d20 strike against a creature, the victim must make a body preservation save against a DC (d4+8) plus the priest’s spirit modifiers. Otherwise, an additional point of lightning-based damage is also inflicted. The effect lasts on the weapon for 3 rounds.
Lift Priestly Point Cost: 1 
Time Required:1 action Range:Self Duration:1 hour
With this ability, the priest can jump over or onto any obstacle 10 feet tall with the certainty of landing sure-footed. The spell duration is 1 hour.
Lightning Priestly Point Cost: 5 
Time Required:1 action Range:60 feet Duration:Instantaneous
The priest calls down lightning from the sky, striking three separate 5-foot (1 hex) locations of choice within 60 feet and in direct sight. Any creatures in those areas suffer 2 body points of lightning damage. However, the effected are permitted a preservation save using body against DC 3d6 plus the priest’s spirit bonus in order to suffer only 1 point of damage. Rules of cover also apply for victims, but the direction of attack is from above the victim. This may only be used outdoors and an open sky. Lastly, this is considered normal lightning rather than magical.
Locate Priestly Point Cost: 4 
Time Required:1 minute Range:Special Duration:30 minutes
Using the priest’s holy symbol, the direction of a specifically known object can be known, so long as that object is within 1000 feet per point of the priest’s current spirit score. This can also be used to find the closest source of a generic (non-magical) object, such as water or gold, assuming any is within the distance of the priest’s ability.
Invocations (M-R)
Mask Spirit Priestly Point Cost: 1 
Time Required:1 action Range:20 feet Duration:1 hour
The priest can hide the aura or lifesong of three beings. This makes them effectively invisible to undead or any relying on spirit sight. If the recipients are attacked by those unable to detect them, they are treated as invisible as a restriction, and the attackers would suffer from blind shot if using anything of range. The duration of the incantation is one hour.
Necrosayance Priestly Point Cost: 4 
Time Required:1 action Range:10 feet Duration:Up to 10 minutes
This spell allows the priest to communicate with a corpse, where the corpse must answer three questions. The answers are limited to the memories and knowledge of its previous life. The process of answering varies but requires approximately one to two minutes per answer, making this an unlikely invocation to be used during combat.
Negative Treatment Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single undead creature. Upon casting, the target regains a 1 point. Healing cannot exceed the maximum health. The healed undead must be within 30 feet of the priest to receive the restoration.
Noxious Fumes Priestly Point Cost: 6 
Time Required:1 action Range:30 feet Duration:3 minutes
The priest can produce a magical dense poisonous cloud in a 10-foot diameter circular area (7 hexes), which lasts for 3 minutes (18 rounds) until it slowly dissipates. This invocation can be placed atop of other’s position. The cloud can be overcome by magical sources, but natural wind will not dissipate or move it. Any creature caught within the fumes will immediately act under the poisoned restriction. Anyone choosing or unable to leave the cloud on its next movement opportunity will suffer 1 point of body damage. Further, whether remaining or exiting, a creature must make a body preservation save against DC (d4+14) to be able to take any action other than movement, as the creature overcomes the poisonous attack. The effect is one of alchemical corrosion which harms creatures whether they breathe or not.
Perceive Insanity Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:Up to 2 hours
The priest can sense the presence of mental disturbance in creatures within 30 feet. While the duration of the spell is 2 hours, the awareness is not automatic. It requires focus (as an action) to sense the state of one creature. The history of the problem or what it is will not be revealed, merely that the being is suffering from some sort of madness or addiction. Charmed or possessed creatures will also register under this discernment, but they will be indistinguishable from insanity.
Poison Ward Priestly Point Cost: 4 
Time Required:1 action Range:30 feet Duration:2 minutes
The priest selects an ally or self in combat within 30 feet. That target gains advantage specifically from poisons that might harm him or her over the next 12 rounds of combat. Against any effect classified as poison requiring a preservation save, the recipient will make such rolls with advantage. Should any effects still bring harm to the recipient, then he or she should be considered resistant to poison for any such calculations.
Protection from Fire Priestly Point Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes invulnerable against normal fire and gains resistances against any magical fires, including a +5 bonus for any preservation saves involved. The effect lasts for 18 rounds.
Protection from Ice Priestly Point Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes invulnerable against normal cold and gains resistances against any magical cold, including a +5 bonus for any preservation saves involved. The effect lasts for 18 rounds.
