Monday, June 11, 2012

The Priest Take II

This past weekend, I ran a session of Uz instead of my normal Nightwick Abbey game.  I only allowed two character types: fighting-men and priests.  Fighting-men function more or less like their counterparts in the White Box, but priests are not like clerics.  

The rules I'm currently using for these spell-casters are presented below.  The spell list and mutation table are for a priest of Mot, also known as He Who Pulls into His Gullet or He Who is Not Worshiped.



Priests
Priests are the religious leaders of Uzite society.  They traffic with the extraterrestrial intelligences that returned to Earth after the Deluge, and their performing of certain rites for these entities grants them psychic abilities that humans call spells.

Priest Advancement Table
XPLevelHit DiceBase Attack BonusSaving Throw
011+014
2,50122+013
5,00133+012
10,00143+1+111
20,00154+110
40,00165+29
80,00176+28
160,00186+1+37
320,00197+36
640,001108+45


Priest Class Abilities
Weapon and Armor Restrictions: Priests can only use the weapons of sacrifice - daggers, maces, and strangling chords - as well as the strange weapons of the Antediluvian races.  They may only wear light armor and a helmet, being untrained in the proper use of heavier armor and shields.

Spell Casting: Priests are able to cast spells a number of times per day defined on the chart below. To may select which spells they will cast from a list associated with their particular deity.


LevelIIIIIIIVV
11--------
22--------
321------
422------
5221----
6222----
73221--
83322--
933321
1033332

Transfiguration: Beginning one level after the priest begins casting spells, and continuing every level thereafter, the priest must roll on a table associated with their god to see what changes channeling alien energies has wrought on their bodies.

Example Spell list:

Mot

Level 1
1 - Cause Light Wounds
2 - Darkness
3 - Putrefy Food and Drink
4 - Sleep

Level 2
1 - Curse
2 - Hold Person
3 - Darkness, Continual
4 - Invisiblity

Level 3
1 - Cause Disease
2 - Darkvision
3 - Invisibility (10’ Radius)
4 - Detect Thoughts (ESP)

Level 4*
1 - Cause Serious Wounds
2 - Animate Dead

Level 5*
1 - Commune
2 - Insect Plague


Example Mutation Table

Mot Mutations
RollMutation
1Hands twist into hideous claws.  Gain natural attack dealing 1d6 damage.
2Grow a hideous snout.  Now have a 2 in 6 chance to smell something behind a door.
3Skin becomes leathery and covered in coarse hair.  AC increased by 1.
4Limbs elongate strangely, forcing you to adopt a strange, ape-like gait.  Base movement reduced to 90’, and cannot hold something in both hands and walk at the same time.
5A small reflective lens develops in your eye.  Gain darkvision 60’.
6Gain a horrible craving for human flesh.  Your body will reject all other food.

*Level 4 and Level 5 still need a few spells to flesh them out, but I don't think anyone is going to be able to cast those for a while.

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