d30 |
Major (Physical) |
Major Sphere |
Minor Sphere |
Minor Sphere |
Granted Power |
Bonus Proficiency |
Weapons Allowed |
Armor Allowed |
Followers |
Ability Requirement |
Alignment |
1 |
Seasons, Spring |
Plant |
Healing |
Time |
Immune to magical death effects. Any spell or effect (such as the gaze of a bodak) that would instantly kill the priest instead puts them into a comotose, deathlike state (similar to a Feign Death spell) for 1 round per level or hit die of the attacker. The priest can still be killed by other, more mundane means. |
Weather Sense |
Fencing Blades Group |
Shields, No metal |
2 3rd-level Priests, 2 2nd-level Fighters |
Cha 12 |
Neutral |
2 |
Seasons, Summer |
Sun |
Plant |
Time |
Immune to natural extremes of heat and cold. +2 saves vs. heat (not fire) and cold based attacks. |
Agriculture |
Medium Blades Group |
+1 |
1 4th-level Priest, 3 2nd-level Priests |
Con 12 |
Neutral |
3 |
Seasons, Autumn |
Necromantic |
Plant |
Time |
Immune to charm spells cast by woodland creatures (dryads, nixies, etc.) |
Fey Lore |
Curved Blades Group |
+1 |
2 5th-level Rangers |
Wis 12 |
Neutral |
4 |
Seasons, Winter |
Weather |
Elemental, Water |
Time |
Cast Weather Summoning once per week, but can only summon a snowstorm. This storm will last for 1d12 hours, dumping 1d4 inches of snow per experience level. Winds will be at gale force, and the temperature will drop below 20 degrees Fahrenheit or lower. No animal can fly, no missile weapon can be used, movement rates are reduced by half, and all combat is penalized at -4 to attack rolls within the 5-mile radius of the storm. Priests of winter are immune to combat and movement penalties from snowstorms. |
Fire Building |
Spears Group |
+1 |
1 4th-level Priest, 1 4th-level Ranger, 2 1st-level Priests |
Con 12 |
Neutral |
5 |
Elemental Air |
Elemental, Air |
Weather |
Creation |
Immunity (automatically succeed saves) vs. gas-based attacks. |
Tumbling |
Bows Group |
+1 |
1 5th-level Priest, 4 Aaracockra |
Dex 14 |
Neutral |
6 |
Elemental Earth |
Elemental, Earth |
Time |
Creation |
Cast Meld into Stone 1/day per 3 levels. |
Mining |
Picks Group |
+3 |
1 Pech or Sandman, 2 3rd-level Priests |
Con 14 |
Neutral |
7 |
Elemental Fire |
Elemental, Fire |
Sun |
Creation |
Fire Resistance (as ring) |
Fire Building |
Rifles Group |
+2 |
1 4th-level Priest, 3 Azers |
Int 14 |
Neutral |
8 |
Elemental Water |
Elemental, Water |
Weather |
Creation |
Continual Water Breathing (as the spell). |
Swimming |
Spears Group |
+2 |
1 4th-level Priest, 2 Tritons |
Str 14 |
Neutral |
9 |
Fertility/Birth |
Healing |
Animal |
Creation |
Lay on Hands (as paladin, but 3/day) |
Healing |
Short Blades Group |
+2, Shields |
2 3rd-level Priests, 2 2nd-level Fighters |
Con 12 |
Good +1 |
10 |
Death/The Dead |
Necromantic |
Guardian |
Protection |
Turn Undead |
Netherworld Knowledge |
Curved Blades Group |
+2 |
1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Priests |
Wis 13 |
|
11 |
Undeath/The Undead |
Necromantic |
Charm |
Combat |
Command Undead |
Undead Lore |
Flails Group |
+2 |
1 Wight, 3 Ghouls |
Int 13 |
Good -1 |
12 |
Creation/Life |
Creation |
Healing |
Plant |
Turn Undead |
Artistic Ability |
Clubbing Weapons Group |
