OSR Class: Priest

I've been thinking about an alternative to the Magic-User/Cleric called the Priest. What makes the Priest unique is that when prepping spells they need to create Talisman which are then stored in their inventory. Talisman are made out of a special paper which costs 1gp per paper. A Priest also needs to have a brush and ink. Talisman can be lent to other players and, if the spell effect lasts indefinitely, they can be maintained for as long as the Talisman remains whole. 

When resting, each spell slot can be used to make one Talisman. If there are any active spells out in the world, the Priest can choose to end the magic effect or maintain it. If they maintain it, then they do not recover the spell slot for that Talisman. 

A Priest is able to accurately throw a Talisman up to 20 feet away. Allies can also hold Talisman and place them for the Priest, though the Priest must still activate the spell.

Priests also have the ability to talk to the dead. They may put their hand on any corpse and ask it a single yes or no question. Additionally, they are able to speak freely with any undead creature such as a ghost or zombie.

In order to learn spells, the Priest must find a scroll with the spell and memorize it.

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The following stats can easily be adapted for any OSR game, just use the stats as Magic User. I prefer to have a unified saving throw, regardless of system. In the following chart it is presumed to be roll over like OSE.

Combat: Priests are as Magic-Users, but they may also use a Bow (And affix Talisman to the arrows!).

Level

XP

HD

ATK

Spell Slots

SAVE

1

2500

d4

+0

1

14

2

5000

2d4

+0

2

14

3

10000

3d4

+0

3

14

4

20000

4d4

+0

4

14

5

40000

5d4

+0

5

14

Levels continue as an OSE Magic-User, or whatever spell caster you have in your own chimeric system.

Spells:

Many of the following Spells are from Traverse Fantasy's FMC Basic, but adapted for the Talisman system. Electrize is my own, genius invention. These are just samples, but they show how the Talisman system can make spells have a different dynamic. Depending on the inventory system in use, it may also force tough decisions in terms of what to pack for an adventure.

1. Alter Self: Change your appearance into that of another humanoid. Rather than Ink, you must use the blood of the creature you wish to imitate. Lasts for one hour.

2. Psychic: Each slot creates a separate Talisman. Bearers can talk to each other through their minds so long as they hold a Psychic Talisman.

3. Hold: Place a Talisman on the target. The target must make a Save. On a success, they are frozen until the Talisman is removed. This spell prevents the effects of aging and poisons from affecting the target.

4. Fireball: The Talisman explodes into flames. Deals 1d6 damage per caster level, save for half. Takes 2 slots.

5. Electrize: The target bearing the Talisman is shocked by electricity, dealing d8 damage per caster level. This also stuns the target for one turn, but a Save negates the stun. Unlike Fireball, Electrize only works if it is stuck to the target. Thus, it may best to have a swarthy ally place it in lieu of the Priest.

6. Passwall: Opens a 3x3 meter hole in a wall the Talisman is placed on. 

7. Animate: Place a Talisman on the head of a corpse to have it come to life. It has 1HD.

8. Breathe: The bearer of the Talisman is able to breathe without air.

9. Illuminate: The Talisman glows a brilliant light that can be turned on or off with a command by the Priest.

10. Lock: Any door this is placed upon cannot be opened by mundane means. 

11. Cure: Heals d6 HP. If the Priest allows it, then designated individuals may activate this spell on their own initiative.

12. Protection From Evil: Bearers of this Talisman have +2 AC against undead/demons, and +2 to Saving Throws.
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With just a few design tweaks, the Priest can lean more toward a Cleric. If you improve the Hit Die and attack bonus, and reduce the spell slots by 1, you basically get a Cleric. I'd keep them limited to Leather Armour, but let them use any weapon.

I think this class works best as a replacement for the Magic-User or Cleric. Tweaks to the spell list can help change the identity of the class. With a tight inventory system (Say, only 10-15 slots for most characters) I think this class would be lots of fun. 

If you are interested in this class, or ever try it in play, let me know!

Comments

  1. this is really cool! it totally makes sense for a non-european cleric type character to function much more like a wizard, im really into this. i could imagine some priest covered head to toe in nailed and wax stamped scrolls of secret prayers, like something out of warhammer. being really intentional about your spell list could create really interesting variations on the flavour too. overall really into it

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