
Some progress in my class design for 2026 for EMO
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 beginer 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 from 1 5 9 13 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
d12 Templar & Priest Holy Miracles
1 Ceremony
2 Healing Ray
3 Heroic Action
4 Holy Ray
5 Holy Sight
6 Holy Strike
7 Purify
8 Resist (alignment)
9 Resist (element)
10 Sacred Ally
11 Sanctify
12 Turn
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
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
10 Hunters Gaze
11 Regenerate
12 Wild Walk
12 Wild Walk
d12 Templar & Priest Holy Miracles
1 Ceremony
Touch Ritual, one use of holy power per ritual
Can perform various rituals often used in everyday life for church members. Most ceremonies require an hour to perform. These rituals are accessible to all who possess this power. Your level determines how many ceremonies a day you can perform them. Some cults have unique blessings.
>Marriage
Perform a wedding ceremony, the recipient couple know if the official partner is sick, gives birth, unfaithful or dies while on the same plane (evil people prefer a one-way link)
>Burial
Protects corpses from reanimation as undead, being recycled into golem parts or eaten by undead for food. Grave requires a holy symbol, a grave marker or a coin to be placed on the body
>Initiation
Apply a ritual to one subject per level, providing recipients with +1 all saving throws. If applied to babies and children, it lasts until they become teenagers. Adult recipients must be willing initiates into the church, and abiding by its edicts and benefits will last a month
>Prosperity
Bless a medium or larger animal, an area of plants or small animals +1 all saving throws until a reproductive adult. Adult recipients are blessed for a month and can be cast again. Used by rural orders and neutrals
>Consecrate
Each religion can consecrate an altar or holy building for its community. Gives the regular inhabitants +1 temp hp inside or while defending the site. Some have other types, such as a ship and its crew, a wagon and its owners, a hearth and a family household, a barn and its animals or others. Some consecrate workshops that give users +1 on a specific craft skill. Members of the religion can see a consecrated area of their faith
2 Healing Ray
1 range per level, as spell action, Instant, d12 per use of holy power as magic action
Healing ray, you can use to heal d12 to a target in range once per level per day. You can use one or multiple uses at once to single or multiple targets in range but not yourself. Will cause holy damage to undead creatures instead
3 Heroic Action
Self, +1 bonus action per use of holy power at will once per round
Gain an extra action on top of your normal missile or melee action in combat. Can also be used to move, drink a potion or attack or provide first aid. Does not require a magic action to activate.
4 Holy Ray
1 range per level, as spell action, Instant, d12 per use of holy power as magic action
Shoot a d12 ray of Holy damage (or one other type, like an element, depending on the cult). Shoot a target in range once per level per day. Multiple bolts can be stacked or fired simultaneously at a single or multiple targets. Each target gets one Will save vs total damage, or the damage is halved. Positive, negative or elemental rays are possible depending on the god.
5 Holy Sight
1 range per level, one round per level for one use of holy power as a magic action
Can see magic, sanctified ground and spirits or planar beings normally invisible to most people. Undead stand out by connection from their negative life force. You can see an object like a tree, artwork or weapon has a spirit inside. You can see if a person is possessed by a spirit. Especially beings watching from the ethereal or astral planes. You may be able to target them with some mental spells requiring perception of a target. Limited by walls, invisibility magic or illusions. If it is dark you can still see spirits in range as they seem luminous or wreathed in shadowy flames
>At 5th Level can detect magic
>At 9th Level can see living being auras
Healing ray, you can use to heal d12 to a target in range once per level per day. You can use one or multiple uses at once to single or multiple targets in range but not yourself. Will cause holy damage to undead creatures instead
3 Heroic Action
Self, +1 bonus action per use of holy power at will once per round
Gain an extra action on top of your normal missile or melee action in combat. Can also be used to move, drink a potion or attack or provide first aid. Does not require a magic action to activate.
4 Holy Ray
1 range per level, as spell action, Instant, d12 per use of holy power as magic action
Shoot a d12 ray of Holy damage (or one other type, like an element, depending on the cult). Shoot a target in range once per level per day. Multiple bolts can be stacked or fired simultaneously at a single or multiple targets. Each target gets one Will save vs total damage, or the damage is halved. Positive, negative or elemental rays are possible depending on the god.
