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Dragon WarriorsPriests
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| 1d100 Roll | Level of Ritual |
| 01-02 | 1st |
| 03-05 | 2nd |
| 06-10 | 3rd |
| 11-20 | 4th |
| 21-40 | 5th |
| 41-65 | 6th |
| 66-85 | 7th |
| 86-98 | 8th |
| 99-00 | 9th |
Once the level of Ritual is known, roll d3 to determine the exact Ritual.
Sainthood (9th rank)
The Priest may attempt to attain Sainthood when he reaches 9th rank. He must find retire to the contemplative life of a monk to meditate on his relation with God and to fortify his spiritual self. Each day he meditates, and at the end of the week he checks to see if he has achieved Sainthood (in game-terms, this is indicated by a roll of 20 on 1d20. However, in the case of a player-character, the GamesMaster should be satisfied that the player's interpretation of his character role is appropriate for the character to become a Saint).
A Saint is spiritually at the pinnacle of perfection - and physically not far from that. His Reflexes and Psychic Talent scores both increase to 18. His natural rate of healing from wounds is doubled, and he becomes immune to poison and disease. His serenity cannot be perturbed by external influences, rendering him inviolate against fright attacks, mind-controlling spells, possession by demons or spirits, etc.
1st level
Banish the Darkness
Fortify the Faithful
Scourge the Unclean
2nd level
Aura of Sanctity
Perception of Sorcery
Sustain the Worthy
3rd level
Blessed Action
Faith Healing
Strength of Faith
4th level
Cleanse the Sickened
Divine His Will
Know the Devil
5th level
Destroy Ensorcellment
Endure Ordeal
Fires of Atonement
6th level
Miracle
Relieve Poisoning
Rest the Damned
7th level
Destroy the Foul
Entrap Evil
Summon Avatar
8th level
Divine Retribution
Sigil of Holiness
Word of God
9th level
Resurrection
Durational - lasts 3d6 minutes
This Ritual lights an area of 5m radius, centred on the Priest who invoked it. Like the Sorcerous spell Moonglow, this light is sufficiently diffuse to allow a 1-in-6 chance of surprising enemies.
Range - touch
This Ritual restores 2 Health Points to a wounded character. It will not increase his Health Points score above its normal (unwounded) level or bring a character back from the dead.
Direct Attack
Range - 10m
This Ritual creates a psychic assault that tears at the spirit of one target whom the Priest nominates. If successful, Scourge the Unclean does d4+1 damage to its target, or d4+4 if the target is Unholy.
Direct Attack
Durational - Ritual Expiry Roll applies
This Ritual creates a zone around the Priest who invoked it, 2m in radius, which affects any Unholy creature whose rank-equivalent does not exceed the Priest's. If such creatures enter the zone they are immediately subject to a magical attack which, if successful, prevents them from approaching the Priest as long as the Ritual lasts.
Durational - Ritual Expiry Roll applies
This Ritual allows the Priest (or another on whom he invokes the Ritual) to see the supernatural aura which surrounds enchanted beings and objects.
By means of this Ritual, a Priest may create enough food and drink to provide one meal for up to five people. The food is wholesome, nourishing and tasty but does not keep: it will spoil within a few hours if not consumed.
Durational - Ritual Expiry Roll applies
Whilst this Ritual is in effect the Priest who invoked it receives a bonus of +1 to ATTACK, MAGICAL ATTACK and to Armour Bypass Rolls. This bonus increases to +2 if the Priest is fighting an Unholy creature.
Range - touch
By means of this Ritual, the Priest can restore up to 8 Health Points to himself or an injured comrade, subject to the same limitations as on the Ritual Fortify the Faithful.
Durational - Ritual Expiry Roll applies
Whilst this Ritual is in effect the Priest who invoked it gains a bonus of +3 to his Strength, subject to a maximum value of 19. All attendant bonuses that would be accrued for this increase in Strength (such as an improved ATTACK score) are also gained during this time. Note that this Ritual is not cumulative with a Strength Potion.
