Ritual Priest/Zealot Most call them cultists, others call them heathens. In reality, the Ritual Priest is a different animal than the expected priest or Cleric. While the Ritual Priest’s power has been incorporated into some religions for which they were not originally meant, the true Ritual Priests are the worshippers of the old gods, the ancient, near forgotten deities once worshipped as widely as the new gods are today. Clerics today are the Ritual Priests of hundreds of generations ago. While these Ritual Priests draw their power from the old gods the same way Clerics do from the new ones, the rituals are not exclusive to the worship of these gods. While the rituals are the only way to worship the old gods, the rituals have been incorporated into some sects of certain new gods, such as Wee Jas or Vecna. The priests who perform such rituals for the new gods would not be considered nor consider themselves Ritual Priests; they are known as Zealots. Unless otherwise specified, Zealots are identical to clerics other than the class features. Adventuring: Despite what might be expected, the goal of the ritual priests is not to return to the world the worship of the old gods-far from it. Ritual Priests of the Old gods consider their worship a secretive and private sect, and most people live their lives without ever hearing of the old gods. Ritual Priests usually adventure to gain personal power or as a mission from the church. Such missions are extremely rare as conversion is not one of the goals of the church of the Old gods. These missions usually consist of some affront to the church, either of an invading church who want to convert, or other danger. In addition, the job of finding new Ritual Priests, described later, falls to the current Ritual Priests, so Ritual Priests adventure to search for new blood as well. Characteristics: Ritual Priests’ power comes from their rituals. They share many of the same spells as the Clerics, but they do not have the combat training. However, no power matches the power that comes from a well-orchestrated ritual, and the old gods can grant spells that the new ones cannot. Alignment: Ritual Priests can be of any alignment. They tend toward neutrality on the chaotic-lawful axis due to the nature of the old gods and the void created when a chaotic lifestyle meets lawful discipline. Ritual Priests can be good, neutral, or evil, as the Old gods are true neutral and accept any alignment as long as it is neutral on at least one of the axes. Religion: Ritual Priests worship the old gods. The old gods used to be worshipped to the same extent as the new gods are worshipped today, and they were worshipped through rituals, seen when the Ritual Priests empower their spells. The cult of Ritual Priests exists within the known civilization, but they are so secretive about their methods that most people do not know of them. While the Ritual Priests prefer to be left alone, many missionaries are not content with leaving alone such ―blasphemy‖ and take means to convert them, either peacefully or through hostile methods, leading to the secretive methods. Zealots usually worship Wee Jas or Vecna, but special sects of other gods might copy the Ritual Priests’ methods as well. Concepts Kaatri, a True neutral Ritual Priest dsfsdf Xyra, a Neutral good Ritual Priest Verenn, a Lawful neutral Ritual Priest Terakk, an Neutral evil Ritual Priest However, it would be extremely unexpected for most gods to promote those methods. Background: Some ritual priests are born into the religion, following their maternal or paternal Ritual Priest’s example. However, most Ritual Priests are chosen by the Old gods, in which case the chosen individual starts having the visions in his dreams that Ritual Priests experience when choosing their spells, described later. When the individual cannot explain these ―dreams‖ they start looking for answers, and eventually find the cult. Races: Of the base races, Humans, HalfElves, and Half-Orcs are the most likely to become Ritual Priests. The other races have their place with one of the new gods, and are not likely to forego that religion. Therefore, Ritual Priests of other races are rare at best. Most all of the savage humanoids that worshipped the old gods have since died out, leaving nearly all savage humanoids worshipping the new gods. However, legend tells of isolated tribes far away from known civilization that never stopped worshipping the old gods, which would explain how the old gods have as much power as they do, diminished as it may be. Other Classes: Of the basic classes, the only classes that would truly be at odds with the Ritual Priest are the Cleric and the Paladin, as both classes tend to see the worship