+1, Shields |
1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Fighters |
Wis 12 |
Good +1 |
13 |
Agriculture/Domestic Plants |
Plant |
Elemental, Earth |
Law |
Spells from the Plant sphere have double normal duration, range, and area of effect. |
Agriculture |
Flails Group |
+2, Shields, No metal |
1 4th-level Priest, 3 2nd-level Priests |
Wis 12 |
Law +1 |
14 |
Forests/Wild Plants |
Plant |
Healing |
Chaos |
Pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate. |
Herbalism |
Staves Group |
Shields, No metal |
1 Treant (7HD), 3 1st-level Priests |
Con 12 |
Neutral |
15 |
Abominations/Monsters |
Summoning |
Animal |
Chaos |
Learn 1 monstrous (non-humanoid) language, +1 per 3 levels. |
Dark Lore |
Pole-Axes Group |
+1, Shields |
1 Greater Broken One, 2 Common Broken Ones |
Str 12 |
Law -1 |
16 |
Animals (General) |
Animal |
Summoning |
Healing |
Shapechange (as Druid ability) at 5th level |
Animal Lore |
Close Combat Weapons Group |
+1, Shields |
1 4th-level Berserker, 2 3rd-level Priests |
Cha 12 |
Neutral |
17 |
The Moon |
Astral |
Divination |
Sun |
Immune to Lycanthropy and other curses. |
Astrology |
Clubbing Weapons Group |
+0 |
1 Wereraven or Werewolf, 2 3rd-level Priests |
Cha 12 |
|
18 |
The Sun |
Sun |
Elemental, Fire |
Healing |
Turn Undead |
Glassblowing |
Spears Group |
+1, Shields |
1 4th-level Paladin, 2 3rd-level Priests |
Wis 12 |
|
19 |
Darkness |
Guardian |
Wards |
Combat |
Cast Darkness 15-ft. Radius 1/day per 3 levels. |
Dark Sense |
Blowguns Group |
+4 |
1 5th-level Priest, 3 Dark Creepers |
Int 13 |
|
20 |
Light |
Sun |
Guardian |
Creation |
Automatically succeed saves vs. priest spells from the Sun sphere and wizard spells from the Shining Path. |
Alertness |
Darts Group |
+2 |
1 5th-level Priest, 5 1st-level Priests |
Cha 13 |
|
21 |
Rivers/Streams |
Elemental, Water |
Charm |
Travelers |
Continual Water Breathing (as the spell). |
Boating |
Crossbows Group |
+1 |
1 Nereid, 3 2nd-level Priests |
Dex 12 |
|
22 |
Oceans/Seas |
Elemental, Water |
Animal |
Summoning |
Learn 1 aquatic language, +1 per 3 levels. |
Seamanship |
Curved Blades Group |
+2 |
1 5th-level Priest, 5 1st-level Fighters |
Con 12 |
|
23 |
Caverns/Dungeons |
Elemental, Earth |
Divination |
Guardian |
Detection abilities as Dwarf |
Underground Navigation |
Picks Group |
+3 |
1 4th-level Priest, 3 Skulks |
Dex 12 |
|
24 |
Mountains |
Elemental, Earth |
Protection |
Travelers |
Earth and stone-based attacks (including earth elementals, hurled boulders, or spells from the Earth sphere) deal -2 damage per die. |
Mountaineering |
Clubbing Weapons Group |
+3 |
1 5th-level Priest, 5 1st-level Fighters |
Str 12 |
|
25 |
The Sky |
Elemental, Air |
Sun |
Weather |
Shapechange (as Druid ability, bird-forms only) at 3rd level, 3/day |
Riding, Air-based |
Bows Group |
+0 |
1 Pegasus, 2 3rd-level Priests |
Str 12 |
|
26 |
Time |
Time |
Divination |
Numbers |
Cast wizard spells from the Chronomancy school as Priest spells of the same level. |
Time Sense |
Chains Group |
+0 |
1 4th-level Priest, 3 2nd-level Priests |
Int 12 |
Law +1 |
27 |
Cycle of Life |
Protection |
Necromantic |
Time |
Turn Undead |
Philosophy |
Curved Blades Group |
+1 |
