Priest
You know, holy stuff.
Faith
You are able to cast spells.
- | - |
---|---|
Spell List | Specific to this class (see Spell List) |
Spells Known | 2 per level plus 2 cantrips |
Mana | 2 per level |
Spells
Divinity
Rank 1
Attack:
- Holy Fire: Recharge 33%, std, long range, burst 3; enemies suffer heavy holy fire damage.
- Holy Smite: Recharge 33%, std, long range; heavy holy fire damage plus half ongoing for 3 rounds.
- Searing Light: At-will, std, long range; medium holy fire damage, or heavy against undead or outsiders.
Control:
- Shackle Undead: At-will, swift, medium range, exclusive; subject undead is immobilized and unable to act for 3 rounds. Damage ends.
Debuff:
Defense:
- Sanctuary: Daily, immediate; you become invulnerable until you take a hostile action, or until the beginning of your 2nd round after casting. Casting this spell also removes all hostile effects currently affecting you.
Healing:
- Desperate Prayer: Daily, immediate; you instantly heal yourself for 50% of your maximum hp.
- Flash of Light: At-will, swift, medium range; heals equal to medium holy damage.
- Holy Light: At-will, standard, medium range; heals equal to heavy holy damage.
Rank 2
Attack:
- Bolt of Glory: Recharge 33% (cannot roll to recharge until duration ends), std, medium range, 1 square; subject in square suffers heavy holy lightning damage plus optional slide 5. Thereafter, anyone standing in the square gains +50% damage. The square remains so charged for 1 round. If you use Righteous Fury on this attack, in addition to multiplying the damage and slide effect, it increases the duration by 1 round per point.
- Holy Rain: Encounter, std, centered circle 10; enemies suffer light holy damage instantly and on your next 4 turns.
Buff:
- Emotion: Courage: At-will, swift, short range, reserve; subject gains 5 charges, each allowing immunity to one fear effect.
Defense:
- Ward against Elements: Encounter, swift, centered circle 5; allies gain 50% resistance against chosen energy type. Lasts 3 rounds.
Healing:
- Circle of Healing: Recharge 33%, medium range, circle 5; allies are healed for medium damage.
- Lay on Hands: Daily, free, short range; subject is healed to 100% of max hp and cleansed of all disease, poison, magic, and curse effects.
- Prayer of Mending: At-will, swift, short range; subject gains 5 charges, each one healing subject for medium damage immediately after suffering damage from any source. Optionally, each time the spell heals, it may jump to another target of your choice within 5 squares.
Rank 3
Attack:
- Flame of Justice: Recharge 33%, standard, long range; heavy holy fire damage, repeating each round with +100% bonus, for a maximum of 4 more hits. Exclusive.
- Sunray: Recharge 33% (cannot recharge until duration ends), std, medium range, circle 3, 3 rounds; on turn start, enemies suffer heavy holy damage. Allies within the Sunray gain Fast Healing 10%.
Healing:
- Lightwell: Encounter, swift, long range; well of light occupies 1 square. Allies within 3 squares can expend a free action (max once/rd) to heal themselves for medium damage. Lightwell has 7 charges of healing, and expires after 5 rounds if not all charges are used.
- Mantle of Resurgence: At-will, swift, short range, reserve; if subject passes below 50% hp, he is immediately healed for 25% of max hp, and again for the same at the start of his next turn. This ends the spell. Spell cannot be cast on subjects currently below 50% hp.
- Power Word: Heal: Immediate, encounter, long range; subject is healed for 50% of max hp (25% if elite, 5% if boss).
Control:
- Emotion: Love: At-will, swift, touch; subject falls in love with you, and will die to defend you (Will negates). Subjects become very competitive with others who love you; if you use Emotion: Love on multiple subjects, they will inevitably fight to the death over you.
Rank 4
Attack:
- Divine Blast: Recharge 33%, long range, chain 3; subjects are disintegrated (Fort negates) or suffer 200% heavy holy damage if they survive for any reason (including avoidance).
