Editing FANGS: Appendix D - Priest

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Thus the average follower (who has sacrificed 1 PW to his Presence and has 10 PW remaining) has a Skill Check of 1 (10-10+1)in order for the Call to be heard. The average priest of the Fourth Circle (who has sacrificed 4 PW, and still has 14 PW remaining) has a Skill Check of 8 (14-10+4) for success with his Call. A high priest of the 10th circle (who has sacrificed 10 PW and has 20 PW remaining) will always be able to call on his Presence, as his Skill Check would be against a Call of 20, but he would not do so lightly as he would not be able to do so again until he gained another PW (a very difficult task that might take years.)  
 
Thus the average follower (who has sacrificed 1 PW to his Presence and has 10 PW remaining) has a Skill Check of 1 (10-10+1)in order for the Call to be heard. The average priest of the Fourth Circle (who has sacrificed 4 PW, and still has 14 PW remaining) has a Skill Check of 8 (14-10+4) for success with his Call. A high priest of the 10th circle (who has sacrificed 10 PW and has 20 PW remaining) will always be able to call on his Presence, as his Skill Check would be against a Call of 20, but he would not do so lightly as he would not be able to do so again until he gained another PW (a very difficult task that might take years.)  
  
==Priest Magic ==
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Thanks for starting the ball rolling with this inishgt.
 
 
Compared to wizards, riests have relatively few, but useful spells. At the highest levels spells such as turn undead, resurrect, etc. may be available.
 
 
 
It is not a good idea for an acolyte or priest to sacrifice too much PW to his Presence, as the PW remaining acts as the conduit of the Presence's power (i.e. spells) to the priest. The chance that a spell is successful is equal to an acolyte's PW (or a full priest's PWx2) less the circle of the spell. Thus a character who started with a PW of 12, and sacrifices 2 PW to become an acolyte, would have an effective skill of 10 for the acolyte spells of the second circle (12 PW - 2nd Circle = 10). A character who started with a PW of 14, and sacrifices 4 PW to be a full priest and now has 10 PW, may successfully perform simple acolyte spells (of the second circle) with a skill of 18, and simple priest spells (of the fourth circle) with a skill of 16.
 
 
 
A priest's spells, however, unlike a wizard's spells, may be cast again and again. If a priest is truly blessed (has good dice rolls), the priest could heal thousands of people.
 
 
 
However, should the priest fails he loses the favor of the Presence (for that spell) until he has a chance to meditate and pray to the Presence (usually a hour of Prayer.)
 
 
 
If the priest fumbles, he earns the disfavor of his Presence (for ALL spells), and must perform a day of Vigil to restore them. Since an acolyte has less chance to succeed, he will fumble more, thus be unable to use priestly magic as much as a priest can even though the basic spell powers are the same.
 
 
 
If a priest has a special success, the effect of the spell is more pronounced. If the Priest has a critical success, the effect of the spell is same as that of a special success, but in addition, the Priest has a chance of increasing his ability in that spell with an immediate Experience Check as per the skill advancement rules. If the Experience Check succeeds, the priest may immediately use his increased skill. There is no way for a priest to gain skill in priest spell without increasing PW or through a critical success with that skill - he may not learn, practice or study to increase his skill.
 
 
 
==Ceremony Spells ==
 
 
 
===Basic Ceremonies ===
 
 
 
There are two fundamental 'spells' that all initiates and priests know, called Prayer and Vigil. These are ceremonies that are used to refresh the priests spells after failure or fumble. These 'spells' have no circle and thus no circle penalty, however, the skill in these ceremonies may not be improved with critical successes like other priest spells.
 
 
 
* '''Prayer''' -- This is the first ceremony spell an initiate learns, and takes 10 minutes to perform. Prayer is a simple ceremony, whose sacrifice is time, sacred space is a quiet space, and the ritual preparation is kneeling, ritual manifestation is meditation and prayer while holding a sacred symbol or text, and ritual completion is standing. At the end of the time, an acolyte rolls an Attribute Check against PW/2, a priest rolls vs. his full PW. If successful, he gets his spells back (except those he lost due to a fumble.) A failure of a Prayer means the priest must try again. A fumble means that the priest will have to perform a Vigil before getting his spells back.
 
