Wednesday, 21 January 2026

Holy and Nature miracles! - religious revisions for my next campain



Some progress in my class design for 2026 for EMO - amended June/26

This took maybe 2 months of jiggling, but have new class write-ups going well, which are more space efficient. After Chagrinspire will be using these versions. These have made me consider boatloads of beast changeling sea rover vikings and other strange beginner options.

If you played with these miracles, what weird cultural side effects and player combos would people choose?

Suggestions welcome for buff/debuff or minmaxing tips
I was fiddling with a system to swap out holy power with a ritual from a pool rather than use any one you had access to, but they all share the same resource so felt the faster you burn uses the better.

Problem:
I want a fighting templar class of dualists and a more magic, less fighty priest to cover other ritual and specific cult priests.

Fix:
Made a satisfying class mix and did new spell tables 

New Problem:
What about Druids - they have always been sort of an earthly mirror of clerics so do they need the same treatment? Can we squeeze rangers in there too? Can rangers be much weirder?

Fix:
So more classes in works at the same time im reluctant to solve problems with.
Ive been reluctant to have rangers in the past and more reluctant to have a paladin when all clerics are martial anyway. So you can build a pladin from not just fighters in my games with my alighnment oaths but teamed up with my templar class you can build a very 1st ed paladin looking character.

Templar - less magic (like bx) and more hp and combat like AD&D cleric, usually dualists and deal with reversible spells more. Basically, a monastic war priesthood. Have one holy power at 1st  then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.


Priest - more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Holy power can be used once per level per day but the get a power choice from 1 5 9 13 17th levels. There include modern and older generations of gods of the divine natural forces of creation and younger gods of civilisation. They vary widely from place to place, especially with alignment.  

Rover - apparently homeless wilderness wanderers, hunters and scouts but actually the secret society martial arm of Druidic orders and leaders devoted to nature cults like a chieftain (and maybe other cults and witches). Maybe a bit like rangers or the brit comic Finn and the Order in Lone Wolf game book series not Tolkien. Use nature magic. May live alone or in wilderness and frontier monasteries. 
Have one holy power and a use per day (try and use d12s). Have one nature power at 1st then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.

Druid - 
more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Nature powers can be used once per level per day but they get a power choice at 1st 5th 9th 13th and 17th levels.

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Holy and Nature Miracle Name Notes

Most have a pool of uses of one per level
Time is action rounds or ten minute turns or hours, mostly
A ritual takes one hour to cast but if you have the ritual skill you can do it in one turn
Skills can improve shapeshifting abilities, improve your effective level for some uses, get extra uses and other meta magic abilities.

(Various) indicates you choose one of these types for the power to affect undead, spirits (non-corporeal beings), beasts, faeries, lycanthropes, elementals (one type), demons, devils, daemons, daimons, archons (law), angels, primordials (chaos), automatons, old ones, chimeric hybrids, mutants and more.  

(Alignment) indicates you must specify an alignment

(Element) indicates you must specify an element

Stackable abilities can be used multiple uses at the same time

d12 Templar & Priest Holy Miracles
1 Elemental Aura - protection from elemental beings
2 Healing Aura -  area effect and ranged healing
3 Heroic Action - extra combat actions
4 Holy Aura - area protection from enemy-aligned beings
5 Holy Ray - damaging ray of type depending on religion
Holy Strike - holy damage on melee weapon attack
7 Sacred Aura - improves allies' AC and adds temporary HP
8 Sacred Comunion - communicate thoughts or emotions with others
9 Sacred Ally - summon a protective mythical ally
10 Sacred Vehichle - summon a mount or transport
11 Second Soul - a spiritual symbiote gives you sight beyond sight
12 Turn - halt, banish or command a specific type of being

d12 Rover & Druid Nature Miracles
1 Awareness - enhance senses and alertness
2 Beast Ally - an animal companion
3 Beast Form - change your shape into a beast or back
4 Beast Speech - communicate with animals
5 Berserk - homicidal violence unleashed
6 Elemental Mastery - elemental powers
7 Faerie Steps - travel through the faerieworld
8
 Flora Form  - become a growing living thing like a tree, mushroom or slime
9 Hibernation - sleep through the years and skip the boring stuff
10 Hunters Gaze - mark an enemy to be easier to kill or track
11 Regenerate - heal rapidly
12 Wild Walk - superior blending in with the wilderness 