2 3rd-level Priests, 2 2nd-level Fighters |
Wis 12 |
Neutral |
28 |
Magic |
Divination |
Charm |
Thought |
Spells unaffected by Dead Magic and Wild Magic zones. |
Spellcraft |
Staves Group |
+0 |
1 5th-level Mage, 1 3rd-level Mage, 2 1st-level Mages |
Int 13 |
|
29 |
Storms |
Weather |
War |
Chaos |
Cast Wizard spells from the Air elemental school, plus Lightning Bolt and Chain Lightning, as priest spells of the same level. |
Weather Sense |
Slings Group |
+1, Shields |
1 5th-level Priest, 5 1st-level Fighters |
Con 13 |
Law -1 |
30 |
Weather |
Weather |
Elemental, Air |
Elemental, Water |
Cast Control Weather 1/week at 8th level |
Weather Sense |
Blowguns Group |
+1 |
1 5th-level Priest, 1 5th-level Mage |
Wis 12 |
|
d30 |
Major (Philosophical) |
Major Sphere |
Minor Sphere |
Minor Sphere |
Granted Power |
Bonus Proficiency |
Weapons Allowed |
Armor Allowed |
Followers |
Ability Requirement |
Alignment |
1 |
Health/Healing |
Healing |
Necromantic |
Elemental, Water |
Cure Disease 1/week per 5 levels |
Healing |
Mancatchers Group |
+1, Shields |
1 5th-level Priest, 5 1st-level Priests |
Con 12 |
Good +1 |
2 |
Freedom/Liberty |
Chaos |
Elemental, Air |
Travelers |
Continual Free Action (as the spell) at 5th level |
Escape |
Chains Group |
Shields |
2 3rd-level Fighters, 4 1st-level Thieves |
Dex 12 |
Law -1 |
3 |
Hearth/Home |
Wards |
Elemental, Fire |
Creation |
Spells from the Wards sphere have double normal duration, range, and area of effect. |
Cooking |
Axes Group |
+3 |
1 5th-level Priest, 1 5th-level Fighter |
Wis 13 |
Law +1 |
4 |
Lies/Deception |
Charm |
Chaos |
Summoning |
Cast Wizard spells from the Illusion school as Priest spells of same level. |
Fast Talking |
Fencing Blades Group |
Shields |
1 5th-level Illusionist, 1 3rd-level Priest, 2 1st-level Thieves |
Int 13 |
Law -1 |
5 |
Knowledge/Learning |
Thought |
Divination |
Astral |
Cast Legend Lore 1/week |
Teaching |
Handgunnes Group |
+0 |
1 5th-level Bard, 5 1st-level Priest |
Int 14 |
|
6 |
Justice/Law |
Law |
Thought |
Wards |
Cast Detect Lie 3/day |
Law |
Whips Group |
+1, Shields |
5 2nd-level Paladins |
Wis 12 |
Law +2 |
7 |
War/Battle |
War |
Combat |
Protection |
Gain weapon proficiency slots as a warrior. Can specialize in a single weapon at 1st level. |
Battle Command |
Long Blades Group |
+4 |
1 5th-level Fighter, 5 1st-level Fighters |
Str 13 |
|
8 |
Leadership/Rulership |
Law |
Charm |
Numbers |
Cast Command 3/day |
Administration |
Lances Group |
Shields |
1 3rd-level Priest, 7 1st-level Fighters |
Cha 14 |
Law +1 |
9 |
Children/Youth |
Healing |
Necromantic |
Time |
Age at 1/2 normal rate. Immune to magical aging. |
Storytelling |
Darts Group |
Shields |
2 3rd-level Priests, 4 1st-level Priests |
Dex 10, Cha 10 |
|
10 |
Rebellion/Anarchy |
Chaos |
Elemental, Fire |
War |
Incite Berserker Rage (per Priests Handbook) |
Sabotage |
Crossbows Group |
+2, Shields |
2 3rd-level Priests, 4 1st-level Fighters |
Cha 12 |
Law -2 |
11 |
Prophecy/Fate |
Divination |
Thought |
Protection |
Prophecy (per Priests Handbook) |
Fortune Telling |
Slings Group |
+1 |
1 5th-level Priest, 1 5th-level Diviner |
Wis 14 |
Law +1 |
12 |
Peace/Love |
Charm |
Healing |
Wards |
Soothing Word (per Priests Handbook) |
