Priest Customization Costs            
These costs represent changes or additions to the table listed in Player's Options: Spells and Magic
Abilities in Italics are for Crusaders only -- at least one of the Fighter options must be taken to qualify as a Crusader
Ability Cost Notes
     
Combat Bonus 20 Priest advances in THACO as a warrior, and uses the fighter experience table
Cure Disease 5 Cure disease once per day per five days, as Paladin (may cause disease instead for the same cost)
Extra Proficiency * At cost listed in Skills and Powers or Spells and Magic
Expertise 4/2 May be modified downward if given later than first level, Crusaders pay only 2 points
Granted Power * See table below
Hated Enemy * Cost is 2 points per plus to hit or damage. If the bonuses are spread out over many levels, the cost may be reduced to 1 + 1 per plus to hit or damage.
Hit Point Bonuses 10 Priest uses ten-sided dice for hit points, and uses the fighter experience table
Infravision 10 60" range or +60" to existing infravision
Laying on of Hands 7/10 Heal 1 (2) hit points once per day, as Paladin (may do damage by touch instead for the same cost)
Multiple Attacks 10 Priest gains multiple attacks as a fighter
Saving Throw Bonus 3/5 +1/+2 on a group of related saving throws
Specialization 8/4 Expertise in weapon required. May be modified downward if given later than 5th level, Crusaders pay only 4 points, and may gain it at 3rd level
Sphere Access * See table below
Spirit Powers 20/30/40 Cost for having power over one, two, or all groups of spirits, progression is reduced to 2/3 of the listed number of spirits (rounded normally) at 30 points, to 1/3 at 20 points
Thief abilities * 10 points for one thief ability (as a thief of the same level), +5 points per additional ability, including backstabd
Tracking 5/10 Tracking ability with a +2 initial bonus and no more than +3 in level-based bonuses, or tracking as ranger, +1/4 levels
Turn Undead 10/15 Turn at 1/2 (rounded up or down) or full level
Wizardly Spell Access 25* 25 to be able to cast one school of Wizard magic -- but see below for other modifiers.
 
Limitation Cost Notes
Armor Restriction: metal only -2 Can only use metal armor
Armor Restriction -5/-10/-15 Chain or lighter / Non-metallic, studded leather, and elven chain / no armor at all
Combat Penalty -10 Priest uses the thief THACO table
Fanatical -5 Will not associate with priests or worshippers of other pantheons or dissimilar alignments
Hit Point Penalty -10 Priest gains hit points as a thief (d6)
Intolerant -3 Will not associate with priests of other pantheons
Minimum Attributes * See table below
Reduced Spell Progression -15 One less spell of each level, cannot cast 7th level spells (required for Crusaders)
Shield Restriction -3/-5 Can only use wooden shields/Cannot use shields at all
Special Symbol -8 A unique symbol is required for all spell casting, this symbol can not be replaced in the normal course of the adventure, the symbol must be bound to the character such that no extras can be carried

 

Wizardly Spell Access

Ability Cost Notes
Base Cost 25 Access to one school of Wizardy
Extra Schools (no spell limits) 10 Per additional school (i.e. +70 for all 8 schools)
Extra Schools (spell limits) 5 Per additional school (i.e. +35 for all 8 schools)
Spellbook -5 Spells must be kept in a spellbook
Spell limits: 1 spell -15 Only 1 spell (period) of the schools may be memorized
Spell limits: 1 per level -10 One spell of each spell level of the schools may be memorized
Spell limits: 2 per level -5 Two spells of each spell level of the schools may be memorized

 

Sphere Access Table

Sphere Major Minor Sphere Major Minor
All
5 3 Harm 7 4
Animal
10 5 Law 8 4
Astral 5 3 Necromantic 10 5
Chaos 8 4 Numbers 10 5
Charm 10 5 Plant 10 5
Combat 10 5 Protection 10 5
Creation 10 5 Summoning 10 5
Divination 10 5 Sun 5 3
Elemental
20 10 Darkness 3 2
Air 4 2 Thought 10 5
Earth 6 3 Time 10 5
Fire 6 3 Travelers 5 3
Water 4 2 War * *
Guardian 5 3 Wards 10 5
Healing 10 5 Weather 10 5

 

Minimum Attributes Table

A priest may have stat minima in up to four attributes. Use the following table to determine how much the stat minima are worth. For example, a minimum strength of 13 and a minimum wisdom of 11 is worth 2 character points, while a minimum wisdom of 17 and a minimum charisma of 12 is worth 3 points (the wisdom of 17 is worth 3 points compared to the combined total of only 2 points).

1 attribute 2 attributes 3 attributes 4 attributes Cost
13 24 34 43 -1
15 27 38 48 -2
17 30 42 53 -3
-- 33 46 58 -4
-- -- 50 63 -5

 

Priest Customization Options

Priests of lesser gods start with 120 points to spend on their priest abilities and spells. They can choose abilities and limitations from the list above any combination, subject to the restrictions noted in the table. Priests of greater gods receive 140 points to reflect the greater power of their deities, priests of demigods receive only 100 points, for similar reasons.

Priests that take either Combat Bonus, Multiple Attacks, or Hit Point Bonus use the fighter table for advancement, and a referred to as crusaders. They are required to take the Reduced Spell Progression limitation. There is no additional penalty for taking more than one of the above.

Priests with spirit powers are referred to as shamans (shaman crusaders are possible). Priests with powers drawn from the natural spheres are sometimes, but not always, druids.