Priest

A cleric skilled in the art of weaving divine essence into powerful spells and miracles.

Ability Score Increase:

  Level 1: +1 Magic +1 Intellect   Level 4: +2 Magic +2 Intellect   Level 7: +3 Magic +2 Intellect   Level 10: +5 Magic +2 Intellect +2 Foresight +1 Rhetoric  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Abrasion to Technology: When attempting to use a technological anomaly, a Priest receives a -25 to the roll. The Priest gets a -25 on Energy Weapons, Energy Shield, Firearms, Technology, Mechanical Riding, and Use Energy Shield.  
Passive Abilities
Devotion to the Divines: All religious classes gain a bonus from their chosen deity from the List of Religions or one of its corresponding holy domains. When you first gain this feature from a class select either a deity's bonus or a domain bonus from the Religious Domains.   Erudite: A Priest is well versed in the teachings of his faith. He gains a +25 (Deity's Pantheon). Priests have also been taught many times of the stories and history of their faith. He gains a +25 Religious History.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   High Starting Mana Pool: Gain 70 mana. If a character already has Low Starting Mana Pool gain 40 mana instead.   Teachings of Magic: A Priest gains five spells and a spellbook addition. This addition may be in the back end of their religious scripture, or in a separate book, at the player’s choice. If multiclassing and the player has any levels in Seer, the player instead gains +3 spells and uses the same spellbook as before.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge I: A Priest gains two new spells.   Conduit of Religious Magic: A Priest is blessed by their deity to cast radiant spells in their name. Spells that deal only Holy damage have their mana cost divided by the Priest’s level.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Religious Spell Empowerment: A Priest may choose one spell to either be affected by Conduit of Religious Magic, change any number of its damage points to Holy or add an effect to damage that deals Holy damage equal to Priest level. Once this effect has been chosen it cannot be changed.  

Level 3

Active Abilities
Conditional Abilities
Religious Scholar: A Priest’s continued knowledge expands and contains a vast amount of information. Pick one Knowledge skill in addition to Religious History and (Deity's Pantheon). When making checks with these skills, roll twice and take the lower value.  
Passive Abilities
Blessings of Magical Knowledge II: A Priest gains two new spells.   Conduit of Religious Magic II: A Priest is blessed by their deity to cast radiant spells in their name. Spells that increase skills with Religion in the name have their Faith cost divided by the Priest’s level.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge III: A Priest gains two new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Religious Spell Empowerment II: A Priest may choose one additional spell to either be affected by Conduit of Religious Magic, change any number of its damage points to Holy or add an effect to damage that deals Holy damage equal to Priest level. Once this effect has been chosen it cannot be changed.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Greater Teachings of Magic: A Priest gains five new spells.   Masterful Scholarship: Study and devotion to the teachings of your faith have increased your knowledge. Gain a +25 in any two specific skills under Knowledge.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge IV: A Priest gains two new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Religious Spell Empowerment III: A Priest may choose one additional spell to either be affected by Conduit of Religious Magic, change any number of its damage points to Holy or add an effect to damage that deals Holy damage equal to Priest level. Once this effect has been chosen it cannot be changed.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge V: A Priest gains two new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge VI: A Priest gains two new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Religious Spell Empowerment IV: A Priest may choose one additional spell to either be affected by Conduit of Religious Magic, change any number of its damage points to Holy or add an effect to damage that deals Holy damage equal to Priest level. Once this effect has been chosen it cannot be changed.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge VII: A Priest gains two new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.   Mastership of Magic: A Priest gains ten new spells.   Religious Master Mana Pool: A Priest gains 250 Mana.   Religious Spell Empowerment V: A Priest may choose one additional spell to either be affected by Conduit of Religious Magic, change any number of its damage points to Holy or add an effect to damage that deals Holy damage equal to Priest level. Once this effect has been chosen it cannot be changed.
Class Currency Modifier: 1.4
Religious-Only Spells

List of All Spells

Alter Other
Alter Self
Angelic Wing Alteration
Anticipate Weakness
Arcane Ballistics
Arcane Blast
Bless
Blightstorm
Bobby's Boiling Bath
Bobby's Bouncing Bubble
Bramble Bomb
Conjure Campsite
Conjure Food
Conjure Water
Control Dead
Detect Unlife
Dimensional Step
Discern Direction
Divine Blast
Draconic Wing Alteration
Elemental Expulsion
Endeavourquake
Envisage
Esmeralda's Sphere of Polymorph
Fae Wing Alteration
False Image
Feeling of Invulnerability
Fire Barrier
Fire Blast
Flame Shackles
Flare
Foretell Doom
Gather Power
Growth
Growth, Superior
Guided Strike
Gust
Hoarder's Favorite Weapon
Ice Barrier
Ice Shackles
Icicle Spike
Illusionary Bolt
Illusions of Grandeur
Inflict Sickness
Iron Barrier
Lightning Shackles
Lightning Strike
Mend Flesh, Greater
Mend Flesh, Lesser
Mend Flesh, Moderate
Mend Flesh, Ultimate
Mending, Lesser
Mending, Moderate
Mending, Superior
Mending, Ultimate
Meteor Storm, Greater
Meteor Storm, Lesser
Mikhail's Explosive Gifts
Mous's Miniature Mouse
Mud Barrier
Nature's Bounty
Nightmare
Plague
Planar Shift
Polymorph Ally
Polymorph Foe
Polymorph Self
Prophesized Pain
Protection from Angelic and Good
Protection from Angelic and Good, Greater
Protection from Demonic and Evil
Protection from Demonic and Evil, Greater
Protective Visions
Purge Undead
Reduction
Reduction, Superior
Repair Appendage
Repair Limb
Restore Appendage
Restore Life, Greater
Restore Life, Lesser
Restore Life, Moderate
Restore Life, UItimate
Restore Limb
Rock Barrier
Shadow Shackles
Shock
Shudder the Soil
Sir Saja's Shrinking
Slice and Dice
Speak with Dead
Stabilize Vitals
Static Blast
Summon Person
Summon Person, Greater
Tekkit's Terrific Trick
Tekkit's Tiny Trick
Telepathic Message
Telepathic Oratory
Telepathic Speech
Teleport
Teleport, Greater
Teleport, Lesser
Teleportation Portal
Toxic Fumes
Wall of Death
Wall of Life
Water Barrier
Water Breathing
Wave of Frost
Wave of Heat
Wind Barrier