d12 Templar & Priest Holy Miracles

1
 Elemental Aura
Lv Range Aura, round per level per use of holy power as spell action
Protects self and a Lv number of allies within Lv range from one specific element (Fire, Air,Earth or Water). While protected in the radius an ally gains +2 AC and +2 to save vs attacks from elemental beings or elemental damage spells. Each element reduces damage from the following attacks
>Air -2 damage per dice from air, sonic or lightning attacks
>Earth -2 damage per dice from falls or blunt attacks
>Fire -2 damage per dice from heat or fire attacks
>Water -2 damage per dice from water or cold attacks.  
 As long as nobody in the aura strike the elemental first, elemental beings require a saving throw to enter to make melee attacks. Once you or your allies attack them they are free to attack you (you retain + vs saves and AC) and they dont need to roll again for use of the power

Healing Aura
1 range per level, as spell action, Instantd12 per use of holy power, stackable
Healing ray, you can use to heal d12 to one ally in range per level. You can use one or multiple uses at once to allies in range but not yourself

3 Heroic Action
Self, +1 bonus action per use of holy power at will 
Gain an extra action on top of your normal 
missile or melee action in combat but not a magic or spell ction. Can also be used to move, drink a potion or attack or provide first aid. Does not require a magic action to activate. At higher levels seems a blur of motion

4 Holy Aura
Lv Range Aura, round per level per use of holy power as spell action
Protects self and a Lv number of allies within Lv range from one specific element (Good/evil/law/chaos). While protected in the radius, an ally gains +2 AC and +2 to save vs attacks from an opposite-aligned enemy's magic or attacks. Other planar enemy-aligned beings cannot enter your aura without a saving throw. As long as nobody in the aura strikes them first, enemy planar beings require a saving throw to enter to make melee attacks. Once you attack them they are free to attack you (you retain + vs saves and AC), and they dont need to roll again for that use of the power. Earthly born mortal enemy creatures will not be held by the aura but attacks and spells will be affected

5 Holy Ray
5 range per level, as spell action, Instant, d12 per use of holy power as magic action
Shoot a d12 ray of power once per use. Multiple uses can be stacked at once to increase damage. 
The ray hits automatically, and you can also expend an extra use to hit an extra target in a line within range. Pick one damage type appropriate for your god and extra effect.

Acid - burns a d4 damage next round if you fail a Vigour save
Cold - slow Mov by 1 per d12 if target fails a Vigour save    
Fire - may ignite flammables that fail an Agility save and inflict extra d4 next round
Healing - restores HP of an ally hit or use on yourself
Lightning - stun targets that fail a Vigour save for one round
Light - blinded for one round if you fail a Vigour save
Mental - paralysed for one round if you save a Will save
Shadow - make a Will save or lose 1 Might point per d12 
Sonic - deafen for 1 ten-minute turn if you fail a Vigour save
Holy - evil planar beings or undead save or flee for one round

6 Holy Strike
Self, +1 hit and d12 damage next attack action per use of holy power
Make an attack with an approved chosen weapon of your religion. Each use adds +1 to hit and +d12 holy damage (or a type favoured by the god) per use. May spend one or several uses at once, stacking the effect. You can activate this power when attacking, then apply the plus to hit until your next successful attack action within your Lv in rounds. When you hit apply extra damage, then the + to hit effect ends. Magical damage can help to hit magic creatures. You
can select any damage type suited for the deity (as per holy ray power)

7 Sacred Aura
Lv Range, one use of holy power per 10 minute turn
User gets +2 AC and an ally per level in range gets +1 AC and all recipients can also gain a d12 temporary HP. Multiple uses may be spent at once to increase the temporary HP pools but it does not affect the duration or the number of recipients

8 Sacred Comunion
Lv Range, one use of holy power per ten minute turn
Affects one target in a radius per level, not visible to normal sight

Mind Link makes a telpathic link to communicate with language-using persons
>At 1st you can communicate in languages you know secretly 
>At 5th, all in the link can comprehend each others language

>At 9th Call an ally per Lv for help or a brief 10 word message in 1km per use expended, they sense your direction at time of sending
>At 13th Increase range to Lvx10 by spending an extra use
>At 17th Call an ally for help or a brief 10 word message on the same plane for 5 uses expended; they sense your direction at the time of sending

Empathic Link makes an empathic link to send and read the emotions of people or animals. You can share friendliness, hostility or other emotions.
>At 1st you get +1 on your communication skills, +1 ally morale or -1 enemy morale
>At 5th you get +2 on your communication skills, +2 ally morale or -2 enemy morale
>At 9th
you get +3 on your communication skills, +3 ally morale or -3 enemy morale
>At 13th Increase range to Lvx10 by spending an extra use 
>At 17th Check on an ally condition and direction on the same plane for 5 uses expended; they sense your direction and wellbeing at the time of sending