of anything other than the new gods to be blasphemy. Ritual Priests get along extremely well with Barbarians and Druids, as all three classes originated in the same era. Sorcerers and Wizards respect the power that Ritual Priests harbor, especially for a divine caster. Bards, Fighters, Monks, Rangers, and Rogues are not exactly at odds with the Ritual Priest, but, as the products of the ―new world,‖ they don’t get along amazingly well either. Role: The Ritual Priest brings both offensive power and support to the table. However, as his rituals make his spells work slightly differently, having a more reliable caster in the party is helpful to fill the spaces the Ritual Priest cannot. Game Rule Information Ritual Priests have the following game statistics Abilities: Wisdom determines how powerful a spell a Ritual Priest can cast and how many spells they can cast per day. Charisma determines how hard those spells are to resist. The Ritual Priest benefits from high Dexterity and high Constitution due to the fact that they do not wear armor. Alignment: Any neutral Hit Dice: d8 Starting Age: As Druid Class Skills The Ritual Priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (4+Int modifier) × 4. Skill Points at Each Additional Level: 4+ Int modifier. Class Features Weapon and Armor Proficiency: Ritual Priests are proficient with the club, dagger, dart, gauntlet, heavy mace, light mace, morningstar, quarterstaff, sickle, and spear, and one martial weapon of your choice, but not with any type of armor or shield. Armor of any type interferes with a Ritual Priest’s movements, which can cause his spells with somatic components to fail. Spells: A Ritual Priest casts divine spells (the same type of spells available to the Cleric, paladin, and ranger), which are drawn from the Ritual Priest spell list (seen later). A Ritual Priest must choose and prepare her spells in advance (see below). To prepare or cast a spell, a Ritual Priest must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level Table 3–19: The Ritual Priest Class Base Attack Fort Ref Will Special Level Bonus Save Save Save 1st +0 +2 +0 +2 Rituals, Ritual Focus, Blood Magic, Ritual of Worship, Sacrificial Ritual, Mystic Reach, Bonus Feat, Blessing of the Life-Giver 2nd +1 +3 +0 +3 Soul Sacrifice Ritual 3rd +2 +3 +1 +3 Ritual of Unbinding I 4th +3 +4 +1 +4 Bonus Feat, Improved Blessing of the Life-Giver 5th +3 +4 +1 +4 2nd Ritual Focus 6th +4 +5 +2 +5 Ritual of Unbinding II 7th +5 +5 +2 +5 Sacrificial Offering 1/day 8th +6/+1 +6 +2 +6 Bonus Feat, Improved Blood Magic 9th +6/+1 +6 +3 +6 Ritual of Unbinding III 10th +7/+2 +7 +3 +7 11th +8/+3 +7 +3 +7 12th +9/+4 +8 +4 +8 Bonus Feat, Greater Blessing of the Life-Giver 13th +9/+4 +8 +4 +8 14th +10/+5 +9 +4 +9 Sacrificial Offering 2/day 15th +11/+6/+1 +9 +5 +9 16th +12/+7/+2 +10 +5 +10 Bonus Feat, Greater Blood Magic 17th +12/+7/+2 +10 +5 +10 18th +13/+8/+3 +11 +6 +11 19th +14/+9/+4 +11 +6 +11 Superior Blood Magic 20th +15/+10/+5 +12 +6 +12 Bonus Feat, Superior Blessing of the Life-Giver spells, Wisdom 11 for 1st-level spells, and so on). To prepare spells, in the 8 hours of necessary sleep, the Ritual Priest has a dream of meeting the Old Gods in their throne room and personally worshipping them and asking for spells. The Difficulty Class for a saving throw against a Ritual Priest’s spell is 10 + the spell level + the Ritual Priest’s Charisma modifier. Rituals: The fundamental of the Ritual Priest’s power, the rituals allow the Ritual Priest to apply metamagic feats to his Ritual Priest spells without increasing the caster level. This is done in different ways depending on the type of ritual. The essentials, however, are that, rather than increasing the spell level by a certain amount of levels, the Ritual Priest must instead perform a Ritual of that level. For example, if a Ritual Priest were to maximize Table 3–20: Ritual Priest Spells Per Day Level 0 1st 3 2nd 4 3rd 5 4th 6 5th 6 6th 6 7th 6 8th 6 9th 6 10th 6 11th 6 12th 6 13th 6 14th 6 15th 6 16th 6 17th 6 18th 6 19th 6 20th 6 1st 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 2nd — — 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 3rd — — — — 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 4th 5th 6th 7th 8th 9th — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — 2 — — — — — 3 — — — — — 4 2 — — — — 5 3 — — — — 6 4 2 — — — 6 5 3 — — — 6 6 4 2 — — 6 6 5 3 — — 6 6 6 4 2 — 6 6 6 5 3 — 6 6 6 6 4 2 6 6 6 6 5 3 6 6 6 6 6 4 6 6 6 6 6 5 a spell, normally that would increase the spell level by 3.However, a Ritual Priest may instead perform a level 3 Ritual, which is attained in different ways depending on the type of ritual. The Ritual Priest applies the ritual while he is casting