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The Priest Class

Athas is a world without true gods. Powerful sorcerer-kings often masquerade as gods and demigods but, though their powers are great and their worshipers many, they aren't true gods. The world does, however, provide sources of priestly magical power. Such belief-inspired magic is separated into two distinct areas, each with a class suitable to its application. Note that the use of priestly magic never adversely affects the ecosystem in and of itself. The net result of the spell may affect the environment (such as summon insects or lower water), but the use of the magical energy itself doesn't destroy the environment like defiling magic.

In a world with no gods, how, what do priests serve? TSR's Earth, Air, Fire, and Water reveals exactly how priests function on Athas. This document, which borrows extensively from EAFW, is merely a reference. EAFW begins with an explanation about the nature of the elemental planes in the wake of Athas's devastation and its effects on those mortal champions who are the Athasian priest class. Later chapters deal with elemental clerics, para-elemental clerics, druids, and templars. Their system of power conjunctions and shrines and their unusual relationships with the powerful elementals they serve are also revealed. The transformation of clerics into advanced, elemental beings, the terrible duties of high-level clerics and druids, and the hidden aspects of the elemental planes about Athas are presented in EAFW.

Athasian priests fall into three different categories with different types of duties, abilities, and power sources: Clerics, Druids, and Templars. These are described immediately following below, and the differences are charted in quick-reference form on the chart one page below.

The clerics and druids who inhabit the wastes of Athas are very different from those of a standard AD&D campaign. They do not pray to patron deities, for they have no deities. Priests beneath the dark sun pledge themselves to the very powers that dwell on the elemental planes. Like the Athasian deserts, the elemental powers are neither benevolent nor malevolent, caring only that their natural forms are preserved in the material world.

Clerics are priests who tend to the needs of the local people with their particular talents. They worship one of the four elemental forces: earth, air, fire, or water. They call upon magical energies from the associated planes, specializing in one element's magical application on the Prime Material plane of Athas. Like the elements themselves, the power they draw upon isn't benevolent or malevolent—it only cares that its natural form in the material world is preserved.

The spells available to a cleric depend upon his elemental plane of worship. To reflect this, the spheres of clerical spells have been reorganized into five spheres: the Spheres of Earth, Air, Fire, and Water, and the Sphere of the Cosmos (a general sphere). Spells are received directly from the elemental sphere (even the Cosmos spells). A cleric need not restrict his activities to supporting his element on Athas, but direct opposition may cause spells to be withheld, at the DM's option. For example, an elemental water cleric who poisons or otherwise damages a watering hole might suffer for such an action.

Druids, the second type of Athasian priests, associate themselves with the spirits that inhabit special geographical locations on Athas. Every oasis, rock formation, stretch of desert, and mountain has a spirit that looks over it and protects its use. A druid allies with a particular spirit, acting as that spirit's earthly counterpart and drawing magical energy from it. For example, an oasis has its own spirit and a single druid who lives there to protect it and preside over its use by humans, demi-humans, and animals. Druids choose their spheres based upon the geographic feature with which they are associated.

Templars, the most common type of Athasian priest within the city-states, serve and worship the sorcerer-kings, even obtaining spells from them. The templars of some cities consider their patrons as gods, and even those who do not believe this take great care to secure and maintain their patrons’ favor.

Typically, the templars are broken, cruel, greedy, and corrupt. They are the officers, managers, tax collectors and bureaucrats that protect the Sorcerer-monarchs’ power, and keep the business of state running. In most states, they are the only people who may legally read and write. Templars use fear and cruelty to enforce an arbitrary justice.

Similarities among the Subclasses

Templars, Druids, and Clerics do share a number of basic rules. Under House Rules, all priests progress at the same experience point rate per level. Ignore the druid XP listing in the PH. All Priests use d8s for hit dice, are subject to some degree to channeling rules (see p 4-5), keep the same THAC0 table (p5). Finally, all priests share the following saving throw table:

Priest Saving Throws Table

Level

Paralys., Poisn, Death

Rod, Staff, Wand

Petr./Poly.