Mediation |
Mancatchers Group |
+1, Shields |
1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Priests |
Cha 13 |
Good +1 |
13 |
Wealth/Prosperity |
Numbers |
Summoning |
Wards |
Automatically detect the presence of precious metals and gems within 10 feet. |
Appraising |
Handgunnes Group |
+1 |
1 5th-level Priest, 5 1st-level Fighters |
Int 12 |
|
14 |
Luck/Fortune |
Protection |
Divination |
Combat |
Treat any roll as natural 20, 2/day |
Gaming |
Close-Combat Weapons |
+3 |
1 5th-level Priest, 1 5th-level Thief |
Cha 12 |
Law -1 |
15 |
Travel/Exploration |
Travelers |
Divination |
Guardian |
Double overland movement rate for the priest, plus up to one ally per level. |
Direction Sense |
Spears Group |
+1, No metal |
1 5th-level Ranger, 1 5th-level Bard |
Con 12 |
|
16 |
Old Age/Longevity |
Time |
Necromantic |
Protection |
Cast Feign Death 1/day. Immune to magical aging. |
Ancient History |
Staves Group |
+1 |
1 5th-level Priest, 5 1st-level Priests |
Wis 13 |
|
17 |
Craft/Invention |
Creation |
Thought |
Combat |
Can attack any golem, despite normal weapon immunities with a +4 to hit and damage. At 12th level can build any type of golem, for half time and price. |
Engineering |
Rifles Group |
+3 |
1 5th-level Tinker, 1 3rd-level Priest, 2 1st-level Fighters |
Int 12 |
|
18 |
Destruction/Violence |
Combat |
Necromantic |
Weather |
Priest spells that deal damage, inflict +1 damage per die. |
Sabotage |
Axes Group |
+2 |
1 5th-level Berserker, 4 1st-level Fighters |
Str 13 |
Good -1 |
19 |
Murder/Assassination |
Necromantic |
Combat |
Astral |
Backstab as Thief |
Anatomy |
Medium Blades Group |
+2 |
1 5th-level Thief, 5 1st-level Fighters |
Dex 12 |
Good -1 |
20 |
History/Tradition |
Time |
Numbers |
Divination |
Identify magic items as a Bard. |
Ancient History |
Long Blades Group |
+0 |
1 5th-level Bard, 1 3rd-level Priest, 2 1st-level Fighters |
Int 13 |
Law +1 |
21 |
Misfortune/Accidents |
Combat |
Charm |
Chaos |
Treat opponent’s roll as natural 1, 2/day |
Sabotage |
Whips Group |
+2, Shields |
2 3rd-level Priests, 4 1st-level Fighters |
Dex 13 |
Law -1 |
22 |
Race (specific) |
Law |
War |
Guardian |
+4 on NPC reactions vs. members of your own race. |
Local History |
One Tight Group (DM’s choice) |
+2, Shields |
2 3rd-level Priests, 4 1st-level Fighters |
Wis 12 |
|
23 |
Renewal/Redemption |
Guardian |
Healing |
Sun |
Cast Atonement 1/week per 5 levels. |
Healing |
Medium Blades Group |
+1, Shields |
1 5th-level Priest, 1 3rd-level Mage, 2 1st-level Fighters |
Wis 12 |
Good +1 |
24 |
Choices/Decisions |
Numbers |
Travelers |
Chaos |
Cast Augury 1/day per level |
Omen Reading |
Flails Group |
Shields |
2 3rd-level Priests, 4 1st-level Fighters |
Int 12 |
|
25 |
Thievery/Mischief |
Chaos |
Travelers |
Protection |
Pick Pockets and Open Locks as Thief of equal level |
Chicanery |
Short Blades Group |
+1, Shields |
1 5th-level Thief, 5 1st-level Thieves |
Dex 14 |
Law -1 |
26 |
Literature/Writing |
Thought |
Guardian |
Law |
Automatically succeed on saves vs. magical Glyphs, Runes, and Symbols. |
Literacy |
Short Blades Group |
+1, Shields |
1 5th-level Runecaster, 1 5th-level Bard |
Int 13 |
|
27 |
Music/Poetry |
Charm |