the spell, so he doesn’t need to prepare the metamagic feat with the spell. This also means that he cannot store a spell altered with a metamagic feat into a spell storing weapon, but he could apply it casting the spell out of the weapon, or cast from staves and scrolls, but not wands. A ritual cannot be used to quicken or still a spell. Ritual of Worship: The most basic kind of ritual a Ritual Priest may perform; the Ritual Priest increases the power of the spell by spending extra time casting it. In this kind of ritual, the Ritual Priest spends a large amount of time chanting, performing somatic components, and making marks on the ground. With a worship ritual, the Ritual Priest spends a number of move actions in addition to normal casting time. So, to cast a maximized empowered Inflict Light Wounds, normally having a casting time of 1 standard action and requiring a level 5 ritual, would take 3 rounds (original 1 standard action + 5 move actions.) Sacrificial Ritual: The other kind of ritual a Ritual Priest can perform at 1st level is the Sacrificial Ritual. With this ritual, a Ritual Priest can increase the power of the spell by sacrificing some of his or another’s life. In this ritual, the Ritual Priest uses his Ritual Focus (see below) to deal Constitution damage to himself, the classic example being slashing himself with a ritual knife, and transforming the lost blood into the spell. A Ritual priest can sacrifice the health of a willing target or the health of an immobilized victim, but for a good Ritual Priest this would only be done under extreme circumstances or it would shift his alignment somewhat towards evil. The amount of Con damage taken is equal to the level of the ritual. Blessing of the Life-Giver: The Life-Giver heals back health that has been sacrificed to the Old gods. At 1st level the Ritual Priest heals Con damage dealt by his Sacrificial Ritual at a rate of 1 point per hour, rather than the normal 1 point per day. At 4th level, this recovery increases to 1 point every 30 min. At 12th level it increases to 2 points every 10 min, and at 20th level it increases to 1 point a round. When performing a sacrificial ritual with another individual, the Ritual Priest may pass on this improved healing to that person. This ability only heals Con damage dealt by the Ritual Priest’s Sacrificial Ritual. Soul Sacrifice Ritual: At 2nd level the Ritual Priest gains access to a very dangerous ritual called the Soul Sacrifice Ritual. In this ritual the Ritual Priest places his Ritual Focus over his heart and draws out his life essence. This sacrifices an amount of experience equal to the (Ritual Level × Character Level × 25.) This ritual has very limited usage, but can be used to get the Ritual Priest out of a tight bind if necessary. Ritual of Unbinding: At 3rd level the Ritual Priest gains the ability to unmake some magical items, unbinding the power from the magic item, leaving it mundane. When he does this, he strips the magic from the item and uses it for his rituals. He can do this with any staff or wand. When he does, the item loses all its charges, and provides a number of ritual levels equal to the number of charges multiplied by the average spell level divided by 25. So if he performs a Ritual of Unbinding on a fully charged wand of feather fall, he gets 2 ritual levels ((50 charges × 1st level spell)/25.) At level 6, the Ritual Priest can use the magic stripped from the item more effectively, so it provides a number of ritual levels equal to the number of charges multiplied by the average spell level divided by 20. At level 9 this happens again, providing a number of ritual levels equal to the number of charges multiplied by the average spell level divided by 15. Ritual Focus: To perform his rituals, the Ritual Priest must imbue a special item to assist him. The item can be a dagger, a skull, a candle, a gemstone, anything that fits the flavor of the rituals. However, when casting rituals, the Ritual Focus must occupy a body slot (held, head, torso, etc.) It takes 8 hours to transform the item into a Ritual Focus, after which the item ceases to deteriorate. At 5th level, the Ritual Priest gains the power to create a second Ritual Item while the first is still active, and it takes another body slot. This allows the Ritual Priest to combine 2 rituals, so if the he needs to perform a 4th level Ritual, he can fill 2 levels with the Ritual of Worship to increase the casting time by two move actions, and fill the other two with the Sacrificial ritual to sacrifice the specified amount of health. Spontaneous Casting: The Ritual Priest can channel stored spell energy into destruction spells that the Ritual Priest did not prepare ahead of time. The