Protection from Lightning Priestly Point Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes invulnerable against normal lightning and gains resistances against any magical lightning, including a +5 bonus for any preservation saves involved. The effect lasts for 18 rounds.
Rapid Warmth Priestly Point Cost: 2 
Time Required:1 action Range:Touch Duration:Special
This restores a being to its normal healthy body temperature and removing any lingering chills from exposure to cold. This will also instantly thaw a frozen creature, as being a victim of cold of cone.
Refresh Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:Special
Upon touching another being, their personal energy will be restored as if just having slept for eight hours. The recipient can continue normal movement, labor and actions without the need for additional rest or fear of contracting exhaustion. However, this does not replace the effects of either a short or long rest; quality points, priestly points nor spell points are not recovered in any way. Further, this cannot remove any degree of existing exhaustion imposed from penalties.
Regenerate Priestly Point Cost: 10 
Time Required:1 action Range:Touch Duration:3 minutes
Up to two recipients touched by the priest gain the ability to heal quickly. Each gain back 1 point of body on its turn every third round after being touched. The regenerative powers cannot restore a creature above its maximum score. The effect lasts for 3 minutes (or 18 rounds).
Remove Disease Priestly Point Cost: 4 
Time Required:1 action Range:10 feet Duration:Permanent
Remove disease cures all diseases from one to three subjects. The power also inflicts 3 points of body damage to any parasite, mold or slime creatures. Certain special, magical or even alchemical diseases may not be countered by this ability at the GM’s discretion.
Re-preserve Priestly Point Cost: 2 
Time Required:1 action Range:10 feet Duration:Permanent
This effect is the opposite of decompose, as it regrows flesh upon a skeleton to restore the appearance of the deceased on the time of death. While this is often used for funerals or investigations, it is also possible to prepare the dead to become a zombie rather than a skeleton prior to animating it. This will affect up to 2 skeletons per casting.
Resist Fire Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target becomes resistant to fire for the next 6 combat rounds.
Resist Ice Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target becomes resistant to cold-based damage for the next 6 combat rounds.
Resist Lightning Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target becomes resistant to lightning for the next 6 combat rounds.
Restore Priestly Point Cost: 14 
Time Required:1 action Range:Touch Duration:Permanent
This power restores body, mind and spirit each by 1d4, rolled separately.
Restore Body Priestly Point Cost: 4 
Time Required:1 action Range:30 feet Duration:Permanent
Instantly restores d4 points of body to a single recipient. Repair cannot exceed the maximum. The range is 30 feet but requires line of sight.
Restore Mind Priestly Point Cost: 6 
Time Required:1 action Range:30 feet Duration:Permanent
Instantly restores d4 points of mind to a single recipient. Repair cannot exceed the maximum. The range is 30 feet but requires line of sight.
Restore Spirit Priestly Point Cost: 6 
Time Required:1 action Range:30 feet Duration:Permanent
Instantly restores d4 points of spirit to a single recipient. Repair cannot exceed the maximum. The range is 30 feet but requires line of sight.
Reveal Priestly Point Cost: 3 
Time Required:1 action Range:30 feet Duration:Instantaneous
This power dispels all invisible, concealed and magically hidden items and beings within a 30-foot radius. Each potentially revealed creature must make a body preservation save against a DC (d6+8) plus spirit modifiers. If failing, the invisible creature is revealed or glowing for non-corporeal. The magical indication can be seen by all with normal vision and even penetrate darkness; however, without darkvision or other sight, only objects revealed can be seen through the darkness – everything else is still unknown.
Ride the Lightning Priestly Point Cost: 6 
Time Required:1 action Range:300 feet Duration:Instantaneous
The priest transforms into a lightning bolt and instantaneously moves to a new location within 300 feet. The bolt cannot inflict damage. No movement points are used by this invocation.
River Eyes Priestly Point Cost: 3 
Time Required:1 minute Range:3 miles Duration:Up to 10 minutes
This allows the priest to view happenings that are occurring along a natural watercourse in which the priest stands. The vision can only see downstream and not behind the flow of the water. The range of this awareness is 3 miles; however, concentrating on multiple areas of the waterway simultaneously is not possible. Additionally, concentration is required; therefore, no actions or reactions can be taken should combat occur during this effect.
