Priest

Being a devout worshipper of a deity undoubtedly shows its benefits for those who choose to follow the path of the Priest. In exchange for their faithful devotion, a deity will graciously bestow upon their follower a sample of their own power. This divine blessing grants the Priest the ability to harness divine energy, and cast Radiant spells that can illuminate the darkest of times. There are a total of six deities in the Pantheon; Astrigonia, Calvar, Masenkai, Megnara, Trelucion, and Nveryll. Each of these divine beings upkeeps a distinctly crucial part of existence across all the various Realms of Turriel, and they are each required to work in harmony to maintain balance. When you choose to take up the path of the Priest, you must make an important decision regarding which single deity your worship will be dedicated to. As long as you continue to fervently worship and actively share what your chosen deity stands for, you will retain the precious power granted to you. However, if you were to falter from this path, your hard-earned power will be quietly taken away, just as easily as it was graciously given to you in the first place.

A Priest's Radiant magic focuses primarily on healing, far more than any other school of magic or spell casting class within the realms. Following the noble path of the Priest means having the unwavering courage to put yourself in harm's way to heal and protect others, all while trusting that your deity will ensure your safety and guide your actions. After all, the more people you inspire to turn to your cause, the happier your deity will be. So, pick up your trusty mace, grab your sturdy shield, and set out on a journey to make them proud.

Your deity will be happy when you cast spells that reflect what they represent. Many spells on the Priest spell list will have two letters in parenthesis next to it. These are called “Deity Favored Spells”. Whenever you cast a DFS that is associated with your deity, you may provide 1d6 healing, per Tier the spell was cast, to either yourself or a different entity you can see within 6 meters. You are also able to provide blessings onto others, that manifest themselves with a different effect according to the deity of whom your blessing comes from. These come back often, so feel free to spread the blessings of the ones who gives you power.

Becoming a Priest

When you becom a level 1 Priest, you will gain the following.

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Item descriptionDetermines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 1 eight-sided die and add 4 to the result. The total will be your characters starting Life stat.

  • Roll 1 six-sided die. The result will be your characters starting Melee Attack Stat

  • Roll 1 six-sided die. The result will be your characters starting Ranged Attack Stat

  • Roll 1 six-sided die. The result will be your characters starting Defense Stat.

  • Roll 1 ten-sided die and add 10 to the result. The total will be your characters starting Magic Stat.

  • This is a Priests starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat

  • 5 skill points in your First Aid skill

  • 5 skill points in your Religion skill

  • 8 skill points to distribute freely

Starting Skill Bonuses

  • Deity Favored Spells (DFS): Certain spells in the Priest spell list will contain 2 letters in parenthesis next to them. These are Deity Favored Spells, or DFS. Casting DFS assocaited with your deity will allow you to heal yourself or another target within 6 meters of you for an amount equal to 1d6 per Tier the spell was cast. To figure out what letters stand for what Deity, refer to the list below.

    • Astrigonia (As)

    • Calvar (Ca)

    • Masenkai (Ma)

    • Megnara (Mn)

    • Trelucion (Tr)

    • Nveryll (Nv)

  • Efficient with maces and crossbows

  • You learn 1 Elemental Art

  • You learn 1 new Ability

  • You start with a spell power maximum equal to 1d20+20

  • Two Tier 1 spells from the Priest spell list

Other Things

Bless: During your Perform Phase, you can say a short prayer to your deity, and touch a target, bestowing the target with a blessing. What effect the target gains from this blessing will be determined by the deity of whom the blessing comes from. The effects of this blessing will last for 1 minute, and you cannot bless a target that is currently under the effects of your blessing.

  • Astrignonia = 1d10 temporary spell power of a chosen type (+1d10 per 10 Priest levels).

  • Megnara = If the targets current Life would be reduced below 1, they will instead retain 1 Life, lose this blessing, and be immune to this blessings effects for 1 hour.

  • Calvar = +1 critical range for all targeted attacks. This increases to +2 at Priest level 70, and +3 at Priest level 100.

  • Masenkai = +1 modifier to all Natural Resistances (modifier increases by 1 per 25 Priest levels).

  • Trelucion = Whenever you are hit with a targeted attack, your attacker will suffer 1d8 explosive damage (increases to 2d8 at level 50, and again to 3d8 at level 80).

  • Nveryll = Gain resistance to a random damage type. Roll 1d6: 1 = bludgeoning, 2 = slashing, 3 = piercing, 4 = impact, 5 = elemental damage (all), 6 = choose any damage type not listed here, and roll again.

  • Bestowing a blessing onto an entity will require 1 divination point. These are gained from communing with your deity for 1 hour, which can only be done once per full rest. When you begin this process, you will lost all remaining divination points. When you finish this process, you will gain 1d6 divination points (+1 per 10 Priest levels).