9 Sacred Guardian
d12 rounds per use of holy power as a spell action
Summon a divine spirit for aid that appears within your Lv range, where there is room. HP are killed or dismissed. Form will vary for different religions. Vanishes if the duration ends or is killed. AC= half user level +10 HP=5 per level Mov 12. You can summon a smaller creature but it uses damage dice of that size 
1-4 Lv Att x1 d6 Mov 12 Small size
5-8 Att x2 d6 Medeum size
9-12 Att x3 d8 or x1 trample 2d6 Large size)
13-16 Att x3 d10 
or x1 trample 4d6 Huge size
17-20 Att 3 d12 or x1 trample 6d6  Guargantuan size

10 Sacred Vehichle

One hour each use of holy power as a spell action
Usually, a horse or other large beast appears in your Lv range. Will fight in self-defence if cornered or to defend its fallen master. May resemble another beast or object (ornithopter, a carpet, broom if flight-capable). Carry creator and one load of adventuring equipment. Improved mounts carry an extra load of a medium person or a load of equipment
1-4 Lv (AC+3 HD 2d8 Att x1 d4 Mov 15 or Swim 6 pick one)
5-8 Lv (AC+4 HD 4d8 Att x2 d6 Mov 18 or Swim 9 or Climb 6 Burrow 1 pick one) +1 load
9-12 Lv (AC+5 HD 6d8 Att x3 d8 Mov 24 or Swim 12 or Climb 12 or fly 6 or Burrow 3 pick one) +2 loads
13-16 Lv (AC+6 HD 8d8 Att x3 d10 Mov 30 or Swim 18 or Climb 15 or Fly 15 or burrow 6 pick two) +3 loads
17-20 Lv (AC+7 HD 10d8 Att x4 d12 Mov 36 or Swim 24 or Climb 18 or Fly 30 or burrow 12 Pick three) +4 loads

11 Second Soul
Turn per use as a spell action
>At 1st you can see invisible or ethereal spirits and possibly might initiate non-verbal communications or invite them to communicate. Offerings like burned food or spilt drinks help 
>At 5th you can speak to spirits and bargain with them based on their alignment to learn information about a local area. You may detect some forms of magical surveillance, like clairvoyance, being used near you. You can initiate unarmed combat vs non-corporeal spirits and inflict a d6 mental damage
>At 9th
you can go into a helpless spirit trance and send forth your invisible spirit to look around. Your AC and Mov = your Lv. It may be valuable to spells, magical traps or other spirits. You return to your body if your spirit is reduced to zero HP, the duration expires or you choose to end the power. Your spirit can make unarmed combat vs non-corporeal spirits and inflict a d6 mental damage or cast spells. Enemies that percieve you might cast spells on you
>At 13th you can create a spirit familiar to scout or interact with spirits for you, leaving you to look after the mortal world. It can be used to cast spells through, and you can see through it with concentration and by closing your eyes. If you do enter a spirit trance, it can guard your body and awaken you if you are in peril. The spirit has a d4 HP per level (roll each summons) with AC & Mov equal to your level. It can fight non-corporeal spirits and inflict d6 mental damage
>At 17th with a ritual and additional uses of your power, your spirit can voyage to distant locations. known location on the mortal plane 3 uses, if have to find a location, make a Talent save and costs d6+2 uses, Explore the astral plane d4+1 uses, Explore Inner plane 2d4, Explore upper or lower planes 2d4+4. You will make encounter rolls each turn but depending on the plane many will not perceive you or might avoid you. Slowly you can learn routes to other planes and these random uses can be minimised if you retrack an old route

12 Turn (Various)
1 range per level, Instantone use of holy power as spell action
You must specify what type of effect (banish, command, hold) and what type of being the power effects (Automatons, 
Faerie, Fauna, Flora, Lower planar, Lycanthropes, Undead, Upper planar or any one Elemental type). Weilders' alignment defines the turn type.