Invocations (S-Z)
Sanctify Priestly Point Cost: 6 
Time Required:1 action Range:20 feet Duration:30 seconds
The priest blesses all allies and self within 20 feet to a maximum of 8 recipients. Each one is under advantage for all combat rolls, melee and range, and gain +2 on all attack dice for the next 3 combat rounds.
Sculpt Priestly Point Cost: 3 
Time Required:1 action Range:20 feet Duration:Special
The ability can form an existing piece of stone into any shape that suits a purpose. Moving parts and fine detail is simply not possible. The amount of stone altered is 10 cubic feet per point of spirit; thus, with a score of 3, a 3x10 wall 1-foot deep could be created. For the completion of the transformation, mental concentration is required, meaning no reactions are permitted. The rate of shaping is a slow 2 cubic feet per second.
Seduction Priestly Point Cost: 3 
Time Required:1 action Range:15 feet Duration:30 minutes
The caster causes an alluring charm to come over a single target, permitted the victim is animal or humanoid. The victim must make a mind preservation save against a DC of (d6+8) plus spirit modifiers. If failing the save, then the effect works, and the target considers the priest to be a close and dear friend and under the charmed restriction. Once the duration has expired, the recipient will have little memory of what transpired.
Self-Reflection Priestly Point Cost: 2 
Time Required:1 minute Range:Self Duration:Instantaneous
This effect allows the priest to accelerate his or her own natural healing. The invocation requires a full minute of chanting and concentration, during which no other actions or reactions may be taken. At the end of the chanting, the priest will reap all the benefits as if having taken a short rest. No other short rest can be benefited from again, including the recasting of this invocation, until a long rest occurs.
Showers Priestly Point Cost: 1 
Time Required:1 action Range:60 feet Duration:1 minute
The priest can produce heavy rain fall in a 15-foot radius circular area (19 hexes), which lasts for 3 combat rounds. During the effect, the downpour inflicts a -1 penalty to all range to hit attacks from within or fired into the area.
Snow Shape Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:Special
The ability can form snow and ice into any shape that suits a purpose. Moving parts and fine detail is simply not possible. The amount of frozen material altered is 10 cubic feet per point of spirit; thus, with a score of 3, a 3x10 wall 1-foot deep could be created. For the completion of the transformation, mental concentration is required, meaning no reactions are permitted. The rate of shaping is 5 cubic feet per second.
Smear Priestly Point Cost: 3 
Time Required:1 action Range:30 feet Duration:Permanent
This ability targets carvings, totems, runes or writing as a single object, magical and non-magical alike. It dilapidates the item, reducing recognizable symbols to illegible smears, carved likenesses to marred blobs, and runes to a defaced result. This is an automatic effect on a writing which is not in not under the control of a living being. However, when an object resides inside a lifesong or biofield (including tattoos), then the target creature is permitted a spirit preservation save against the divine power. The DC is a (d6+8) plus the priest’s spirit modifiers. Magical writings might have their own save as well, at the discretion of the GM.
Smog Priestly Point Cost: 12 
Time Required:1 action Range:100 feet Duration:15 minutes
The priest can produce a huge and extremely dense fog in a 40-foot radius circular area, which lasts for 15 minutes until it slowly dissipates. The smog reduces visibility to 15 feet and can be overcome by magical sources, but natural wind will not dissipate or move it. If a target inside the fog cannot be seen, then methods that require line of sight cannot be used. Ranged attacks can still be used; however, it will be as if all inside are protected by three-quarters cover (+5 to AC) and the blind-shot rule will be in play.
Spineless Priestly Point Cost: 4 
Time Required:1 action Range:Self Duration:10 minutes
This power allows the priest to walk in dangerous terrain, magical or otherwise, such as into a thicket or brambles area, without fear of becoming harmed. This further allows the priest to ignore movement penalties from rough terrain, whether natural or magical in nature. Should movement through an area require saves to avoid damage, then those saves are made at advantage, as well as a +3 on any save die roll. Areas that automatically inflict damage, such as briers, would still inflict haram but the priest could move through the effect at his or her standard movement rate. Further, if under the prone restriction, those movement restrictions remain; however, additional rough terrain modifiers would not apply. Lastly, this allows the priest to stand up from prone with a cost of only one-quarter of one’s standard movement (rather than half).