Numbers |
Travelers |
Influence Reactions, Countersong, and Rally Allies as a Bard. |
Singing or Poetry |
Fencing Blades Group |
+0 |
1 5th-level Bard, 1 3rd-level Bard, 2 1st-level Bards |
Cha 13 |
|
28 |
Physical Strength/Vitality |
Combat |
Animal |
Summoning |
Immune to any effect that would reduce the priest’s Strength score. Can have exceptional Strength as a warrior. |
Endurance |
Clubbing Weapons Group |
+3 |
1 5th-level Priest, 5 1st-level Fighters |
Str 14 |
|
29 |
Wisdom/Reason |
Thought |
Astral |
Wards |
+1 on all Wisdom or Intelligence based proficiency checks. |
Folklore |
Staves Group |
+1 |
5 2nd-level Priests |
Wis 14 |
|
30 |
Protection/Guardianship |
Protection |
Guardian |
Wards |
Only surprised on a 1. |
Defensive Tactics |
Close-Combat Weapons |
+3 |
1 5th-level Paladin, 5 1st-level Fighters |
Wis 12 |
|
d30 |
Minor (Physical) |
Major Sphere |
Minor Sphere |
Granted Power |
Bonus Proficiency |
Weapons Allowed |
Armor Allowed |
Followers |
Ability Requirement |
Alignment |
|
1 |
Fog/Mists |
Weather |
Elemental, Water |
Vision is unimpaired by normal or magical fog. |
Hiding |
Nage Teppo |
+1 |
2 Mist Mephits |
Dex 11 |
|
|
2 |
Earthquakes |
Elemental, Earth |
Chaos |
Cast Earthquake 1/week at 8th level |
Geology |
Sledge |
+2, Shields |
2 Earth Mephits |
Str 14 |
|
|
3 |
Waterfalls |
Elemental, Water |
Thought |
Immune to any effect that would knock you prone or move you against your will. This includes anything from a Trip attempt to a Tsunami. This does not protect you against damage or other effects, only the undesired movement. You can choose to be moved if so desired. |
Swimming |
Quarterstaff |
+1 |
1 5th-level Monk |
Str 10, Con 10 |
|
|
4 |
Glades/Clearings |
Charm |
Wards |
Soothing Word (per Priests Handbook) |
Fey Lore |
Sickle |
+1 |
1 5th-level Druid |
Wis 9 |
|
|
5 |
Lightning |
Weather |
Elemental, Fire |
Electricity Resistance (as ring of fire resistance) |
Charge |
Javelin |
+1 |
2 Lightning Mephits |
Dex 11 |
|
|
6 |
Thunder |
Combat |
Weather |
Immune to Deafness and magical Silence effects. |
Charioteering |
Warhammer |
+2 |
1 3rd-level Fighter, 2 1st-level Fighters |
Str 11 |
|
|
7 |
Disease |
Necromantic |
War |
Cause Disease 1/week per 5 levels. |
Diagnostics |
Dagger |
+1 |
1 Marrashi |
Con 13 |
Neutral |
|
8 |
Poison |
Necromantic |
Animal |
Immune to all Poisons. |
Poison Use |
Blowgun |
+1 |
1 3rd-level Thief, 2 1st-level Priests |
Con 14 |
Good -1 |
|
9 |
Rain |
Elemental, Air |
Protection |
Cast Precipitation 1/day per level. |
Weather Sense |
Longbow |
+1 |
1 3rd-level Priest, 2 1st-level Priests |
Con 9 |
|
|
10 |
Mines/Ore |
Elemental, Earth |
Creation |
Treat any metal weapon as whatever metal (iron, silver, etc.) is most effacacious against the present enemy. This does not work against creatures that can only be harmed by magic weapons. |
Mining |
Miner’s Pick |
+3 |
1 3rd-level Priest, 2 1st-level Tinkers |
Int 11 |
|
|
11 |
Minerals/Gems |
Elemental, Earth |
Numbers |
Automatically indentify any magical gems or jewelry by sight. |
Gem Cutting |
Miner’s Pick |
+2 |
2 Mineral Mephits |
Dex 11 |
|
|
12 |
Jungles |
Plant |
Animal |
Pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate. |