5 Holy Sight
1 range per level, one round per level for one use of holy power as a magic action
Can see magic, sanctified ground and spirits or planar beings normally invisible to most people. Undead stand out by connection from their negative life force. You can see an object like a tree, artwork or weapon has a spirit inside. You can see if a person is possessed by a spirit. Especially beings watching from the ethereal or astral planes. You may be able to target them with some mental spells requiring perception of a target. Limited by walls, invisibility magic or illusions. If it is dark you can still see spirits in range as they seem luminous or wreathed in shadowy flames
>At 5th Level can detect magic
>At 9th Level can see living being auras
>At 13th Level can see invisible creatures
>At 17th Level can see through illusions
>At 17th Level can see through illusions
6 Holy Strike
Self, +1 hit and d6 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 +d6 holy damage (or a type favoured by the god) per use. Activate a single use or multiple or all 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 effect ends. Magical plusses can help to hit magic creatures
7 Purify
Touch Ritual, one use of holy power per ritual
The subject is anointed with holy water or blood
>1st Lv a use can purify food and water for a medium-sized creature for a week in a bushel or pack or jars for storage or transport per use. Multiple uses could purify a spring or well
>1st Lv a use can purify food and water for a medium-sized creature for a week in a bushel or pack or jars for storage or transport per use. Multiple uses could purify a spring or well
>5th Lv a use has Lv chance on a d20 of curing a subject with a disease
>9th Lv a use has Lv chance on a d20 of removing a curse >13th Lv a use has Lv chance on a d20 of restoring a lost attribute or a d6 permanant HP drain
>17th Lv a use has Lv chance on a d20 of removing any charm or will attacking spell effect
>17th Lv a use has Lv chance on a d20 of removing any charm or will attacking spell effect
8 Resist (alignment)
Self, round per level per use of holy power as spell action
Always have protection from your opposite alignment enemies while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from your opposite alignment. As long as you dont strike them first, they require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter but your AC is still improved
9 Resist (element)
Self, round per level per use of holy power as spell action
Always have protection from one element while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from elemental beings or spells. Each element has its own properties.
>Air -2 damage per dice from air 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 you dont strike them first, elemental beins require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter, but your AC is still improved
10 Sacred Ally
One turn each use of holy power per as a spell action
Summon a divine spirit for aid. Each user chooses one of the following Types. HP are rolled each summoning and forms vary for different religions. When summoned, they appear within 3m of you if there is space for a large creature.
>Guardian, summon a large warbeast (3 attacks) or humanoid (1 attack)
1-4 Lv (AC+3 HD d4 per Lv Att 3 d4 d3x2 or Att 1 2d4 Mov 12)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d6 d4x2 or Att 1 3d4 Mov 15)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d8 d6x2 or Att 1 4d4 Mov 18)
13-16 Lv (AC+6 HD d8 per Lv Att 3 d10 d8x2 or Att 1 5d5 Mov 21)
17-20 Lv (AC+7 HD d8 per Lv Att 3 d12 d10x2 or Att 1 6d4 Mov 24)
>Mount, a large beast can carry the caller and a passenger or pack load (AC+4 HD Mov12+Lv)
1-4 Lv (AC+3 HD d4 per Lv Att 1 d4 Mov 18 or Swim 6 pick one)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d4x2 Mov 21 or Swim 9 Climb 6 pick one)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d4x3 Mov 24 or Swim 12 or Climb 12 pick two)
13-16 Lv (AC+6 HD d8 per Lv Att 3 d6x3 Mov 27 or Swim 18 or Climb 15 or Fly 12 pick two)
17-20 Lv (AC+7 HD d8 per Lv Att 3 d8x3 Mov 30 or Swim 25 or Climb 18 or Fly 18 Pick three)
11 Sanctify
Touch, ritual, 3x3x area, lasts one year, ritual per use of holy power
Make a holy area sacred with a ritual. Often used to make shrines or over a longer time, a church or cemetary. Users may work together to create larger holy zones. You may neutralise a rival area by placing a sanctify on top, leaving the area devoid of magic and ready for a friendly holy area to be placed on top. Gods view sanctified zones as belonging to them, and they can be angered by actions in the area or damaging to the location. The sanctified area is marked by sticks, bricks or stones with a symbol on them placed in the corners and the application of a few drops of holy water or even holy symbols, which can be buried or built into a structure to protect them. Anyone involved in the creation of an area knows if it has been neutralised. If neglected, abandoned or lacks prayers, the site gets a saving throw each year or is neutralised. Any allied spirit in the area knows if enemy beings enter.
Good and Lawful
Make the area unpleasant for undead, evil, lower planar beings, or non-allied spirits, requiring a saving throw each round or they take a d4 damage, causing most to flee. Evil beings may not be summoned or plane shift in the area and cannot heal or regenerate.
