These abilities are common to all priests.
II. Fatigue
Create Temporary Items [1/5lb] - The priest may create an item with a weight equal to five times the amount of fatigue he spends. If it is a mechanical device, he must have the skill to create such a device and roll against that skill. If the roll fails the device will be flawed in some way. An item created in this way lasts until it loses contact with the priest, then it will disappear the next round, so created arrows and bolts will still strike their target.
Divination [6] - This can usually only be attempted once daily. It must be in some form that is associated with the god (Ex. A priest of Testa might consult Tarot cards while a follower of Ansenii could practice his sword routines for an hour at dusk). The answer is often cryptic but is always relevant to the question. Dreams are often used by the god for communication.
Temporary Super Advantages [1/5pts] - The god will grant his follower the temporary use of advantages not normally available to his race. The guidelines for which super-advantages are allowable are the same as for Temporary Advantages. They will last for one minute per expenditure and a maximum of 50 points is allowed. If a Level III priests uses character points with this skill, the maximum is raised to 100 points.
*Peek [2] - Divine guidance will inform the priest as to all game stats on any creature. It does not list its skills, just ability scores and advantages.
*Mask [0, 2+1/skill] - Mask provides the priest divine protection from being peeked, magically scryed, or psionically probed. There is no cost to resist Peeks by other priests, he just rolls his Mask skill to resist. But if he wishes to resist a magical or psionic attack he must pay 3 fatigue and then make his resistance roll.
Dismiss [2] - A summoned creature controlled by another priest may be returned to its normal plane using this ability. A contest of skills is required between Dismiss and the controller's Summon skill. Each priest adds his Divine Bestowal level to his skill for the purposes of this contest.
Summon [2,4,6,8] - Priests have the ability to call various creatures to their aid. To do so, he must spend 5 rounds minus his Divine Bestowal level concentrating and spend the appropriate amount of fatigue. The summoned creature will serve the priest 10 minutes for a Level II priest, 10 hours for a Level III priest, and 10 days for a Level IV priest. A Level III priest may pay character points instead of fatigue and gain the creature's services permanently. He can then summon it at any time by spending one round concentrating and expending 2 fatigue. All such creatures are quite hardy and have Hard To Kill +4. When the priest allows them to return they heal 2 HT/day.
NOTE: When a summoned creature is destroyed or killed it cannot be summoned again for a minumum of 1 week and after that a Summoning+Divine Bestowal-6 roll must be made in order to regain the services of the creature. Only one check per week can be made and the penalty is reduced by 1 each week.
Servants are unable to be summoned for 2 weeks.
III. Character Points
Undo [2 + 1/day elapsed, +1/person] - This skill allows the priest to undo the effects of his previous actions. This could be a battle he participated in or a button he should not have pressed. It doesn't change an action, but just makes it so the action never happened. Priests of Testa may also affect other persons with this power by paying 1 character point for each additional person.
Bestowal [+5] - For an extra 5 character points priests may buy advantages or super-advantages permanently.
Steal [5] - The priest may steal advantages from other creatures. He must be in contact with the creature and concentrate for 1 minute per point the adventure is worth. The creature must be alive but need not be conscious. At the end of that time the creature loses the advantage and the priest gains it. This ability can also remove stolen advantages from other priests, returning them to the original owner.
Permanent Create [1/5lbs] - The priest can create permanent objects using the same rules as temporary creation. He may also create enchanted items with this skill. He simply pays +1 character point for each bonus to hit or damage and +2 to +6 for other enchantments to the object. Layering enchantments on an object causes each successive power to cost +1. Limitations may be placed freely.
Banish [10] - Using this ability, the priest may send one creature to a random plane of existence. It takes 2 rounds to prepare the banish and at the end of the second round the target disappears with a sharp crack. Players should note that overusing this ability will probably cause the GM to let banished creatures find help in the outer planes and return...maybe stronger than before!
Sanctify Area [1/100' cube] - A sanctified area has been imbued with some of the god's own power. Any temple, grove, home, etc. may be sanctified. The process involves ceremony and a proper show of dedication; it requires at least an hour to sanctify an area, or more if the GM desires. Such an area is immediately noticed by any priest upon entering its bounds. The area radiates a feeling of security and peace to priests of the same faith; priests of other gods will feel uncomfortable and desire to leave quickly.
- While in a friendly area, the priest can use any of his skills at half their normal cost, with any cost less than 1 treated as 1.
- Priests of other faiths must pay double for their powers.
- Creatures created by another god cannot enter (or leave, if imprisoned there) a sanctified area.
- The area must be renewed every year.
Attributes
: For the highest powers granted by the gods, priests must sacrifice some of their own life energy. Upon using one of these powers the priest chooses an attribute and it immediately drops the required number of points. Any skills based on that attribute also drop. Attributes may be regained as normal, but always cost double the initial character point value
- *Divine Intervention
[2] - This is handled basically like a wish. The player may ask for anything, but if the wish is very powerful, the wording had better be accurate!
- Sacred Item
[2] - Upon using this skill, an item of the priest's choosing will be fashioned of his god's energy. It is generally related to the god's sphere of influence, but may be anything the priest desires.
- - The item is not made of earthly materials. It uses the priest's resistance roll for any effects that target it and should generally be very difficult to destroy.
- - The priest may bring the item to him by concentrating for 1 round and spending 2 fatigue.
- - While the priest is touching the item, it acts as a storage battery for his energies. The item will store 10 character points for the priest's use. These points are regained at 1 for each full day of prayer in a sanctified area. Remember, 1 CP equals 10 fatigue or 100 items, so the points can be used for almost any skill.
- - When the item is first created, the priest is given 15 character points to imbue the item with enchantments (see Permanent Create). The priest may add more points from his personal total.