Herbalism |
Machette |
+1 |
1 2nd-level Priest, 2 Tabaxi |
Con 11 |
|
|
13 |
Wetlands |
Elemental, Water |
Plant |
Immune to poisons and diseases transmitted by natural animals (including giant versions of normal animals). |
Water Walking |
Harpoon |
+1 |
1 2nd-level Priest, 3 Bullywugs |
Wis 9 |
|
|
14 |
Volcanos |
Elemental, Fire |
Elemental, Earth |
Cast Eruption 1/week at 8th level |
Heat Protection |
Arquebus |
+3 |
2 Magma Mephits |
Str 11 |
|
|
15 |
Pastures |
Animal |
Travelers |
Animal Empathy (as a Ranger). |
Animal Handling |
Shepherd’s Crook |
+1 |
2 Herdsman Genies |
Cha 11 |
|
|
16 |
Animals (specific family/category) |
Animal |
Charm |
Speak with animals of chosen type, at will |
Animal Training |
Any one (DM’s choice) |
+1 |
1 3rd-level Priest, 2 1st-level Rangers |
Cha 11 |
|
|
17 |
Fungi |
Plant |
Wards |
Can controls fungi (and fungi-like monsters) 1/day. Controls 1 Hit Die of creatures per level within 30-yards. Creatures of intelligence less than 5 receive no saving throw, those with greater intelligence receive a save vs. spells. Creatures remain controlled only as long as they stay within 30 yards of the priest. An uncontrolled creature reverts to its normal behavior patterns. This power does not animate a stationary entity or grant it any new abilities. |
Fungi Recognition |
Sap |
+1 |
2 Myconids (3HD) |
Con 11 |
|
|
18 |
Deserts |
Sun |
Summoning |
Can go without water for one day per level without suffering harmful effects. |
Water Finding |
Scimitar |
+0 |
1 Sandman, 2 1st-level Priests |
Con 11 |
|
|
19 |
Glaciers/Tundra |
Elemental, Water |
Elemental, Earth |
Can move over ice and snow without leaving a trail and can move over such terrain at full movement rate. |
Survival (Arctic) |
Iuak |
+3 |
2 Ice Mephits |
Con 13 |
|
|
20 |
Waves |
Elemental, Water |
War |
Cast Tsunami 1/week at 8th level |
Seamanship |
Trident |
+2 |
5 1st-level Fighters |
Str 12 |
|
|
21 |
Stars |
Astral |
Sun |
Cast Dancing Lights 1/day per level. |
Astrology |
Shuriken |
+0 |
1 3rd-level Mage, 2 1st-level Priests |
Int 12 |
|
|
22 |
Oozes/Slimes/Jellies |
Summoning |
Elemental, Earth |
Acid Resistance (as ring of fire resistance) |
Dark Lore |
Footman’s Mace |
+2 |
1 Ghaunadan |
Con 13 |
|
|
23 |
Dawn/Dusk |
Sun |
Time |
Turn Undead (dawn) or Command Undead (dusk) |
Feign Sleep |
Morningstar |
+0 |
1 3rd-level Priest, 2 1st-level Fighters |
Wis 10 |
|
|
24 |
Night |
Astral |
Wards |
60-ft. Infravision (or +60 feet) |
Astrology |
Dagger |
+1 |
1 3rd-level Thief, 2 1st-level Priests |
Dex 10 |
|
|
25 |
Wind |
Elemental, Air |
Weather |
Cast Gust of Wind 1/day per 3 levels |
Giant Kite Flying |
War Fan |
+0 |
1 2nd-level Priest, 3 1st-level Fighters |
Dex 14 |
|
|
26 |
Cold |
Protection |
Law |
Cold Resistance (as ring of fire resistance). |
Endurance |
Iceaxe |
+1, Shields |
1 3rd-level Priest, 2 1st-level Fighters |
Con 12 |
|
|
27 |
Plants (specific family/category) |
Plant |
Summoning |
Speak with Plants at will at 3rd level. |
Botany |
Club |
+0 |
1 5th-level Druid |
Wis 9 |
|
|
28 |
Shadows |
Divination |
Combat |
Hide in Shadows and Move Silently as Thief |
Blind-Fight |
Garotte |
+2 |
1 5th-level Shadow Walker |
Dex 12 |
|
|
29 |
Stones/Rocks |