 
 
* '''Vigil''' -- This is the second ceremony spell an acolyte learns. Vigil is a more complex ceremony then Prayer and it takes 1 day to perform. Its primary sacrifice is time (though other services or payment may be required before entering the sacred space), the sacred space must be in a sanctified or consecrated place, and the ritual is preparation is entering the sacred space, manifestation a number of chants and prayers while holding or creating sacred symbols and texts, and completion is leaving the sacred space. At the end of the time, if an acolyte rolls an Attribute Check against PW/2, or a priest rolls under his full PW, he gets '''all''' of his spells back. A failure of a Vigil means the priest must try again. A fumble means that the priest may have to perform a quest or some other penance to a High Priest to get his spells restored.
 
 
 
===Advanced Ceremonies: ===
 
 
 
There are other, more advanced ceremony spells available only to Priests. Typically they allow the Priest on behalf of his Presence to witness, accept a sacrifice, or consecrate a space. They each work in a similar fashion as Prayers and Vigils, but circle penalties do apply, and the skill may be improved by critical successes like other priest spells.
 
 
 
*'''Bestow Follower (3rd Circle)''' -- Allows the an Initiate or Priest to accept the sacrifice of a prospective follower. Requires a sanctified space and takes as long as a Prayer.
 
 
 
*'''Sanctify Space (3rd Circle)''' -- Bless the ground for the distance of a single pace (3') so that simple ceremonies may be performed -- all who stand on sanctified ground may add +2 to any dice rolls, and evil creatures must subtract +2. Evil creatures and Presences opposed to the Priest will have a difficult time crossing edges of a sanctified space and must roll an Attribute Check vs PW. Can be cumulative with Bless/Curse, but only one sanctify per space. Sanctify takes as long as a Prayer to perform for each space, and only lasts a day.
 
 
 
*'''Witness Vow (4th Circle)''' -- Allows the Priest to accept the vow of a follower. Requires a sanctified space and takes as long as a Prayer. If the Vow is broken, a curse may fall on the breaker. The curse can be as simple as the spell, but could be different based on the whim of the Presence. If the follower continues to break a promised vow, he may loose all all of the powers granted by the followers previous sacrifices to the Presence, and the curse made permanent.
 
 
 
*'''Dedicate Initiate (4th Circle)''' -- Allows a Priest to accept the sacrifice of a follower allowing them to become an Initiate, or the sacrifice of a 2nd circle Initiate to the 3rd Circle. Requires a sanctified space and takes as long as a Vigil.
 
 
 
*'''Consecrate Priest (4th Circle)''' -- Allows an initiate to sacrifice to become a Priest, or a Priest to sacrifice for a higher circle. Requires at least 1 Priest of a higher circle to accept the sacrifice, or the number of Priests of that circle (i.e. 7 Priests of the 7th Circle could dedicate a 7th Circle Priest to 8th) Requires a space consecrated by a Priest of a circle 1 higher then that of the Priest being dedicated (i.e. the space must at least be consecrated by a Priest of 5th circle to dedicate a 4th Circle Priest to 5th) or, rarely, some other holy place to the Presence. A Consecration takes as long as a Vigil.
 
 
 
*'''Consecrate Space (4th Circle)''' -- Bless the ground for the distance of a single pace (3') so that advanced ceremonies may be performed -- all who stand on sanctified ground may add +2 to any dice rolls. In addition, all who stand there may subtract the caster's Circle to any rolls against them by evil creatures or an opposed Presence, and add the same for any rolls against the opposition. Evil creatures and Presences opposed to the Priest will have a difficult time crossing edges of a sanctified space and must roll an Attribute Check vs PW. Can be cumulative with Bless/Curse, but not with Sanctify. There many be only one sanctify per space. Consecration is a long ceremony and takes a day to perform for each space. Consecrating a space takes as long as a vigil, must be renewed yearly, but only takes as long as a Prayer to renew.  
 
  
 
==Other Spells ==
 
==Other Spells ==

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