- Star of Saints: Encounter, long range, 1 square; brilliant sun-like ball blocks line of sight for enemies (if their vision passes through a 5-square radius of the ball, they must either look away or be blinded). The ball can be healed; each time it is healed, the amount healed is converted into holy fire damage affecting enemies in a close burst 3 centered on the ball, and allies in the area are healed for half that amount. Keep track of all healing on the ball; if it is healed for over 500% of your SP, it explodes, causing a close burst 10 inflicting 500% SP holy fire damage to enemies and healing allies half that amount. Lasts up to 5 rounds, or until it explodes.
Debilitation:
- Holy Word: Encounter, swift, close burst 10; evil creatures, and those profane to your faith, are chastised, becoming stunned, blinded, deafened, and paralyzed (Will ends, each individually). Summoned creatures, in addition, are unsummoned (Will negates).
Defense:
- Ward against Death: At-will, swift, short range, reserve; if subject is dropped below 0 hp, he becomes invulnerable to all effects except movement and healing for up to 24 hours. As soon as subject rises above 0 hp, the spell ends.
Healing:
- Vivacity: Encounter, swift, long range; subject gains Fast Healing 33% for 3 rounds.
Shaping:
- Wall of the Faithful: Encounter, swift, long range, wall 1/level; golden wall blocks all movement and effects, but not sight. You and allies may pass through it at will. Duration: concentration plus 5 rounds.
Mysticism
Rank 1
Attack:
- Mind Blast: Recharge 33%, std, medium range; heavy psychic damage plus stun 1 rd (Will negates).
- Mindfire: At-will, std, long range; medium psychic damage plus same ongoing for 3 rounds (stacks and refreshes, max 5 stacks). Each stack of Mindfire imposes a 10% Will penalty while active.
- Starfall: Recharge 33%, std, medium range, circle 4; enemies suffer medium arcane damage on turn start plus they become the center of a burst 2 inflicting light arcane damage to your enemies.
Buff:
- Power Transfusion: At-will, swift, medium range; you steal subject's power. For each stack of Mindfire on subject, you reduce subject's effectiveness with spells by 20% and gain +20% spell effectiveness yourself. (Elites and bosses may reduce the effect of the debuff, but you gain just as much bonus SP either way). Lasts 3 rounds.
Control:
- Emotion: Calm: At-will, swift, short range; removes emotion effects from subject. Subject becomes non-hostile and leaves combat (Will negates). Any hostile action against subject by you or allies against subject or his allies negates the effect and subject returns to combat.
- Mind Control: At-will, swift, short range, concentration; you control subject's actions while he remains within Long range (Will ends, max one save per 10 minutes). Any hostile actions by your allies against subject negates the spell.
Debuff:
Defense:
- Spell Shield: At-will, swift, reserve; you gain 20% resistance to all spell damage.
Healing:
- Exorcism: At-will, swift, medium range; removes one curse or magic effect from an ally.
- Power Word: Shield: At-will, swift, medium range; subject gains damage absorption 100% (all), to a limit equal to an average heavy damage roll. Subject gains a debuff preventing them from gaining a new Power Word: Shield; has a 33% chance to be removed each round.
- Renew: At-will, swift, medium range; subject is healed for light damage each round for 5 rounds. Exclusive.
Utility:
- Leap of Faith: Recharge 50%, immediate, medium range; you teleport subject to within 2 squares of your location.
Rank 2
Attack:
- Glyph of Divinity: Recharge 33%, swift, medium range; a glyph hovers in the targeted square. For each instance of an enemy within the area casting a harmful spell, or an ally in the area suffering damage from an enemy's spell, the glyph launches a bolt of energy at the caster inflicting medium arcane damage. Lasts 3 rounds.
- Mind Flay: At-will, std, long range; medium psychic damage, plus causes any stacks of Mindfire to instantly cause 1 round's worth of damage, and adds 1 stack of Mindfire if there is already at least one stack.
Buff:
- Emotion: Rage: At-will, swift, short range; subject is enraged, gaining immunity to fear and a +25% bonus to melee damage, but losing the ability to cast spells. Subject prefers melee attacks to all other forms of attack. Subject can distinguish friend from foe, but when all foes are defeated, subject will turn on allies. Exclusive. Lasts up to 5 rounds, or until Will ends.
- Mystic Eyes: At-will, swift, reserve; you gain the ability to see outlines around all creatures within short range, regardless of invisibility, stealth, concealment, cover, or presence in the current dimension.