Elemental, Earth |
Guardian |
Cast Stoneskin 1/day (self only). |
Stonemasonry |
Stone-setting Hammer |
+3 |
1 Thomil |
Str 10 |
|
|
30 |
Decay/Rot |
Time |
Combat |
Immune to Disease. |
Fungi Recognition |
Footman’s Flail |
+2 |
1 Otyugh (6 HD) |
Con 13 |
Law -1 |
|
d30 |
Minor (Philosophical) |
Major Sphere |
Minor Sphere |
Granted Power |
Bonus Proficiency |
Weapons Allowed |
Armor Allowed |
Followers |
Requirements |
Alignment |
|
1 |
Compassion/Mercy |
Healing |
Astral |
Lay on Hands (as paladin, but 3/day) |
Healing |
Net |
Shields |
3 2nd-level Priests |
Cha 10 |
Good +1 |
|
2 |
Conquest/Expansion |
War |
Travelers |
All NPC allies who can see you gain +2 to morale. At 3rd level, can operate war machines as a fighter. |
Horde Summoning |
Longsword |
+1 |
1d4 x10 0th-level Fighters |
Str 10, Cha 10 |
|
|
3 |
Pain/Torment |
Combat |
Elemental, Fire |
Immune to Symbol of Pain. Can remain conscious to a number of negative hit points equal to priest level. |
Inquisitor |
Scourge |
+3 |
1 3rd-level Priest, 2 1st-level Fighters |
Con 10 |
Good -1 |
|
4 |
Craft (specific) |
Creation |
Wards |
Only half normal time to repair or build anything. |
One General (DM’s choice) |
Any Tool (DM’s choice) |
+2 |
1 3rd-level Tinker, 2 1st-level Priests |
Int 12 |
|
|
5 |
Joy/Humor |
Thought |
Elemental, Air |
Cast Tasha’s Uncontrollable Hideous Laughter 1/day per 3 levels. |
Tease |
Boomerang |
+0 |
1 3rd-level Priest, 2 1st-level Bards |
Cha 12 |
|
|
6 |
Bureaucracy/Politics |
Law |
Numbers |
Cast Friends 1/day per level. |
Bureaucracy |
Dagger |
Shields |
1 3rd-level Spy, 2 1st-level Priests |
Int 10, Cha 10 |
|
|
7 |
Pride/Hubris |
Thought |
Summoning |
Immune to fear and never check morale. |
Display Weapon Prowess |
Drusus |
+0 |
1 5th-level Bard (to sing your praises) |
Any one 16+ |
Good -1 |
|
8 |
Revenge/Retribution |
Law |
Elemental, Fire |
If slain and not raised, automatically rise as a Revenant. |
Tracking |
Body Spikes |
+1, Shields |
1 3rd-level Priest, 2 1st-level Fighters |
Str 11 |
|
|
9 |
Martyrdom/Sacrifice |
Healing |
Protection |
Immune to fear and never check morale. |
Endurance |
Chain |
+1, Shields |
1 3rd-level Priest, 2 1st-level Paladins |
Con 11 |
Good +1 |
|
10 |
Festivals/Drunkenness |
Chaos |
Creation |
Summon Bacchae (2 per level, for 1 turn) 1/day |
Drinking |
Club |
+1, Shields |
1 Grain Nymph, 1 2nd-level Priest |
Con 10, Cha 10 |
Law -1 |
|
11 |
Marriage/Courtship |
Charm |
Protection |
Charm/Fascination (per Priest’s Handbook). |
Ceremony |
Lasso |
+1 |
1 5th-level Priest |
Cha 11 |
Law +1 |
|
12 |
Solidity/Changelessness |
Wards |
Law |
Immune to polymorph effects. |
Bulwark |
Tetsubo |
+1, Shields |
5 1st-level Fighters |
Con 13 |
Law +1 |
|
13 |
Strategy/Tactics |
War |
Thought |
Spells from the War sphere have double normal duration, range, and area of effect. |
Tactics |
Longsword |
+1 |
1 3rd-level Mage, 2 1st-level Fighters |
Int 13 |
Law +1 |
|
14 |
Dreams/Madness |
Thought |
Astral |
Cast Dream 1/week per 5 levels. |
Vision Quest |
Sap |
+0 |
1 Dream Stalker, 1 2nd-level Priest |
Int 10 |
Law -1 |
|
15 |
Athletics/Competition |
War |
Summoning |
+1 on all Strength or Dexterity based proficiency checks. |