Spirit Sight Priestly Point Cost: 3 
Time Required:1 action Range:Self Duration:30 minutes
This ability endows the priest with a life-detection radar sense like the undead use. During this effect, the priest is effectively immune to the blinded restriction. This effect lasts for 30 minutes.
Static Shield Priestly Point Cost: 2 
Time Required:1 action Range:Self Duration:1 minute
The effect envelops the priest in a visible field of lightning. If wearing light or no armor, it raises the recipient’s AC by 3, but has no effect if wearing medium or heavy armor. Additionally, it offers causes the priest to become fire resistant. The effect lasts for 6 rounds.
Status Priestly Point Cost: 5 
Time Required:1 action Range:120 feet Duration:6 hours
Once enchanting herself, the priestess can visually select creatures and know their body quality status using subsequent actions. This can be used to assess an enemy or determine the severity of a fallen comrade. In game terms, this means the priest’s player can know the exact value for the current body score, including temporary points which will be distinguished separately. As an example, the GM might say, the monster has 5 body points, 2 of which are temporary. The range of the ability is a 120-foot radius and can only target beings without any protections from aura-reading, mind-shielding or magic resistance of any kind. To perform a scan on a seen creature, one full round of concentration is required and only information about a single target can be gained during that round. During this concentration, the time from starting the action until the priest’s next action, he or she cannot make any reactions. Once endowing this ability, the duration lasts for 6 hours.
Stone Bones Priestly Point Cost: 6 
Time Required:1 action Range:Touch Duration:Up to 6 hours
The priest selects from one to three allies to protect, which may include the priest herself. Those recipients gain +5 to armor class against blunt, edged and piercing attacks. However, after being struck physically by any of these, the defense expires, and the AC returns to normal upon the recipient’s next turn in combat. Any physical attacks in the interim will still be made against the higher armor class. The stone bones effect lasts for a maximum of six hours.
Suggestive Fear Priestly Point Cost: 4 
Time Required:1 action Range:40 feet Duration:30 seconds
This effect is typically used in social encounters rather than combat, as it would be difficult without special skills of communication. However, with those, it would be possible. The power of this ability attacks a single victim’s mental state, forcing one to make a mind preservation save against a DC (d6+10) plus the priest’s spirit bonus. Should the victim fail, then the priest speaks about potential accidents and mishaps that might happen, powerful suggestions overcomes the target’s perception as a phantasm illusion, whereby those statements feel very real for a few moments. For example, if the target were eating, the priest could suggest how painful and horrible it would be should the victim begin to choke; after hearing this the recipient suffers a momentary phantasm illusion as if he or she were actually choking, using the appropriate rules of asphyxiation. The recipient must also understand the language the priest speaks.
Surrender Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:1 round
The effect fills the recipient with dread and attacks their spirit, who must make a spirit preservation save against a DC which is (d4+8) plus spirit bonus. If failing the victim is vanquished, drops held weapons and becomes under the charmed restrictions until after its next action. However, if the priest or his allies attack the target during the surrender, then the charm is broken. Also, after the victim’s next turn, he/she/it may fight again, assuming weapons were not removed or the target was not restrained in some way in that time.
Sustenance Priestly Point Cost: 1 
Time Required:1 minute Range:Touch Duration:Permanent
Provide a day’s worth of food and water for 2 people.
Thick Air Priestly Point Cost: 4 
Time Required:1 action Range:Self Duration:2 minutes
This ability allows the priest to act as if having a deflect missiles skill for the following 12 rounds.
Thicket Priestly Point Cost: 2 
Time Required:1 action Range:60 feet Duration:90 seconds
This power creates a 10-foot radius circular area (7 hexes) filled with bushes, branches and vines, which creates great cover, but may only be created outdoors. Further, the thicket may not be created covering any occupied space. The area is considered rough terrain for any creature entering it, costing an additional foot of movement for each foot traversed. This divinely empowered effect will work against creatures who would otherwise not be penalized for terrain modifiers under natural conditions. In addition to the rough terrain modifier, should one choose to enter the thicket, then at the half-way point of that creature’s movement through the thicket area, a body preservation save is required against a DC (d4+8) plus the priest’s spirit bonus. If failing the save, the victim becomes caught up or tripped to the ground, considered to have the prone restriction at that moment. If using movement other than one’s own transit, such as a fly axiom or magic carpet, then no save is required, nor would the movement penalties apply. The overgrowth will remain for 9 combat rounds.