>Banish
Good or Lawful usually vs undead or lower planes beings
Used to banish and destroy evil supernatural beings
Once per lv per day, range 1 per level
If less HD than a user, then (various) a d12 will flee towards its lair if any for a round per Lv and will only combat to retaliate to attacks on them or if cornered
If equal HD or one better than one subject gets a will saving throw to resist
If level doubles targets' HD then they are disintegrated or banished to some netherworld
> Command
Chaos or Evil usually vs undead, devils or demons
Evil use this to control thralls in their subversive war on normalcy and goodness

If less HD than a user, then (various) a d12 will obey a one-word command (like the spell, plus you can gesture like point) that lasts a round per level (flee or attack)
If equal HD or one better than user, then one subject (various) gets a will saving throw to resist
If level doubles targets' HD then they are charmed for 24 hours
> Halt 
Balanced or Neutral usually vs beast, flora or one type of elementals or undead
Use to maintain balance or the status quo, avoid conflict or to ambush foes
If less HD than a user then (various) a d12 will stand peacefully for a round per level unless attacked
If equal HD or one better than user, then one subject gets a will saving throw to resist
If level doubles targets HD then they return to their plane or grave or lair or some place significant to it and rest there and the area for a day per level

d12 Rover & Druid Nature Miracles
1 Awareness
2 Beast Ally
3 Beast Form
4 Beast Speech
5 Berserk
6 Elemental Mastery
7 Faerie Steps
8
 Flora Form  
9 Hibernation
10 Hunters Gaze
11 Regenerate
12 Wild Walk

d12 Rover & Druid Nature Miracles

1 Awareness 
3 range per level, as spell action, one ten minute turn per level per one use of nature power 
Lv1-4 Nightvision and +2 all survival, tracking or sense skill rolls (Balance, Listen, Scent, Search, Taste, Touch)
Lv 5-8 Thermographic vision to sense heat and your skill bonus increases to +3
Lv 9-12 Bat sonar 360 field of awareness using sound and your skill bonus increases to +4
Lv 13-16 Can sense through ground or walls creatures moving, small 3m, medium 6m, larger 12m this is doubles outdoors
Lv 17-20 Detect magic or planar beings or portals

2 Beast Ally
Self, one HD of animal linked per Lv, call once per use of nature power as spell action
You may call beast ally companions. You can split the total HD they have among various normal or giant animals. They are real animal friends, so avoid abuse, harm or death. Giving your friends healing and food will keep them loyal.  At 5th Lv you can speak the beast languages of your current allied species. At 9th level, with a ritual, you may see through one beast ally's eyes for an hour per use within 1km per level. At 13th level you can speak to your beast allies with telepathy in 1km per level, at 17 level your mindlink to your beasts' range extends to anywhere on the mortal plane or 1km per level if both on some other plane. If you lose a beast ally, you can replace them with an hour ritual per HD. Surviving beast allies might leave if they feel unprotected or unfed, like followers, and appreciate good treatment like grooming and nice treats.

3 Beast Form
Self,
as spell action, one form change per use of nature power 
One specific species of animal form per level with up to HD or less = Lv, and one shape change per level per day so turning back to human requires one use also. May pick species you have seen for mobility, muscle or stealth uses.  You use animal AC and Move and attack damage. You keep your HP and number of unarmed attacks. Any unencumbering kit is included in the change (but not usable in the current form), the rest you drop. 

4 Beast Speech
Self, 
as spell action, communicates an hour per use of nature power
>1-4th Lv You can speak to one species of animal at a time per use
>5-8th Lv You can speak with all types of creatures from one of these groups:
amphibians, birds, fish, reptiles or mammals 
>9-12th You can speak to any vertebrate animal with bones
>13-16 Lv You can speak to any visible animal, including swarms or colonies
>17-20 Lv You can gossip with tiny creatures of the area as a divination ritual each use. Use them to sense enemies, find a lair, trail, herb, water, object or hazards over 1km outdoors (or 30 range indoors) incite birds, frogs and bugs to be silent or chirp loudly with a whisper

5 Berserk
Self, as spell action, one round per level, use of nature power 
>+2 hit and damage for duration, immune to fear and draw power from natures wrath
>You can't fall unconscious for the duration, even in negative hp while power. Your dead, immobile corpse will be uncanily aware for a d4 rounds while your brain stops
>If no enemies in sight will charge and attack any moving or standing target the bigger the better (including allies). Allies may fake being dead. Turning off rage is a hard Will save
>Lv 5-8 roll a d4 rolls on one type of petty mutation every time you go berserk 
>Lv 9-12 roll d4 petty mutations and one major mutation when raging
>Lv 13-16 gain your Lv as temporary HP while berserk each time you activate the power
>17-20 regenerate 1hp per round while berserk