Ritual Priest can ―lose‖ any prepared spell in order to cast any inflict spell of the same spell level or lower. Blood Magic: Unlike many divine casters, the Ritual Priest’s spells are not alignmentdependent. A Ritual Priest of any alignment can cast any spell on his spell list. Even more unlike most divine casters, the Ritual Priest cannot cast any cure spells. Instead, he gains a special mechanic with inflict spells to transfer health. Whenever he casts an inflict spell, for the next hour he can heal that amount of damage split up among any number of targets within a 30 ft. range. For example, a 1st level Ritual Priest casts a maximized Inflict Light Wounds on a target to deal 9 points of damage. For the next 1 hour afterwards he can heal 9 points of damage split up among any number of targets. (In role-playing terms, rather than healing or damaging using positive or negative energy, respectively, a Ritual Priest takes health from one target and gives it to another.) Because of this, neither Inflict spells nor the resulting healing has any effect on undead. At 8th level, the amount of time the Ritual Priest can heal the damage back increases to 2 hours and at 16th level it increases to 3 hours. At 19th level, the Ritual Priest heals 1½× the amount of damage dealt with the inflict spell. Mystic Reach: Whenever a Ritual Priest casts a Ritual Priest spell with a range of ―touch,‖ that spell automatically becomes a ranged touch attack with a range of 30 ft. Bonus Feat: At first level and every 4 levels thereafter (4th, 8th, 12th, 16th, 20th) the Ritual Priest gains a bonus feat that can be any metamagic feat other than Quicken Spell or Still Spell. Sacrificial Offering: At 7th level, a Ritual Priest can prepare a sacrificial ritual ahead of time on a non-sentient animal once per day. The animal must be 10 HD or under, and the Ritual Priest then gets to cast a Ritual later in the day with the Ritual Level equal to the animal’s HD. If this Ritual is not used by the time the Ritual Priest next prepares his spells, it is wasted. The Dream: This is the vision that Ritual Priests experience in their sleep to prepare their spells. The dream always starts the same way, but the Ritual Priest can alter events when worshipping the Old gods and asking for spells. You find yourself on your knees on the rough stone floor of an ancient throne room, which looks long abandoned. The room was clearly once amazingly ornate, if decorated with ancient and far outdated art. However marvelous it once was, much of the art and parts of the thrones have now deteriorated or broken off. The entire room is also covered with dust. The thrones themselves are enormous and covered with lost runes, and the symbol of each God inscribed on each of the respective 12 thrones. Placed in each throne is a 10-ft. tall skeleton garbed in deteriorated royal garb, though in a style that no longer exists. As you gaze with wonder at this lost magnificence, ghostly flesh begins to cover the bones of the Old gods, and all the broken off art. This happens slowly and smoothly enough to make you wonder whether it wasn’t there initially. The room now, while still looking ancient, no longer looks as damaged, but far more mystical. The Old gods each fix you with a cold and judging, though not angry stare as you worship them and ask for your spells. The Old gods seem unresponsive for several seconds, until the Old god in the center reaches over very slowly to press his thumb to your forehead. Immediately before he touches your forehead there is a flash of light and you wake up with your spells prepared. The Old Gods The 12 Old gods are split into three parts: The 3 Fathers, The 4 Sons, and the 5 Daughters. The sons and daughters are the children of one of the fathers and a mortal woman. The old gods are True Neutral. The 3 Fathers: The Judge: The Judge is the God of justice and decision. Being neutral, the term justice is not as specifically determined as it would be for a lawful good individual. For the Judge, justice must be given whenever there is a disruption in balance. Justice cannot be had in war, for example, because one life is being traded for another. However, should a life be taken for no reason, justice must be given. Because factors of revenge, humiliation and any other motivation are taken into consideration however, it is rarely as black and white as this. The Judge is prayed to whenever an individual desires The Judge justice or is trying to make an important decision in their life. Once an impressive and empowering figure, the Judge has deteriorated more than any of the other old gods due to his draining task, and it now shows in his physical form. The Judge is the one who touches a