Control:
- Symbol of Stunning: Encounter, swift, medium range, circle 2, 3 rounds; upon first instance of enemy entering or starting a turn in area, all targets in area are stunned (Will ends, damage ends).
Defense:
- Pain Suppression: Encounter, immediate, medium range; target gains 75% resistance (all) for 2 rounds.
Healing:
- Abolish Disease: At-will, swift, medium range; subject is cleansed of one disease immediately and one each round for the next 4 rounds.
- Hand of Freedom: Recharge 33%, swift, medium range; subject is freed of movement-impairing effects, and rendered immune to them for 3 rounds.
Mobility:
- Levitate: At-will, swift; you gain the ability to levitate off the ground. To change your altitude, you simply spend squares of movement during a move action. While in the air, your movement rate decreases by 33%. Lasts up to 5 rounds.
Utility:
- Telepathy: At-will, swift, reserve; you gain the ability to telepathically communicate within long range with any creature of whom you are aware. This does not imbue others with the ability to respond telepathically, and your messages are in a language you can speak; creatures must understand the language to understand the message.
Rank 3
Attack:
- Mana Burn: Recharge 33%, swift, medium range; a chosen magic effect explodes into a burst 3, inflicting medium arcane to all subjects. If the burst hits any other instances of the spell, it causes them to explode in the same manner; these secondary explosions cannot trigger further explosions.
- Psychic Blast: Recharge 33%, std, medium range, burst 3; enemies suffer heavy psychic damage plus stun 1 round (Will negates) plus adds 1 stack of Mindfire to each target.
Defense:
- Spell Immunity: Recharge 33%, swift, short range; subject becomes totally immune to one named spell for 3 rounds. Does not remove effects already in progress.
Healing:
- Penance: At-will, swift, medium range; subject is healed for medium damage. If subject has a Power Word: Shield, it regains half of its limit.
- Power Word: Barrier: Encounter, swift, close burst 5; allies gain a Power Word: Shield.
Utility:
- True Seeing: At-will, swift, reserve; you gain the ability to detect illusions and form alterations within Short range. Whenever you perceive an illusion, you automatically detect that it is an illusion, and you see a silhouette of any real creatures or objects obscured by it.
Rank 4
Attack:
- Arcane Torrent: Recharge 33%, standard, close burst 10; converts all instances of a chosen magic effect within radius into bolts of magical energy that strike the spell's caster, if within long range, for medium arcane each.
- Commandeer Spell: Recharge 33%, standard, medium range; choose one spell from subject's repertoire that is not on cooldown. You cast that spell, with subject as the origin, putting it on its normal cooldown.
Defense:
- Mind Blank: At-will, swift, short range, reserve; subject gains 3 charges, each one nullifying a single mental effect.
- Proof Against Transmutations: At-will, swift, short range, reserve; subject gains 3 charges, each one nullifying a single effect of the following types: petrification, polymorphing, hostile teleportation or dimension shifting, size change, etc.
Healing:
- Greater Exorcism: As Exorcism, but turns the spell back on its caster.
Utility:
- Brain Spider: Recharge 33%/hour, concentration, short range; you invade subject's mind, causing you to become resident inside it. You sense what the subject senses; the situation of your own body is only a vague memory. The spell ends if the subject exits a radius of 1 mile/level. ** Each round, you may attempt one of the following, allowing the subject a Will save to negate and end: learn the answer to one question with perfect truth (from subject's point of view), plant/modify/delete one memory of subject's, or take over subject's actions for one round. If you attempt none of these, there is no save to end that round. ** A special use of this spell is to cause the subject to become your proxy for further jumps. You may effectively re-cast this spell, without ending the original, using the subject as the source. You are now in the new subject's mind. If the new subject removes you, through Will saves or other means, you jump back into the previous subject's mind. There is no limit to the number of jumps you may make in this manner; however, if any subject in the chain exits the radius, or becomes immune to mental effects, you snap back to the nearest valid subject in the chain.
Shadow
Rank 1
Attack:
- Darkbolt: At-will, std, long range, burst 2; heavy shadow damage, divided amongst all enemy targets. Causes Shadow Word: Pain to proc, if present on targets.