6 Elemental Mastery
Self, as spell action, one turn per level, use of nature power 
>Air Mastery
Lv1-4 -2 per dice of wind, sonic or lightning damage
Lv 5-8 +2 save vs air magic or lightning
Lv 9-12 predict the weather for the next day or detect unnatural weather
Lv 13-16 immune to fall damage or lightning or asphyxiation (pick one)
Lv 17-20 immune to
 fall damage, lightning and asphyxiation 
>Earth Mastery
Lv1-4 -2 per dice of blunt damage, including falls and blunt unarmed
Lv 5-8 +2 save vs earth magic or petrification
Lv 9-12 always know your location on the earth
Lv 13-16 immune to petrification or poison or acid (pick one)
Lv 17-20 immune to petrification, poison and acid
>Fire Mastery
Lv1-4 -2 per dice of fire or heat damage
Lv 5-8 +2 save vs fire, heat or smoke
Lv 9-12 cast Ignite cantrip at will
Lv 13-16 immune to fire or heat or smoke 
Lv 17-20 immune to fire, heat and smoke

>Water Mastery
Lv1-4 -2 per dice of water, cold or ice damage
Lv 5-8 +2 save vs water magic or cold
Lv 9-12 +6 swim speed  
Lv 13-16 immune to cold or water or drowning (pick one)
Lv 17-20
 immune to cold, water and drowning


7 Faerie Steps
Self, as spell action or ritual per use of nature power 
> Lv 1-4 You can detect faerie gates in 1km or determine when a gate you see opens with a use, you are immune to the addictive effects of faerie food
> Lv 5-8 You can dimension door yourself 1 range per Lv 
as a magic action with a use  
> Lv 9-12 You can use a extra use to dimension door an additional person you touch
> Lv 13-16 You can open a portal to Faeriland with a ritual with a mirror, water, stone circle, mushroom ring, flower ring, or a natural wood or stone arch or crack
> Lv 17-20 You can teleport anywhere on the mortal plane to a faerie portal you know

8 Flora Form 
Self, as spell action, one form change per use of nature power 
One specific species of plant, fungus, ooze, mould or slime form per level with up to HD or less = Lv. May pick species you have seen for various uses.  HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off. All kinds of brainless growing life forms or colonies of them are possible. Your flora form always has a Move score of at least 1/3 their human speed, but can remain immobilised as a spy for months or years. Could live inside a monster's guts, grow fruit and other weird stuff in some forms.

9 Hibernation
Self, ritual, sleep, per use of nature power
>Sleep under the earth or inside a tree, in water, requiring almost no food or water or air
>Spend a use to overcome any sleep-inducing effect, like a spell or poison
>If attacked or forced awake, get a Will saving throw to react; otherwise, takes a round per year asleep to revive. Will be skinny and hungry when awake, but it's kind of time travel and why nature religion keeps returning. Why you get big turnouts at holy places big festivals. You awake with full hp unless woken early. Powerful users will carry fragments of old allies they can cast reincarnation on.
Lv1-4 month per use
Lv 5-8 year per use
Lv 9-12 decade per use
Lv 13-16 century per use
Lv 17-20 millenium per use


10 Hunters Gaze
One target per use of nature power 
>Tag one target in sight and gain +2 to hit and damage and +4 to track the target
>Target remains tagged until killed or you select a new target with another use of your holy power. You can choose to tag any one target you aim at on your attack action 
>At 10th Lv your allies in Lv range of you get a +1 to hit the target
>At 20th Lv your allies in Lv range get you a +2 to hit the target

11 Regenerate
Self, always on
Up to the user if it leaves or erases scars
>Lv 1 Heal 1 hp per level each hour
>Lv 5-8 Reach above average lifespan & remain spry in old age
>Lv 9-12 Immune to bleeding damage
>Lv 13-16 No longer age, regrow missing body parts in d4 days
>Lv 17-20
 Revives from death and dismemberment in a d4 days unless whole body destroyed

12 Wild Walk
Self, as spell action, turn per use of nature power 
>Blend into natural environment, getting +4 sneak or hide, move without a trace, no terrain penalties to move in wilderness or natural caverns

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This will get updated tweets for a while before being part of a PDF with possibly a system for bard songs to. Id like to squeeze the bard into say runmaster. So please let me know in the comments if anything here sounds too open to abuse or recommend possible weirdness.

The prospect of prehistoric peoples just popping up from time to time who could possibly revive lost species with my nature spells, will help my world be more magical.

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