Range - touch
The recipient of this Ritual is immediately cured of all disease, whether natural or supernatural in origion. Note however that any damage already caused by the disease is not healed by this Ritual.
Durational - lasts one minute
The Priest who invokes this ritual may pose a single question. In answer to this question, he is granted a vision or hears a voice speaking to him. The answer given is both correct and relevant to the question the Priest asked, but is always couched in riddle-like or symbolic form, and thus is often unclear or subject to misinterpretation.
Durational - Ritual Expiry Roll applies
Whilst this Ritual is in effect, any creature of Unholy nature or of evil intent who comes within 10m of the Priest is silhouetted in a deep red glow. At the time of invoking this ritual, the Priest can decide whether this glow will be visible only to him, or to all present (including the affected creature).
Range - 5m
When this Ritual is invoked, any durational spells or Rituals within its range (except for those which cost more Magic Points or levels to cast than the Destroy Ensorcellment) immediately expire. Destroy Ensorcellment is not directional, and may therefore terminate the Priest's own durational Rituals as well as his opponent's spells.
Naturally, by making a higher level Fatigue Check, the Priest can destroy more powerful durational magics.
Durational - lasts up to one day
A Priest who has invoked this Ritual is able to endure extremes of heat and cold (but is not protected from fire). The Priest further requires no sustenance and not more than one breath every hour whilst the Ritual is functioning. Using this Ritual requires intense meditation throughout its duration and the Priest must remain immobile or the Ritual will expire. However, the Priest retains the option at all times to cancel the Ritual's effects and resume movement.
Indirect Attack (SPEED 15)
Range - 25m
When this Ritual is invoked, a powerful jet of cleansing Holy Fire leaps from the Priest's hands to strike one target. If the bolt hits, it inflicts 2d6+3 Health Points of damage, less the target's Armour Factor, if any. Unholy creatures take an additional 2d6 points of damage, for a total of 4d6+3.
Range - touch
Use of this Ritual restores the recipient to his full normal Health Points score, cures any diseases he may be suffering from and regenerates any missing limbs or organs. Miracle has no effect on a dead character or on poison.
Range - touch
This Ritual reduces the potency of poisons or drugs in a character's bloodstream by 2d6. The Ritual must be used within one Combat Round (six seconds) of the character being poisoned. Relieve Poisoning has no effect on any damage or other effect already caused by the poison.
Direct Attack
Range - 15m
All Undead within 15m of a Priest who invokes this Ritual suffer a magical attack equal to that of the Priest's. Undead with a rank-equivalent that is equal to or lower than that of the Priest are instantly destroyed if the attack is successful, and still take 1d6 damage if it is not. Undead that have a rank-equivalent higher than that of the Priest take 2d6 damage if the attack is successful but none if it fails.
Indirect Attack (SPEED 18)
Range - 25m
When a Priest invokes this Ritual he can choose to target up to six opponents, as long as all are within range. Destroy the Foul summons down six bolts of Holy fire, which the Priest can choose to split across his opponents as he wishes. Each bolt inflicts one die of damage (eight-sided normally, twelve-sided if the spell is used against an Unholy target). Magical armour reduces the damage by 1 point per die (normal armour has no effect). If multiple bolts are thrown at one target, each must be dodged separately.
For example: Brother Alaric is fighting a Sorcerer named Eltosh and the Sorcerer's Hobgoblin ally, Na'Brok. Both are within 25m. Invoking Destroy the Foul, Brother Alaric targets Eltosh with four bolts and Na'Brok with two. Thus Eltosh is the subject of four SPEED 18 attacks doing d8 damage each whilst Na'Brok, as an Unholy creature, suffers two SPEED 18 attacks doing d12 damage apiece.
Direct Attack
Range - 15m
Durational - Ritual Expiry Roll applies
This power of this Ritual causes the target's voluntary muscles to seize up, leaving the victim locked in position. The Entrapped character has his EVASION and movement reduced to 0 and is entirely immobile for the duration of the spell, though involuntary functions such as heartbeat and breathing do continue. Of the spell-using professions, only Mystics can still cast spells in this state. Priests are similarly unaffected.