- Shadow Word: Pain: At-will, swift, medium range; light shadow damage instantly and each round for the next 4 rounds.
Buff:
- Vampiric Embrace: At-will, swift, reserve; when you inflict shadow damage, you are healed for 10% of the damage dealt. Max healing per spell is 50% of your max hp.
Control:
- Emotion: Fear: At-will, swift, short range; subject flees in terror for 3 rounds (Will negates, damage allows extra save). Exclusive.
Debuff:
- Curse of Mortality: At-will, swift, medium range; subject gains 50% resistance to healing and shielding effects for 5 rounds.
- Strangulation: Recharge 33%, swift, medium range; subject is silenced (Fort ends). Exclusive.
Defense:
- Fade: Encounter, immediate; you become invisible until you attack, cast a spell, or until 2 rounds pass.
Rank 2
Attack:
- Dark Frenzy: Encounter, standard, medium range, circle 3; a mass of spirits assaults all targets in circle. Instantly, and on your next 2 turns, subjects suffer medium shadow damage plus wracked (unable to act due to pain) for 1 rd, Fort negates.
- Harm: Recharge 33%, std, touch; inflicts shadow damage equal to 100% of subject's max hp (10% elite, 5% boss), Fort half.
Debuff:
Defense:
- Death Ward: At-will, swift, short range, reserve; subject gains 10 charges protecting him from death effects, energy drain, and ability drain. Each charge negates 1 point of ability or energy drain; negating a death effect costs 3 charges. When all charges are expended, the spell ends.
- Shadow Ward: Encounter, swift, centered circle 5, 3 rounds; allies gain 50% resist (shadow).
Healing:
- Revivify: Encounter, standard, short range; dead subject (within encounter) is resurrected at 0 hp.
Utility:
- Phantom Hand: Encounter, swift, medium range; phantasmal hand can fly up to 12 squares/rd and deliver touch spells that you cast.
Rank 3
Attack:
- Creeping Doom: Recharge 33% (cannot recharge while duration is active), std, medium range, circle 1; heavy shadow damage. On each of your next 4 turns, circle expands 1 square in radius, then inflicts heavy shadow damage per square of radius, divided equally among all enemies in the radius.
- Dark Star: Encounter, standard, short range; an orb of darkness hovers in place, causes medium shadow damage each round to enemies within 5 squares. Each time it inflicts damage, gains a charge. As long as you remain within short range, you gain +10% damage with shadow spells (including later rounds of Dark Star) per charge in the star. After 3 rounds, or when the star has accumulated 25 charges, it explodes, inflicting light shadow damage per charge to enemies within 5 squares.
Rank 4
Attack:
- Demi: Encounter, standard, long range, circle 3; subjects reduced to 50% of max hp (90% elite, 95% boss).
- Shadow Word: Death: Recharge 33%, std, medium range; inflicts shadow damage equal to the amount of damage target has already suffered. Elites suffer only 20% of the damage already suffered, and bosses only 10%.
- Shadow Fiend: Encounter, swift, medium range; incorporeal shadowy minion has 50% of your hp, 90% resist (all), and can move up to 10 squares/rd and attack with a melee touch once/rd, inflicting heavy shadow damage. Each time he hits, he can steal one beneficial magic effect from the subject and transfer it to you. Also, once/rd, the fiend may cast Shadow Word: Pain.
Healing:
- Life for Life: Recharge 20%, swift, medium range; dead, dying, or disabled subject is restored to full hit points, and another subject in range suffers 100% of his max hp in shadow damage.
Shaping:
- Shadow Canopy: Encounter, swift, centered circle 1-10; dome of blackness blocks all movement, effects, and sight. Not vulnerable to dispelling, disintegration, or disjunction. Has hp equal to 500% heavy damage; suffers no damage from anything except holy or light-based attacks. Duration: concentration plus 5 rounds.
Utility:
- Shadow Double: Daily, free, medium range; illusionary duplicate of yourself can serve as the origin of your spells. Lasts 5 rounds.
Paths
Path | Description |
---|---|
Emissary | Public figure for a religion; gains power from direct reverence |
Manifester | Avatar of the gods; summon minions, become a "minion" of your faith |
Paladin | Heavy weapons and armor |
Scratch Space
Power Reorg
Powers are organized into Domains, each with a Tier from 1-3.