Athletics |
Javelin |
+1 |
1 3rd-level Priest, 2 1st-level Fighters |
Str 14 |
|
|
16 |
Navigation/Cartography |
Travelers |
Divination |
Cast Find the Path 1/week |
Navigation or Cartography |
Shortsword |
+0 |
1 3rd-level Priest, 2 1st-level Rangers |
Int 12 |
|
|
17 |
Community (specific) |
Guardian |
Healing |
Spells from the Guardian sphere have double normal duration, range, and area of effect. |
Local History |
Any One (DM’s choice) |
+1 |
5 1st-level Fighters |
Wis 9 |
Law +1 |
|
18 |
Hedonism/Passion |
Charm |
Chaos |
Charm/Fascination (per Priest’s Handbook). |
Enamor |
Riding Crop |
+1, Shields |
1 3rd-level Priest, 2 1st-level Bards |
Cha 9 |
Law -1 |
|
19 |
Obedience/Servitude |
Summoning |
Law |
Spells from the Summoning sphere are cast at double duration. Creatures summoned by the priest will never turn on him. |
Stewardship |
Chain |
Shields |
5 1st-level Fighters |
Wis 9 |
Law +1 |
|
20 |
Tombs/Burial |
Necromantic |
Elemental, Earth |
Immune to Ghoul paralysis. Save vs. death to avoid undead level drain. |
Burial Customs |
Shovel |
+2 |
1 Crypt Servant or 1 Crypt Thing |
Wis 11 |
Law +1 |
|
21 |
Intrigue/Secrets |
Divination |
Charm |
Immune to mind-reading and alignment detect effects (as ring of mind-shielding). |
Intrigue |
Sword Stick |
+0 |
1 3rd-level Spy, 2 1st-level Priests |
Int 13 |
|
|
22 |
Ships/Sailing |
Elemental, Water |
Travelers |
+1 to attack, damage, and save when fighting aboard a ship. Can purchase sailing vessels for 1/2 normal cost. |
Seamanship |
Cutlass |
+1 |
1 3rd-level Priest, 2 1st-level Fighters |
Dex 12 |
|
|
23 |
Hunting/Tracking |
Divination |
Animal |
Tracking (as Ranger) |
Hunting |
Shortbow |
+1 |
1 3rd-level Ranger, 2 1st-level Rangers |
Wis 13 |
|
|
24 |
Royalty/Nobility |
Law |
Sun |
Call a Warhorse (as a Paladin) at 3rd level. |
Riding, Land-based |
Rapier |
Shields |
1 3rd-level Bard, 2 1st-level Priests |
Cha 11 |
|
|
25 |
Dance |
Elemental, Fire |
Elemental, Air |
Dance of Evasion: This swift, twisting dance sends the danseur into a chaotic series of acrobatic flips and quick spins. This grants him a +4 bonus to AC, which stacks with any bonuses from the Tumbling proficiency. The danseur may take no actions, other than moving, in a round that he uses the dance of evasion. |
Dancing |
Scimitar |
+1 |
1 5th-level Bard |
Dex 13 |
|
|
26 |
Beauty/Art |
Charm |
Creation |
Charm/Fascination (per Priest’s Handbook). |
Artistic Ability |
War Fan |
+1 |
1 3rd-level Priest, 1 2nd-level Bard |
Cha 14 |
|
|
27 |
Hatred/Savagery |
Combat |
Chaos |
Incite Berserker Rage (per Priests’ Handbook) |
Wild Fighting |
Gut Hook |
+1, Shields |
5 1st-level Berserkers |
Str 12 |
Good -1 |
|
28 |
Oaths/Duty |
Law |
Divination |
1/week per 5 levels, can extract an Binding Oath from someone, equivalent to a Quest spell. |
Zeal |
Halberd |
Shields |
1 3rd-level Priest, 2 1st-level Paladins |
Wis 11 |
Law +1 |
|
29 |
Loss/Grief |
Astral |
Guardian |
Cast Forget 1/day per 3 levels. |
Psychology |
Stiletto |
+1 |
1 3rd-level Priest, 1 2nd-level Mage |
Cha 11 |
|
|
30 |
Tyrrany/Cruelty |
Law |
Animal |
Inspire Fear (per Priests Handbook) |
Intimidation |
Whip |
+1, Shields |
5 1st-level Fighters |
Cha 13 |
Good -1 |
|