Tongues Priestly Point Cost: 6 
Time Required:1 action Range:Self Duration:2 hours
The priest can speak, read, write and understand any language for a duration of 2 hours.
Torch Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:Up to 24 hours
Upon touching an object, no larger than ten-feet in any dimension, which objects emits bright light in a 30-foot radius, colored as desired. Covering the object blocks the light, and the effect can be dismissed at will; however, for the duration of 24 hours, the light can also be brought back as often as desired (as an action) provided one minute passes between toggles. Further, if the object is worn or held by a hostile or unwilling being, then that creature may roll a body preservation save against a DC (d4+8) to avoid it.
Tranquility Priestly Point Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains 1 temporary spirit point which lasts for 6 combat rounds. The score can exceed the maximum normal amount, but only one tranquility effect can be on a person at one time. If the points are not lost by spiritual combat during the 6 rounds, then they fade from existence at the end of the interval.
Treat Body Priestly Point Cost: 1 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single target. Upon casting, the recipient regains a 1 body point. If in the negative range, this will stabilize the recipient and stop any death saves. Healing cannot exceed the maximum health. The ability can be performed so long as the target is within 30 feet and the priest has direct sight of the ally.
Treat Mass Wounds Priestly Point Cost: 6 
Time Required:1 action Range:10 feet Duration:Permanent
The priest radiates Healing energy which heals any injured ally within 10 feet of the priest’s location (19 hexes). It restores d2 body points, rolled separately, to each ally within the area of affect.
Treat Mind Priestly Point Cost: 2 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single target. The recipient regains 1 mind point, up to his or her maximum. The range is 30 feet but requires line of sight.
Treat Spirit Priestly Point Cost: 2 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single target. The recipient regains 1 spirit point, up to his or her maximum spirit. The range is 30 feet but requires line of sight.
Tremor Priestly Point Cost: 3 
Time Required:1 action Range:30 feet Duration:Instantaneous
The priest causes a small, localized tremor centered at a focal point, which radiates outwards to affect anyone in a 10-foot radius (7 hexes total). All caught in the effect must make a body preservation save or fall prone. Creatures with four or more legs gain +4 on the save.
Turn Undead Priestly Point Cost: 2 
Time Required:1 action Range:40 feet Duration:Permanent
This harms undead creatures. The holy symbol is required. The spiritual power extends from the priest striking the closest six undead within a 40-foot sphere. For each type of undead in the area of effect, a d20+spirit modifiers is rolled as a special attack against the entire group of like undead. If there are 4 skeletons and 2 zombies as the closest undead, then a single roll for all skeletons is made, while a separate roll for all zombies is made. If the adjusted score strikes the AC of one in the group, then all members within that group affected suffers 3 body points of smiting damage.
Water Breathing Priestly Point Cost: 3 
Time Required:1 action Range:15 feet Duration:1 hour
The priest selects up to two targets, which may be herself, and endows each with the ability to breathe underwater. This does not convey swimming or special movement. The duration is 1 hour.
Water Walking Priestly Point Cost: 3 
Time Required:1 action Range:10 feet Duration:2 hours
The priest selects up to four targets and endows them with the ability to move upon the surface of a body of water as if it were solid ground. This ability can be maintained for 2 hours.
Weapon of Doubt Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an enchantment of chastisement. For each successful d20 strike against a creature, the victim must make a spirit preservation save against a DC (d4+8) plus the priest’s spirit modifiers. Otherwise, 1 point of spirit damage is also inflicted. The effect lasts on the weapon for 3 rounds.
Weapon of Nonsense Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of fire. For each successful d20 strike against a creature, the victim must make a mind preservation save against a DC (d4+8) plus the priest’s spirit modifiers. Otherwise, 1 point of mind damage is also inflicted. The effect lasts on the weapon for 3 rounds.
Weapon Return Priestly Point Cost: 1 
Time Required:1 action Range:Touch Duration:1 minute
This charms a hurled weapon. When thrown, regardless of whether it hits or not, the weapon will boomerang and return to the hand which hurled it. Duration equals 6 rounds.