Mysteries of Magic - priests

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Soldier of Od
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Mysteries of Magic - priests

Unread post by Soldier of Od »

The new modifications to priests in Mysteries of Magic inspired me to take an O.C.C. I made up a while ago and jig it around to fit the same concept. When I first created the ‘Naval Chaplain’ or ‘Ship’s Priest’ it seemed too similar to the regular priest to be worth using, but I think it works well as a specialist priest like the ones in MoM. I hope no-one thinks I’m stretching the concept of the specialist priests or that this is just one of a possibly dozens of pointless ultra-specialised clergy ideas!

Naval Chaplains or ‘Ship’s Priests’. Sailors are a superstitious bunch, and the sea is a dangerous mistress, and so the call for a priest on board ship to watch out for their souls has spread across the seas. These professional ship’s priests, known as Chaplains (and properly addressed as ‘Padre’), perform various roles onboard ship, often looking after the crew’s bodies as well as their souls as ship’s doctor as well as it’s minister. They may also serve the captain as an adviser or counsellor. On smaller ships, they may even serve as ship’s cook to boot! While their magic knowledge is no match for a wizard or warlock, they usually take their place as a ship’s principle magic user. Only on the larger ships or as part of a flotilla is there likely to be a warlock or a dedicated healer in addition to the chaplain, who will fill whichever role is necessary. Obviously, many naval chaplains are in the service of gods of the sea such as Ippotomi, Lista and Algor, but there is a surprising range in the gods worshipped, e.g. military ships are likely to employ priests of warrior gods such as Lopnel, Ra, Anhur, Rurga, Zandragal or Od, pirate ships may worship gods of death or thievery such as Set, Panath, Kirgi, Pith or Tark. The priest may simply be of the same religion as the ship’s captain or owner, but not necessarily, the logic being that it is better to have any god watching over you than none at all. As ship’s priests, they are separate from the normal hierarchy of the church, and are virtually independent, but will often pay homage at local churches when they make landfall, and in most cases will defer to local high priests or bishops should the need arise.
Naval Chaplain O.C.C. Notes & Modifications:
Bonuses for Naval Chaplains: Replace Land Navigation with Astronomy & Navigation (+10% bonus), replace Wilderness Survival with Castaway/Shipwreck Survival (+10% bonus), Sea Lore (+20% bonus), Seamanship (+15% bonus), plus three Naval and/or Medical skills (+15% bonus for each). +10 to the permanent P.P.E. base, the magic spells Cure illness and Float are granted to the priest at level two, and Create bread and milk, Swim as fish (minor) and Tongues (as normal for a priest of light) are granted at level three. For each additional level of experience a Priest of Light can select one additional wizard spell from levels 1-3 but should be relevant in some way to ship/sea travel and/or healing, including, but not limited to: cloud of smoke (for signalling or luring in other ships or for causing confusion on the decks of enemy ships), globe of daylight (useful for signalling), increase weight (can cause someone or something to quickly sink), thunderclap (useful for spooking superstitious sailors), cleanse, climb (rigging), extinguish fire, seasickness, breathe without air, ignite fire, fuel flame, light healing and negate poison/toxin. Dark Priests can choose from the list presented in the book (of which the most notable sea related spells include mystic portal (can sink a ship in minutes) and spoil (could debilitate an entire crew if it were possible to board a ship and spoil the food supply)) and all spells from level one, plus seasickness, breathe without air, ignite fire and fuel flame.
Penalties for Naval Chaplains: Reduce the number of O.C.C. related skills to three, and they get no skill bonuses. The proficiencies for all the Knowledge and Abilities of the Priest, except for Healing Touch, Remove Curse and Spell Casting are reduced by half. Same modifications for Priests of Darkness except they still get their Demon Familiar at level six.

Optional: Priests who worship gods that wield elemental magic may opt to select from the relevant elemental spell levels 1-3 as per Kittenstomp’s custom priestly abilities posted elsewhere on the Palladium boards.


For a bit of background (that doesn’t really affect the use of the O.C.C.), the reason I first came up with it was part of a overall concept I have for the Land of the South Winds, where I gave the country a general distrust of Warlocks and Elementalism, partly due to a longstanding rivalry with the Timiro Kingdom (with their wide use of Warlocks on ships), and partly and idea I had where the South-Winders’ traditional beliefs included five elements instead of the normal four (like those of the Far East in the real world: Earth, Metal, Fire, Water and Wood). I also gave the country an official religion in a modified, more ‘civilised’ version of the Church of the Southern Gods. The Naval Chaplain was their replacement for the ship’s warlocks of other countries.
Last edited by Soldier of Od on Fri Oct 09, 2009 7:31 am, edited 1 time in total.
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Re: Mysteries of Magic - priests

Unread post by The Dark Elf »

Seems good.
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Re: Mysteries of Magic - priests

Unread post by DiceCollector »

I like the new priests in MoM, other than losing Half your OCC skills and NO BONUS, and ALL OF YOU Secondary skills. That seems a bit to harsh on them. I was going to switch my OCC to one of the new ones, but OUCH....NEVER MIND!!
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Re: Mysteries of Magic - priests

Unread post by Vidynn »

I would have preferred if priests were left out of MoM 1 at all - and got a book on their own! this is one of the few sections I was disappointed in (so far) - not because the material isnt good, but its just a tease and doesnt mix too well with the rest of the material presented.
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Re: Mysteries of Magic - priests

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Munchkin Slappin GM wrote:I think it's one of those great ideas that didn't get done propperlly, time to make your own alternate priest OCC.


It's not so much not done properly as what you get for what you lose. Half your OCC skills with no bonus plus all secondary skills. And for what basically peanuts imo.
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Re: Mysteries of Magic - priests

Unread post by Library Ogre »

Sureshot wrote:
Munchkin Slappin GM wrote:I think it's one of those great ideas that didn't get done propperlly, time to make your own alternate priest OCC.


It's not so much not done properly as what you get for what you lose. Half your OCC skills with no bonus plus all secondary skills. And for what basically peanuts imo.


The manuscript was somewhat different.
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Re: Mysteries of Magic - priests

Unread post by Sureshot »

Mark Hall wrote:The manuscript was somewhat different.


Eve though the book is not my cup of tea good job.

One can see that it is different. I wish we could see what you had orignally used. As it stands the Priest variant imo just are not worth taking. What was Kevin thinking? A big penalty for what amounts to almost nothing in return.
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