Ritual Priest during the dream in which they prepare their spells. The Drowned One: The Drowned One is the God of the sea and empathy of pain. The Drowned One has a sad past; at some point in his life he was drowned by an enemy hoping to rise to power. However, being immortal, even being drowned for an extended period of time was not enough to kill him. Instead, The Drowned One was put in excruciating pain, pain that he has lived with to this day. The only way he could live with his pain was to become at one with the circumstances that led to it. As such, he made the sea his domain. Individuals in the sea pray to The Drowned One for safety and those in pain pray for relief. When people in pain prayed for help at the prime of the Old gods’ power, The Drowned One used to help to his best ability, knowing firsthand what they are going through. However, he cannot do as much with the limited power he has now, and the inability to assist those who need him hurts him near as much as his own pain. The Drowned One appears as a living drowned corpse. The Frozen One: The Frozen One is the God of time and frost, and is the most ancient of the old gods, and has been in existence since the earth was covered in ice. Due to his long existence, he is one of the wisest beings in the multiverse. The Frozen One gets his name from his existence in the age of ice, and from his appearance. The Frozen One is prayed to by people desiring patience and wisdom, and by people looking for protection in extremely cold climates. The Frozen One appears as an old man covered with frost dressed in primitive garb. The 4 Sons: The Beastman: The Beastman is the God of Co-existence with nature and herbal medicine. The Beastman is the son of The Frozen One and a now extinct bestial humanoid, which led to his animalistic appearance. The Beastman is prayed to by those in natural settings and medicinewomen or others who use herbal medicine. The Beastman appears as a very large man with the head of a buffalo. The Hunter: The Hunter is the God of war, hunting, and fighting. He is the son of The Frozen One and a mortal woman. He is prayed to by those desiring assistance in military struggle, hunters, and those in danger of attack. The Hunter appears as a well-built man covered with furs, skulls, and other trophies of victory. The Hunter The Archivist: The Archivist is the God of thought, study, learning, and mysticism. He also singularly created many of rituals practices by the Ritual Priest. He is the son of The Judge and a mortal woman. The Archivist is usually prayed to by students, priests, wizards, and scribes. He is usually depicted as a man wearing a robe in a library surrounded by books and candles. Priest dream, and so his form is not definitive. The Archivist The Dreamer and his Dreamscapes: As his name suggests, The Dreamer is the God of Dreams. However, these are not the meaningless flashes of images that plague most people’s sleep in the current period. Dreams of old were meaningful prophetic visions that gave insight into life. Some of these dreams still exist, and in this, the Dreamer’s hand is very much at work. The dream that Ritual Priests experience when preparing their spells are made possible by the dreamer. The Dreamer is the son of the Drowned One, before his incident, and a mortal woman. The Dreamer appears in every prophetic dream, but only as a figure draped in shadows, including in the Ritual The Dreamer in one of his creations The 5 Daughters: The Rider: The Rider is the Goddess of the wind, sky, and messages. She is always depicted as seated on a white magnificent demigod steed with mane and tail so fine they are near-indistinguishable from wind. In the Old gods’ prime, The Rider rode through the skies on her steed bringing the winds when her famous temper led her to, and whispering messages to people through the wind. Today, she merely walks her steed slowly very high in the sky, powerless to do nearly anything besides look on and work though the Ritual Priests. The Rider appears as a beautiful woman in flowing white robes seated upon her steed, with an angry look on her face when her temper has taken her. She is the daughter of the Frozen One and a mortal woman. The Rider is prayed to by those caught in heavy winds, those at high altitudes, and messengers. In the Ritual Priest dream, her steed stands beside The Rider’s throne. The Wanderer: The Wanderer is the Goddess of Scouts, Explorers, Hermits, and Fire. It is claimed that the Wanderer is the one who discovered fire, as well as explored most of the world for mortals. She appears as red-haired woman dressed in simple garb holding a staff with the tip aflame. The Wanderer is the daughter of the Judge and a mortal