Each level, you gain Tier 1 of a new Domain, or advance an existing Domain by 1 Tier. Tier 2 requires level 5, and Tier 3 requires level 10.
Death
Ideas:
- Harm
- Shadow Word: Death
- Wail of Death
Divinity
Ideas:
- Divine Blast
- Holy Word
- Protection from Evil
- Vengeful Gaze of God
Emotion
Tier 1
- Calm: 1 mana, ranged; removes an emotion effect. Non-magical emotions can be reduced from hostile to unfriendly, or from unfriendly to indifferent, provided neither you nor anyone else antagonize the target. Wisdom negates.
- Courage: 1 mana, emanation 5, concentration; allies gain advantage against negative emotion effects, and you can attempt to dispel any fear effects in range once per round.
- Fear: 1 mana, ranged; subject is afraid, taking no action other than to run away from you. Wisdom ends.
- Rage: 1 mana, ranged; subject is enraged, preferring melee attacks to all other attack forms, and gaining advantage to said attacks. They attack the nearest target, regardless of friend or foe. Wisdom ends.
Tier 2
- Despair: subject does nothing, even if antagonized
- Envy: turn allies against each other
- Love: uber-charm
- Zeal: buff movement, suppress pain, etc
- Area effect versions of tier 1
Tier 3
- Exultation: filled with divine inspiration
- Serenity: zone of immunity to emotion effects, charms, etc
Healing
Ideas:
- Cure Disease, Remove Curse, etc
- Lay on Hands
- Power Word: Heal
Light
Tier 1
- Illumination: 0 Mana, swift, concentration; you produce bright light in an emanation 5 or cone 20.
- Searing Light: 1 Mana, std, ranged; subject suffers medium holy damage (or heavy if vulnerable to sunlight).
- Healing Light: 1 Mana, std, ranged; ally is healed for medium damage.
Tier 2
- Sunray: 2 Mana, std, ranged, circle 2, 3 rds; allies starting in area healed for light damage. Enemies starting in area suffer light holy damage.
Tier 3
- Star of Saints
Mind
Ideas:
- Read Mind
- Mind Control
- Mind Seed etc
Protection
Ideas:
- Power Word: Barrier
- Power Word: Shield
- Sanctuary
- Wall of the Faithful
Shadow
Ideas:
- Shadow Double
- Shadow Fiend
- Shadow Ward
- Wall of Shadows
Void
Tier 0
- Withering Touch: 0 Mana, touch; medium shadow damage.
Tier 1
- Darkbolt: 1 Mana, ranged; subject suffers medium shadow damage and is wracked (Con negates).
Tier 2
- Dark Star: 2 Mana, concentration; you conjure a star of the void, which moves up to 6 squares/rd as you direct, harming one target per movement, inflicting heavy shadow damage as a ranged attack (using your spellcasting skill to hit). Each time it inflicts damage, it has a chance to go rogue, acting on its own until you spend an action to control it and succeed on an opposed Charisma check against it (it has your Charisma). While uncontrolled, other magic users can attempt to command it.
more tbd
Tier 3
- Call of the Void: 3 Mana, concentration; you open a rift in the Universe, leading to the Void. Subjects within 5 squares must pass Charisma saves each round to avoid walking toward the void at half speed, taking no other actions. If they pass through, they are lost to the Void.
Paths
- Pure caster path gets abilities like:
- Desperate Prayer: protection/healing spell as immediate action once/encounter
- Divine Favor: luck dice
- Bonus ability from each Domain, accessed through Divine Favor, such as:
- Lightwell (Light domain): allies can spend a move action if close to you to heal themselves for light damage
- Shadow Armor (Shadow domain): chance to avoid damage
- Ascetic path gets abilities like:
- Unarmed combat
- Pain Suppression
- Enhanced concentration
- Use certain non-attack spells as bonus actions during combat
- Get mana back for beating people up
- Manifester
- Archon: minor summons based on Domain selection
- Avatar: occasional summon of awesomeness
- Transcendence: minor, constant special ability based on Domain selection
- Paladin gets, natch:
- Heavy weapons/armor
- Special ability per Domain, useful in physical combat
- Trade Domain knowledge for Fighter maneuver