Durational - Ritual Expiry Roll applies
When a Priest invokes this Ritual, he summons a glowing, white-clad warrior to do battle at his command. This Avatar can only be used for combat (it cannot perform other services) and has the following statistics:
The Avatar wields a Sword (d8+1,5 due to Strength), carries a shield and wears silvery-white Plate Armour. Although neither weapon or armour has any pluses, both are considered to be magical in nature.
Only one Avatar may be summoned by any one Priest at the same time. If he attempts to summon a second before the first has expired or been destroyed the Ritual fails and the Priest automatically becomes Fatigued.
Direct Attack
Range - 10m
When this Ritual is invoked all Unholy creatures within range must successfully resist the Priest's magical attack or be immediately destroyed. Additionally, any non-Unholy creature in range who wishes to bring harm to the Priest must successfully resist the magical attack or suffer the loss of 2d6+3 Health Points.
Durational - lasts until activated
To perform this Ritual, the Priest must first inscribe a complex symbol upon a wall, tapestry or other suitable object. The symbol must be exposed to function but is often included in part of a larger decoration so as to conceal its purpose.
After inscribing the symbol, the Priest uses this Ritual to weave ties of power to it, allowing him to store within the symbol itself the effects of one of the other Rituals available to him. The Priest has approximately five minutes to choose and perform a second Ritual after the Sigil of Holiness has been invoked. If he fails to do so, the symbol he inscribed will fade away. Rather than actually taking place at the time of the invocation, however, this second Ritual is now stored within the symbol and will take effect when conditions set by the Priest are met (for instance "when anyone not a Priest of the Church opens this chest"). Favourite choices for second Rituals are Destroy the Foul, Fires of Atonement and Entrap Evil. Rituals invoked into a Sigil are limited in power to a level equal to the Priest's rank (this limitation is identical to that of Scrolls).
Invoking a Sigil of Holiness does not require a Fatigue check. However, the Priest is automatically fatigued by invoking the second Ritual.
A Priest may only have one Sigil at any one time, though he can cancel his existing one with but a simple thought.
Direct Attack
Range - 10m
Durational - Ritual Expiry Roll applies
When a Priest invokes this powerful Ritual he creates a powerful aura that prevents any Sorcerer, Elementalist or Warlock spell of 1st to 5th level of effect (that is, cast with between one and five Magic Points) from functioning within ten feet of him. Note that this includes all spells of this type, whether they be direct attack, indirect attack, detection, healing or any other sort of spell.
Any spells in this category that are functioning in the area when the Word is invoked instantly expire and those cast into the area simply do not manifest, though the Magic Point cost of the spell must still be paid.
Mystic spells and Priestly Rituals are not affected by the Word and function normally.
Some creatures are able to generate magical spell-like effects that are not actually spells. These effects are affected by the Word. They are considered to have a level of effect equal to that of the creature's rank-equivalent. (If the creature is Unholy, use half the rank-equivalent instead, rounding up).
Range - touch
This Ritual will restore to life any character that has been dead for three days or less. The character will be restored with almost all the abilities possessed prior to their death, suffering only the loss of 1 Health Point from their normal maximum total.
Additionally, the newly Resurrected character will be weak for several (roll 2d6) hours: during this time he has only half normal Strength and Reflexes.
The Resurrection Ritual can only be invoked on hallowed ground and is extremely draining upon the Priest who performs it: he will automatically be Fatigued after finishing the Ritual and will further suffer the permanent loss of 1 point from one of the following (roll d6 to determine which is reduced):
| D6 Roll | Statistic Reduced |
|---|---|
| 1 | Strength |
| 2 | Reflexes |
| 3 | Intelligence |
| 4 | Psychic Talent |
| 5 | Looks |
| 6 | Health Points |
As a consequence of the severe repercussions of performing this Ritual, most Priests require a donation of several hundred Gold Crowns to both themselves and the Church, or the performance of an equally significant service on the part of the recipient (such as the recovery of the bones of a Saint from the depths of Marazid, for example).
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