Priest Gift

Poison: 7
Bleed: 10
Sleep: 5
Stun: 4
Infection: 9
Luck: 5

Starting Natural Resistance

Scared: 9
Hinder: 6
Freeze: 3
Burn: 8
Charm: 7
Curse: 3


Leveling as a Priest

Anytime your Priest level increases by 1, you will gain the following

  • Roll 1 ten-sided die. Your characters base Life Stat will be increased by the rsult.

  • Roll 1 six-sided die. Your characters base Melee Attack stat will be increased by the result.

  • Roll 1 six-sided die. Your characters base Ranged Attack stat will be increased by the result.

  • Roll 1 six-sided die. Your characters base Defense Stat will be increased by the result..

  • Roll 1 eight-sided die. Your characters base Magic stat will be increasd by the result.

  • Roll 2 ten-sided die, then add them together. Your characters maximum spell power will be increased by the result.

  • 3 skill points to distribute freely every 7th Priest level

  • 1 new Ability every 16th Priest level

Other Bonuses

  • Level 25 = Blessed Protection: While an entity is under the effects of your blessing, their defenses are more reliable. Once per round, when they make any kind of Defense roll, they may re-roll all die that result as a 1, until all of their defense die have a value of 2 or more.

  • Level 50 = Vast Healing: Whenever you cast a “Healing” type spell, you may expend 1 Aura Counter. When you do, add +2 to all die rolls when determining how much Life is restored.

  • Level 75 = Halo: During your Perform Phase, you may choose any single living entity you can see within 10 meters, and link your spirit to theirs for as long as your maintain concentration. This connection will show itself in the form of a halo of Radiant magic above both yours and the targets head. While connected, any time you recieve damage, you can immediately use your Reaction for the round to heal the target you are linked with for an amount equal to 1/2 the damage you just took.

  • Level 100 = Almighty: As a reward for your prolonged worship, your deity grants you additional powers. These powers will manifested differently, according to the deity you are associated with.

    • Megnara: Youth is restored. Wrinkles, scars, missing limbs, and deformities are eliminated. You will age much more slowly, nealry doubling your life span. Once per week, if your Life is reduced to a value less than 0, you will restore an amount of Life equal to 25% of your maximum Life.

    • Calvar: All of your targeted attacks deal an additional 3d10 divine damage.

    • Masenkai: Animals innately have a friendly dispostion towards you. Once per week, you may commune with Maskenkai and request something from him, within reason. You will roll percent. If the result is 20 or less, than your request will be met.

    • Astrigonia: Spells come more naturally to you. All spells you cast will consume 1/2 as much spell power. Your maximum number of focus points is increased by 2.

    • Nveryll: Whenever you complete a full rest, roll 1d6 and refer to the following list. You will be immune to that damage type until you complete a full rest. 1 = Bludgeoning, 2 = Slashing, 3 = Piercing, 4 = Impact, 5 = Explosion, 6 = choose a damage type not listed here, and roll again.

    • Trelucion: Once per full rest, you may attempt to outright kill an entity you can see within 10 meters. The target must make a Curse Resistance check against your Tier 5 spell casting RR. If the target fails this Resistance check, then they will immediately drop dead, semingly without cause. If the target succeeds their Resistance check, you will not be able to use talent on them ever again.

Priest Talents

Priest use Radiant Magic to cast their spells. The ability to cast these spells comes from the continued worship of a deity. So long as this trend is continued, the Priest will retain their ability to cast spells. Radiant spell power can be recovered by reading from a Radiant Magic Spell Book. Priests learn spells according to the chart below.

Spell Casting

Priest Spells

    1. Bless Water

    2. Clarify Magic

    3. Cleanse

    4. Cure

    5. Curseless

    6. Detect Magic

    7. Faithful Defense

    8. Find Undead

    9. Guard

    10. Guide

    11. Helping Hand

    12. Hide From Undead

    13. Light

    14. Radiant Aura

    15. Rejoice

    16. Restoration

    17. Retreat

    18. Summon Elemental

    19. The Word

    20. Water Strider

    21. Wound

    1. Magic Protection

    2. Magic Weapon

    3. Moderate Cure

    4. Pray

    5. Protection

    6. Purification

    7. Resistance

    8. Revelation

    9. Rightous Strike

    10. Sanctuary

    11. Truth Seeker

    12. Weapon Enlightenment

    13. Wound II

    1. Burning Shield

    2. Calm

    3. Consecration

    4. Divine Declaration

    5. Divine Ghosts

    6. Elio Restore

    7. Everlasting Healing

    8. Major Cure

    9. Piercing Light

    10. Revive

    11. Spiritual Enhancement

    12. Summon Elemental II

    1. Barrier of Missile Snare

    2. Flight

    3. Healing Curse

    4. Holy Might

    5. Miracle

    6. Resurrection

    7. Wave of Healing

    8. Wound III

    1. Auto-Regen

    2. Divinity

    3. Perfect Resurrection

    4. Radiant Destruction

    5. Summon Elemental III

    6. Superior Healing