woman. The Wanderer is prayed to by scouts, explorers, hermits, nomads, and those desiring warmth or fire. The Life-Giver: The Life-Giver is the goddess of birth and plants. The Life-Giver often – though not as much so as in the old gods’ prime – visits especially life-thriving The Life-Giver areas. If seen by any mortals, she appears to be a nymph or dryad, turning to the visitor and smiling before scampering away and disappearing. The Life-Giver appears as a young woman dressed in green clothing that is possibly made up of plants. The LifeGiver is the daughter of The Frozen One and a mortal woman. The Life-Giver is prayed to by midwives, mothers, herbalists, and other plant-growers. The Soothsayer: The Soothsayer is the Goddess of the truth and the future. She is often at the ear of The Judge, offering guidance of her insights. It is claimed that the Soothsayer can tell the future and tell when people are lying, but because she never speaks to anyone but The Judge, this is mostly rumor. The Soothsayer is the daughter of the Judge and a mortal woman. She appears as a beautiful woman, her beauty offset somewhat by the fact that she has one blue eye and one brown eye. The Soothsayer is often prayed to at the same time the Judge is prayed to. The Spirit-Mother and her death realm: The Spirit-Mother is the Goddess of death. However, her take on death is far different than what has come to be expected of death. The Spirit-Mother’s death realm is treated as another form of life. As such, when she takes spirits to her realm, she is very comforting and caring for their loss, as the loss of one’s life is far more significant than the loss of a loved one, and many spirits do not get over the shock for years. In addition, the Spirit-Mother is very gentle, as she considers death to be similar to birth, and should be treated a similar way. After an individual dies, she allows the spirit to view their loved ones mourning the death. She then comes to the place of the buried one and takes the spirit by the hand to her death realm. At least, that was when the old gods were at their prime. The Spirit Mother hates Nerull for the way he handles death. She despises the anguish felt towards death that he set up, and thinks that not only are evil methods in death and horrible act, but that it is also torturous to the spirits, who she considers her children. She feels that after the spirits have gone through the most traumatic event they will ever face, the last thing they need are Nerull’s evil methods. Because of this, she vehemently tried to stop Nerull’s rise to power, but as worship shifted to the new gods, she was unable to. While the Spirit-Mother can still take care of the people who worship the old gods, most people must suffer Nerull’s hardship. The Spirit-Mother appears as a woman whose face is hidden by a robe and long hair with large grey wings holding a staff with a raven on her shoulder or nearby. She is the daughter of the Drowned One and a mortal woman. She is prayed to by those about to die. Ritual Priest Spell List 0-LEVEL RITUAL PRIEST SPELLS Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Virtue: Subject gains 1 temporary hp. 1ST-LEVEL RITUAL PRIEST SPELLS Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water M: Makes holy water. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Curse Water M: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. The Spirit-Mother visiting a graveyard Endure Elements: Exist comfortably in hot or cold environments. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can’t perceive one subject/level. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Shield of Faith: Aura grants +2 or higher deflection bonus. Smoke Ladder F CA: Smoke transforms into ladder up to 10 ft. long/level. Summon Monster I: Calls extraplanar creature to fight for you. 2ND-LEVEL RITUAL PRIEST SPELLS Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury M F: Learns whether an action will be good or bad. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Consecrate M: Fills area with positive energy, making undead weaker. Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate M: Fills area with negative energy, making undead stronger. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Heat Metal: Make metal so hot it damages those who touch it. Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Make Whole: Repairs an object. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Scare: Panics creatures of less than 6 HD. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other F: You take half of subject’s damage. Silence: Negates sound in 15-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Summon Monster II: Calls extraplanar creature to fight for you. Tasha’s Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Undetectable Alignment: Conceals alignment for 24 hours. Whispering Wind: Sends a short message 1 mile/level. Wood Shape: Rearranges wooden objects to suit you. Zone of Truth: Subjects within range cannot lie. 3RD-LEVEL RITUAL PRIEST SPELLS Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Contagion: Infects subject with chosen disease. Continual Flame M: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels spells and magical effects. Gaseous Form: Subject becomes insubstantial and can fly slowly. Glyph of Warding M: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Phantom Steed: Magic horse appears for 1 hour/level. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Calls extraplanar creature to fight for you. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. 4TH-LEVEL RITUAL PRIEST SPELLS Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Command Plants: Sway the actions of one or more plant creatures. Control Water: Raises or lowers bodies of water. Death Ward: Grants immunity to death spells and negative energy effects. Dimension Door: Teleports you short distance. Discern Lies: Reveals deliberate falsehoods. Dismissal: Forces a creature to return to native plane. Divination M: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Evard’s Black Tentacles: Tentacles grapple all within 15 ft. spread. Freedom of Movement: Subject moves normally despite impediments. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Imbue with Spell Ability: Transfer spells to subject. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Magic Weapon, Greater: +1 bonus/four levels (max +5). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Polymorph: Gives one willing subject a new form. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Restoration M: Restores level and ability score drains. Ritual of Chains (Dimensional Anchor): Bars extradimensional movement. Sending: Delivers short message anywhere, instantly. Shout: Deafens all within cone and deals 5d6 sonic damage. Spell Immunity: Subject is immune to one spell per four levels. Summon Monster IV: Calls extraplanar creature to fight for you. Tongues: Speak any language. Weapon of the Deity CD: Your weapon gains enhancement bonus and special ability. Weather Eye M CD: You accurate predict weather up to one week ahead. 5TH-LEVEL RITUAL PRIEST SPELLS Atonement F X: Removes burden of misdeeds from subject. Baleful Polymorph: Transforms subject into harmless animal. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Command, Greater: As command, but affects one subject/level. Commune X: Deity answers one yes-or-no question/level. Dismissal: Forces a creature to return to native plane. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Disrupting Weapon: Melee weapon destroys undead. Dream: Sends message to anyone sleeping. Flame Strike: Smite foes with divine fire (1d6/level damage). Hallow M: Designates location as holy. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Insect Plague: Locust swarms attack creatures. Magic Jar F: Enables possession of another creature. Mark of Justice: Designates action that will trigger curse on subject. Mind Fog: Subjects in fog get –10 to Wis and Will checks. Nightmare: Sends vision dealing 1d10 damage, fatigue. Plane Shift F: As many as eight subjects travel to another plane. Prying Eyes: 1d4 +1/level floating eyes scout for you. Raise Dead M: Restores life to subject who died as long as one day/level ago. Righteous Might: Your size increases, and you gain combat bonuses. Scrying F: Spies on subject from a distance. Slay Living: Touch attack kills subject. Spell Resistance: Subject gains SR 12 + level. Stoneskin M: Ignore 10 points of damage per attack. Summon Monster V: Calls extraplanar creature to fight for you. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. True Seeing M: Lets you see all things as they really are. Unhallow M: Designates location as unholy. Wall of Stone: Creates a stone wall that can be shaped. 6TH-LEVEL RITUAL PRIEST SPELLS Animate Objects: Objects attack your foes. Antilife Shell: 10-ft. field hedges out living creatures. Banishment: Banishes 2 HD/level of extraplanar creatures. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. Blade Barrier: Wall of blades deals 1d6/level damage. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Circle of Death M: Kills 1d4/level HD of creatures. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Create Undead: Create ghouls, ghasts, mummies, or mohrgs. Dispel Magic, Greater: As dispel magic, but up to +20 on check. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Find the Path: Shows most direct way to a location. Flesh to Stone: Turns subject creature into statue. Forbiddance M: Blocks planar travel, damages creatures of different alignment. Geas/Quest: As lesser geas, plus it affects any creature. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. Harm: Deals 10 points/level damage to target. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. Move Earth: Digs trenches and build hills. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. Planar Ally X: As lesser planar ally, but up to 12 HD. Shadow Walk: Step into shadow to travel rapidly. Stone to Flesh: Restores petrified creature. Summon Monster VI: Calls extraplanar creature to fight for you. Symbol of Fear M: Triggered rune panics nearby creatures. Symbol of Persuasion M: Triggered rune charms nearby creatures. Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4). Wind Walk: You and your allies turn vaporous and travel fast. Word of Recall: Teleports you back to designated place. 7TH-LEVEL RITUAL PRIEST SPELLS Animate Plants: One or more trees animate and fight for you. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. Control Weather: Changes weather in local area. Destruction F: Kills subject and destroys remains. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. Ethereal Jaunt: You become ethereal for 1 round/level. Giant Size CA: You grow to Huge or larger size. Ghostform CA: You assume incorporeal form and gain some incorporeal traits and bonuses. Hold Person, Mass: As hold person, but all within 30 ft. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. Phase Door: Creates an invisible passage through wood or stone. Refuge M: Alters item to transport its possessor to you. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Repulsion: Creatures can’t approach you. Restoration, Greater X: As restoration, plus restores all levels and ability scores. Ritual of Blindness (Power Word Blind): Blinds creature with 200 hp or less. Resurrection M: Fully restore dead subject. Scrying, Greater: As scrying, but faster and longer. True Seeing M: Lets you see all things as they really are. Spell Turning: Reflect 1d4+6 spell levels back at caster. Summon Monster VII: Calls extraplanar creature to fight for you. Symbol of Stunning M: Triggered rune stuns nearby creatures. Symbol of Weakness M: Triggered rune weakens nearby creatures. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 8TH-LEVEL RITUAL PRIEST SPELLS Animal Shapes: One ally/level polymorphs into chosen animal. Antimagic Field: Negates magic within 10 ft. Binding M: Utilizes an array of techniques to imprison a creature. Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells. Clone M F: Duplicate awakens when original dies. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Discern Location: Reveals exact location of creature or object. Earthquake: Intense tremor shakes 5ft./level radius. Fire Storm: Deals 1d6/level fire damage. Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. Iron Body: Your body becomes living iron. Phantom Wolf CD: Incorporeal wolf fights for you. Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Ritual of Paralysis (Power Word Stun): Stuns creature with 150 hp or less. Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. Stormrage CD: You can fly and fire lightning from your eyes. Summon Monster VIII: Calls extraplanar creature to fight for you. Symbol of Death M: Triggered rune slays nearby creatures. Symbol of Insanity M: Triggered rune renders nearby creatures insane. Trap the Soul M F: Imprisons subject within gem. Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells. Whirlwind: Cyclone deals damage and can pick up creatures. 9TH-LEVEL RITUAL PRIEST SPELLS Astral Projection M: Projects you and companions onto Astral Plane. Energy Drain: Subject gains 2d4 negative levels. Etherealness: Travel to Ethereal Plane with companions. Foresight: ―Sixth sense‖ warns of impending danger. Freedom: Releases creature from imprisonment. Gate X: Connects two planes for travel or summoning. Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round. Imprisonment: Entombs subject beneath the earth. Miracle X: Requests a deity’s intercession. Phantom Bear CD: Incorporeal bear fights for you. Ritual of Death (Power Word Kill): Kills one creature with 100 hp or less. Soul Bind F: Traps newly dead soul to prevent resurrection. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Elemental Monolith CA: Calls powerful elemental creature to fight for you. Summon Monster IX: Calls extraplanar creature to fight for you. True Resurrection M: As resurrection, plus remains aren’t needed. Wail of the Banshee: Kills one creature/level. : Kills one creature/level.
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