| 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 |
| 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 | 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 |
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 |
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.