FT Clerical Powers

REQ: Priest skill (2) and holy symbol.

Priests must chose to be Heroic or Wizards.

Heroic priests get skills and divine magic at normal prices and Magic spells as 3x cost.

Wizard Priests get Divine and Magic spells at normal cost and skills at 2x cost.

Divine Spells

Detect Evil IQ9 1 ST

Detects the presence of Evil creatures within 2 megahexes of the casters megahex. Requires contact with holy symbol.

Heal IQ9 1 ST+2/1 ST

Removes damage (not FAT) from the body of the touched subject, exchanging 1 wound for each 2 ST expended. Requires use of holy symbol.

Repel Evil IQ10 3 ST + 1 ST/turn

As the MegaHex Avert wizard spell, but only effects evil creatures. Requires holy symbol.

Bless IQ11 3 ST + 1 ST/turn

Acts as a Luck spell, +1 to all rolls. Target must be touched to activate and remain in line of sight of the caster. Requires holy symbol.

Greater Heal IQ12 1 ST + 1/1 ST

As the Heal spell but replaces wounds (not FAT) for STR at a 1:1 cost. Requires Holy Symbol AND Theology skill.

Resist Evil IQ13 2 ST + 1 ST/turn

As Stone Flesh spell but only works against evil

Destroy Evil IQ14 All ST?

As Death Spell, IQ 16, but only works against evil creatures. Requires holy symbol and Theology skill.

Smite Evil IQ15 2 ST +1 ST/turn

Increases the damage done by the target against evil creatures by +2.

Exorcism IQ16 50 ST

Will remove and maybe destroy an evil being from the inhabited body. The target must be pinned and helpless to resist. Requires holy symbol and Theology skill and 1 hour.

Holy Fire IQ17 4 ST

As a 7 Hex Fire spell, doing double damage vs evil.

Revival IQ18 50 ST

As wizard spell, requires Theology skill

Restoration IQ19 10 ST

Heals all of the targets wounds (not FAT) completely. Requires Theology skill.

Resurrection IQ20 50 ST

As Revival spell but can bring back a corpse upto a week old. Requires Theology skill.

A priests Holy Symbol has the following innate enchantments, counting as one enchantment.

Detect Evil by touch, 1 ST

Detect Evil magical casting with 2 mega hexes

Counts as a Mace vs evil creatures, doing +1 damage. Must know how to use a Mace.

Can SLOW all evil creatures within a single adjacent megahex on a successful IQ roll. A critical roll will count as a STOP. Lasts one round only, must be re-tried each round, 1 ST per attempt. More powerful evil may resist this effect.