Breath

Spell

1-3

10

14

13

16

15

4-6

9

13

12

15

14

7-9

7

11

10

13

12

10-12

6

10

9

12

11

13-15

5

9

8

11

10

16-18

4

8

7

10

9

19+

2

6

5

8

7

Differences between the Subclasses

The differences between the subclasses are described in detail in subclass descriptions on pages 6 to 34, but for your convenience, they are indexed on the priest subclass table:

Priest Subclass Table
Subclass

Cleric

Druid

Templar

Armor

By Element

No Armor

Any armor

Weapons

By Element

All

All

Spell source

Elemental plane

Spirit of Land

Sorcerer-Monarch

Number of Spells

Spelts+ Wisdom Bonus

Spelts (No Wisdom Bonus)

Templar Spell Chart
(No Wisdom Bonus)

Cosmos spell sphere  
—Access

Minor:

Major

Major

—Knowledge

DK

All

EAFW

Elemental spell sphere  
—Access

1 Major

1 Minor

4 Major

—Knowledge

All

DK, SP&M

*

Spell Variation

Elemental only

Cosmos Only

None

Affect undead

Turn

no effect

Control

Powers

Elemental

Various

Politics

Channeling  
— Fatigue immunity

Elemental spells

On Guarded Lands

None

— Fatigue reduction

–caster level

–caster level

No fatigue reduction

Starting Money

3d6 sp

3d20 cp

3d12 sp

Structure

Varies

Solitary

Hierarchy

Alignment

By Element

N or NG

L or N (E tend)

1st Duty

Teach

Protect land

Obey S-K

2nd Duty

Lead

Learn

Maneuver

* All priests start knowing PH, EAFW, and AoH spells.

Spell # means the =number of spells that a priest can cast each day. Only Elemental Priests gain a spell bonus for high Wisdom scores.

Spell Sphere Knowledge is a different thing than access. In order to request a spell, the priest must know about the spell, including the spell name. Generally, priests start play with the spell knowledge listed on the priest subclass table above—assuming that the player can use their PC’s knowledge.

Note: The Player, not the DM, is responsible for having access to the spell description. The DM has enough to worry about. When a PC casts a spell, the player should have the spell description ready for the DM to look at—or the spell may fail.

Spell Progression

Rather than using the spell slot system depicted in the Player's Handbook, Clerics and Druids receive spell points which they may "spend" to cast spells.  This system gives them more flexibility in their daily selection of spells.

Spell Point per Spell Level
Spell Level Spell Points
Orizon 1
1 4
2 6
3 10
4 15
5 22
6 30
7 40

For the convenience of their sorcerer-kings, templars are not permitted to use the spell point system, but must stick to their rigid spell progression table in the Classes—Priests: Templar section below. Templars can, however, request their spells at the last minute, just like other priests.

The spell point maximum (see chart below) is the maximum power of spells that a cleric or druid can cast before prolonged resting:

The chart below outlines the level progression for all priests in terms of required experience points, Hit Dice, and THAC0. The chart also outlines spellcasting progression for clerics and druids, which is explained in detail under spell point and spell variance rules on page 5. Templar spell progression, on the other hand, is explained with the description of the Templar subclass (ąp 20). Finally the rightmost portion of the chart outlines the spell point bonus for higher wisdom scores (the intuition subability score, if the player has divided his wisdom into subabilities) which applies only to clerics.

Priest XP

Hit Dice (d8)

Level

THAC0

Spell max

Spell Points+

0

1

1

20

1

4+

1500

2

2

20

1(2)

8

3000

3

3

19

2

15+

6000

4

4

18

2(3)

25

13 000

5

5

18

3

40+

27 500

6

6

17

3(4)

55

55K

7

7

16

4

70+

110K

8

8

16

4(5)

95

225K

9

9

15

5

120+

450K

9+2

10

14

5(6)

150

675K

9+4

11

14

6

200

900K

9+6

12

13

6

250

1125K

9+8

13

12

6(7)

300

1350K

9+10

14

12

7

350

1575K

9+12

15

11

7

400

1800K

9+14

16

10

7

475

2025K

9+16

17

10

7

550

2250K

9+18

18

9

7

625

2475K

9+20

19

8

7

700

2700K

9+22

20

8

7

800

+Cleric Spell point Bonuses For Wisdom (applies to Clerics—not Druids or Templars).

See Stats: Stamina for rules on fatigue and fatigue points.