>Corrupt Ground
Evil or Chaos
Makes flora sickly and repels living fauna. Living do not heal naturally in the area. Each 3x3 area has a 1% cumulative chance per month of animating a corpse, attracting a lesser evil spirit or evil beings. Dead bugs, leaves, cobwebs, bones and other garbage might be attracted here also
> Fecund Ground
Balanced or Neutral
Makes an area have +100% increased fertility, +1 save vs disease and improves natural healing by +1hp per day. It even slows the ageing of foodstuffs and stores by half. Outdoors, it rapidly grows moss, lichen, plants and fungus, which may attract animals. May be cast on sacred beds, barns, gardens, ponds or animal pens but they will need to be well attended to or attract vermin too. Crops and growth in area will be improved
12 Turn (Various)
1 range per level, Instant, one use of holy power as spell action
You must specify what type of target the turn power effects, with turn undead being the default type. Weilders alignment defines the power 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
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
10 Hunters Gaze
11 Regenerate
12 Wild Walk
12 Wild Walk
d12 Rover & Druid Nature Miracles
1 Awareness
1 Awareness
3 range per level, as spell action, one round per level per one use of holy power
Nightvision, Thermal vision and +2 all survival, tracking or sense rolls (Balance, Listen, Scent, Search, Taste, Touch). At 10th Lv gain a sonar sense also
2 Beast Ally
Self, one HD of animal linked per Lv, call once per use of holy 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, like followers, and appreciate good treatment like grooming and nice treats.
3 Beast Form
Self, as spell action, one form change per use of holy 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. HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off.
4 Beast Speech
Self, as spell action, communicates an hour per use of holy power
4 Beast Speech
Self, as spell action, communicates an hour per use of holy 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
6 Elemental Mastery
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 or 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, heat and 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
>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 holy 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 on unless you die
>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 mutation
>Lv 9-12 roll d4 petty mutations and one major mutationswhen raging
>Lv 13-16 roll d4+1 petty mutations and two major mutations when raging
>17-20 roll d4+2 petty mutations and three major mutations when raging
>You can't fall unconscious for the duration, even in negative hp while power on unless you die
>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 mutation
>Lv 9-12 roll d4 petty mutations and one major mutationswhen raging
>Lv 13-16 roll d4+1 petty mutations and two major mutations when raging
>17-20 roll d4+2 petty mutations and three major mutations when raging
6 Elemental Mastery
Self, as spell action, one round per level, use of holy power
>Air Mastery
Lv1-4 -2 per dice of air or lightning damageLv 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 or 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, heat and 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 holy power
> Lv 1-4 You can locate and find faerie gates and determine when they open with a ritual
> Lv 5-8 You can dimension door yourself 1 range per Lv as a spell action > Lv 9-12 You can dimension an additional person per use as a spell action
> 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
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
Self, as apell action, one target per use of holy power
>Select one target in sight and gain +2 to hit and damage and +4 to track for you vs the target
>Target remains selected until killed or you select a new target with the use of your holy power
>At 10th Lv your allies get a +1 to hit the target
>At 20th Lv your allies get a +2 to hit the target
11 Regenerate
Self, always on
Up to the user if it leaves or erases scars
>Lv 1-4 Heal 1 hp per hour, remain spry in old age
>Lv 5-8 Heal 1 hp per ten-minute turn, live as long as oldest of species
>Lv 9-12 Immune to bleeding, regrow missing body parts in d4 days
>Lv 13-16 Heal 1hp per round, no longer age
>Lv 17-20 Revives from death and dismemberment in a d4 days
> 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 holy 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
>Sleep under the earth or inside a tree, in water, requiring no food or water or air
>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>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.
Lv 5-8 year per use
Lv 9-12 decade per use
Lv 13-16 century per use
Lv 17-20 millenium per use
Self, as apell action, one target per use of holy power
>Select one target in sight and gain +2 to hit and damage and +4 to track for you vs the target
>Target remains selected until killed or you select a new target with the use of your holy power
>At 10th Lv your allies get a +1 to hit the target
>At 20th Lv your allies get a +2 to hit the target
11 Regenerate
Self, always on
Up to the user if it leaves or erases scars
>Lv 1-4 Heal 1 hp per hour, remain spry in old age
>Lv 5-8 Heal 1 hp per ten-minute turn, live as long as oldest of species
>Lv 9-12 Immune to bleeding, regrow missing body parts in d4 days
>Lv 13-16 Heal 1hp per round, no longer age
>Lv 17-20 Revives from death and dismemberment in a d4 days
12 Wild Walk
Self, as spell action, turn per use of holy power
>Blend into natural environment, getting +4 sneak or hide and cannot be tracked, no terrain penalties to move in wilderness
------
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.
>Blend into natural environment, getting +4 sneak or hide and cannot be tracked, no terrain penalties to move in wilderness
------
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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