Priest Skill Tree
priest.jpg

Note: This Skill List replaces the standard Priest Skill List as listed in the ELEMENT Players Handbook on page 43.

Priest Skill List:

Level One: Inducted Brother: These are the basic teachings that all priests are taught as part of their training. The priest learns all of these with the purchase of level one.

- Prayer of Sanctification: After pacing an area no larger than 3m x 3m (Average Gazebo Size) for 10 minutes with appropriate role play, that area is then consecrated to EITHER your personal Lord/Lady or to the Elemental Union.

The Consecrated ground lasts until either Lord Helios or Lady Phoebe next rise, meaning that a Priest must tend to the consecrated ground regularly. If the area is sanctified in the name of your Lord/Lady then only those of your element benefit from praying within it's confines, but if it is sanctified in the name of the Elemental Union then all can gain the benefits of prayer.

Any Undead, Malevolent Spirits and True Void Creatures that enter the area take one point of ‘Divine Global’ damage per thirty seconds within the area if it is consecrated to the Union; two points of ‘Divine Global’ damage per thirty seconds are suffered if it is consecrated to a specific Lord or Lady.

- Prayer of Insight: The Player may spend thirty minutes praying to their Lord or Lady for insight into a problem. This prayer acts exactly the same as the Elementary Magic spell of ‘Insight’, but the player need not cast any magic.

Level Two: Walking the Path: At this point the player decides if they wish to become a Hospitalier or an Exorcist, they then follow that path to completion, upon which, they may then walk the other path as well - the two paths cannot be learned at the same time.

The Hospitalier Path:

Level Two: Laying on Hands: This 'Divine' healing effect is dependent upon your Elemental alignment.

Earth: Mending: Through prayer the Priest can mend broken bones within themselves or others. Each bone takes 30 Seconds to repair in others but one minute in themselves because of the pain. It take ten seconds of prayer before the effects start.

Fire: Cauterization: As the Priest prays, it raises the temperature within his or her hands to a point that when they lay their hands on a wound, this seals the wound to stop any bleed damage or death. This can be used to pause the death count (but not reset it) and the victim is still unconscious until healed as they do not regain any Hit Points from this ability.

Air: Breathing: The Priest may pray over a target, or pray for themselves to control the breathing of that individual. This then enables for any harmful effects upon the body to be slowed to half effect, until such time as help may be administered. It takes ten seconds of prayer for the effects to begin to take effect, and in the instance of a death count, this doubles the death count period. The effects end if the Priest stops praying.

Water: Purification: The body can handle poisons, some not as effectively as others but it will always try to get rid of them from the bodily system. The Priest agitates your stomach acid to the point that you vomit forth the ‘Mundane’ or ‘Enchanted’ poison. The priest may also lay his or her hand on the poisoned wound and draws forth the Poison, much like dealing with poisonous bites. The target will remain weakened.

Level Three: Prayer of Healing: As the Priest prays over a target individual, the target is healed by 'Divine' power at a rate of +1 Global Hits per five minutes of prayer.

Level Four: Prayer of Sanctuary: By continuous chanting the Priest can create an ‘Aura of Divine Piety’ that none can be harmed within a 10m area (if within consecrated ground) or 5m outside of consecrated ground. The Priest must remain immobile during the chanting. Those within the protective aura can take no offensive or defensive actions (including the casting of spells with the exception of healing spells) without breaking the Sanctuary for all. The only actions that can be taken are - praying, healing and drinking of potions.

Level Five: Repentance: All who come willingly before a Priest and ask for forgiveness for committing deeds that endanger their soul (acquiring Void Points) can be given a task to ease their soul. The Priest meditates on the matter and the divine powers grant them a vision of what the penitent needs to do to cleanse their soul. Invariably this is some form of quest for the good of the church and the Elemental Union.

The player of the priest then grabs a Referee and informs them of this and how many points the penitent has, the Referee then tells the Priest what the penitent has to do to wipe out all of their Void Points. Obviously the more Void points the greater the repentance.

The Exorcist Path:

Level Two: Bolster the Faithful: With the approach of a fearful situation, the Priest can strengthen the resolve of those around them as the Priest - so bolstered by faith – instils resolve into the faithful that they may face their fear without breaking. When the Priest starts chanting all players within hearing distance become immune to all ‘Mundane’ and ‘Enchanted’ forms of Psychology for the duration of the chant.

Level Three: Turn Undead: Through the power of their prayer and calling upon the power of the Lords and Ladies, all Undead will be driven back by the effects of the prayer as it weakens them when they hear it. This works simultaneously with Bolster the Faithful, so the Faithful do not know ‘Fear’ and the Enchanted Undead do, and will not approach within hearing range of the Priest.

Should any Undead be able to overcome the Fear, approaching the focus point of the Priest may incur damage to the Undead. As such, Undead suffer +1 ‘Divine Global’ Hits to all locations per ten seconds in the presence of the prayer. Undead take the first points of damage the moment they enter vocal range of the prayer.

Multiple Priests can combine chants to affect stronger Undead but all priests must have this skill. If done, this adds +1 to damage levels, per Priest invoking the prayer.

Level Four: Banish Spirit: With the appropriate role play, the Priest can hold, repel and banish spirits within vocal range of themselves. Through the power of their prayer and calling upon the power of their Lord/Lady, all spirits will be driven back by the effects of the prayer as it weakens them when they hear it. Spirits suffer +1 ‘Divine Global’ Hits to all locations per ten seconds in the presence of the prayer, with many Spirits unable to focus well enough to do anything but flee!

Multiple Priests can combine chants to effect stronger Spirits but all priests must have this skill, if done, this adds +1 to damage levels, per Priest involved in the prayer.

Level Five: Prayer of Divine Retribution: Through the power of their prayer and calling upon the power of their Lord/Lady, all servants of the Void will be driven back by the effects of the prayer as it weakens them when they hear it. Void Tainted suffer +1 ‘Divine Global’ hits per ten seconds in the presence of the prayer, with many Undead unable to focus well enough to do anything but flee!

Multiple Priests can combine chants to affect stronger Servants of the Void but all priests must have this skill, adding +1 to damage levels, per Priest involved in the prayer.

Notes:

Notes: Holy Earth, Fire, Air and Water:

By spending a Fate Point, a Priest may create five applications of the following, in accordance to their Elemental Origin:

- 1: Creatures of the Void (including anyone Void-Tainted) that are buried by Holy Earth are trapped, for they cannot pass the barrier. Should the Priest wish to seal the prison, a Fate Point would be required to permanently seal the prison from all external sources save True Divine Power.

- 2: Creatures of the Void (including anyone Void-Tainted) that are attacked with Holy Fire, take ‘Divine Damage’.

- 3: Targets (excluding anyone Void-Tainted) that are exposed to Holy Air, are, for a five minute period, Immune to ‘Enchanted’ and ‘Divine’ Possession. This immediately expels a possessing Ethereal Lord from a target.

- 4: Creatures of the Void (including anyone Void-Tainted) that are exposed to Holy Water, take ‘Divine Damage’.

Alternatively, a one dose application may be made for the cost of Three Experience Points. Each Application should be sufficient to affect one target.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License