Spell Point Bonus for Cleric Wisdom (Cumulative by level)
Wis. 13 14 15 16 17 18 19 20 21 22 23 24 25
lvl1 4 8 8 8 8 8 12 12 12 12 16 16 16
lvl3     6 12 12 12 12 18 18 18 18 18 18
lvl5         10 10 20 20 30 30 30 30 30
lvl7           15 15 30 30 45 45 60 60
lvl9                 22 44 44 66 88
lvl12                     30 30 60
lvl14                         40

Hence, a priest with a Wisdom (Intuition) of 17 would receive an extra 8 spell points at 1st level, an additional 12 points at 3rd level, and a final extra 10 points at 5th level, and would not receive any bonus spell points beyond 5th level.

Channeling

All Athasian priests use House Channeling Rules for spellcasting. The bright side of this channeling system is that priests need not pre-select their spells before they cast them, but shout them out in prayer as they channel them into their bodies. The down side to channeling is that spellcasting fatigues the priest more thoroughly than the most rigorous physical labor—tremendous energies are funneled unnaturally though the priest’s bodies.

House Channeling Rules

Because of the tremendous energies that they channel from other sources, Clerics, Druids, and templars fatigue as they cast spells:

Fatigue Points = Spell Points – Caster Level.

For example, Herak, an unfatigued 6th level fire priest, casts Neutralize Poison (using higher spell level variance which doubles the cost to 32 spell points). As well as spending the spelt cost (two-thirds of his total!) Herak spends 26 (32–6) fatigue points. Since Herak is human, he has eight fatigue points per fatigue level, Herak is heavily fatigued. Had he been moderately fatigued before casting the spell, he would have been mortally fatigued, and would have passed out at once, and may have died! See fatigue rules under Stats—stamina.

In terms of maximum spell level, spell point cost, and channeling fatigue, clerics and druids cast spells from their minor spheres as if they were one spell level higher. Because of their intense dedication to an element, the bodies of elemental clerics are actually prepared to channel elemental forces (from their own element only) without fatiguing themselves. For example, a fire cleric in good standing would spend no fatigue points to cast a fire elemental spell, but she would fatigue from casting a Cosmos spell such as Cure Light Wounds.

House Spell Point (Spelts) Rules

The bright side of channeling is that priests need not pre-select their spells before they cast them, but can shout them out in prayer as they channel them into their bodies just before casting. A priest can only have one spell in his mind at a time, but can hold one in for as long as necessary. If players prefer to stay with the simpler spell slot system, the DM may allow they to stick with old rules, while extending the "choose spells at the last minute" and spell flexibility benefits as  incentives to switch over.

Regaining spell points
Heavy exertion or unconsciousness No spell point recovery
Moderate exertion 1 spell points per hour
Light exertion or conversation 2 spell points per hour
Rest/meditation 4 spell points per hour
Sleep 20% of maximum SP per hour

Clerics (but not druids or templars) receive a spell point bonus for high wisdom; this bonus can be determined from the character’s wisdom and experience level, on the right side of the chart below. For example: Herak has a 17 Wisdom, therefore he receives a +8 Bonus at first level, another +12 bonus at 3rd level (for a total 20-spelt bonus), and a final +10 Bonus at 5th level—a total of + 30 Spell Points. His 17 Wisdom grants him no more than these 30 extra Spell Points at higher levels. These bonus Spell Points are added to the Herak’s spell point total.

Spell Variance

Spell variance is the ability to channel more or less spell points (Spelt) into a particular spell. As the chart above shows, Clerics can "vary" their elemental spells and druids can "vary" their cosmos spells. There are three general sorts of variance, which may not be combined:

Reduction variance (-2 Spell Points per reduction, 50% minimum):

• Increase casting time by a factor of 10.
• Half-potency.
• Special limitation (DM option).

Overcharge variance (each increases spelt cost by 50% —up to a 200% increase, i.e., a factor of x3):

• Increase range by 25%.
• Increase potency by 25%.
• Increase target or area by 25%.

Higher spell level up to (bracketed) maximum spell level. This costs double Spell Points. Orisons. Appendix 1 of Sp&M introduces the —

Orison, or clerical cantrip

These minor blessings and invocations cost only one Spell Point each. SP&M, Various Dragon Magazines and other supplements describe these little spells, and House Rules will not delve into this level of detail. 

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