Special Abilities:
Designate Blasphemer X: A warpriest may spend any amount of karma points up to X along with a speak action to declare a character a blasphemer for a number of rounds equal to X times two. Whenever that character is struck with a melee weapon during that time, the damage dealt to them is increased by X. If this is used multiple times on a character, only the highest currently active bonus applies.
Karmic Shield X: When a warpriest makes a soak roll, they may spend up to X karma points. They add Xd4 to their soak roll.
Spells X MP(Zealous)
Restrictions: When a character takes their first level as a warpriest, they must pick an element from among fire, water, earth, wind, light, sound, and entropy. This is the only elements from which a warpriest may choose to cast their warpriest spells. If a warpriest wishes to summon, the creature they are attempting to summon must also be attuned with that element, and may not be attuned with any other element.
Casting Cost: Casting a spell normally requires the donation of small items equal in value to at least 1/10th the cost of the spell (round up to the nearest dollar). These donated items must be set on the ground in front of or held in the hand of the warpriest and must belong to the warpriest, and when the casting roll is made, the items disappear.
There is, however, a way for warpriests to cast spells without incurring these costs. Whenever a warpriest performs a deed that would please their deity or deities, the GM assigns them a number of karma points from one to ten. The more the warpriest sacrifices (as in gives or puts self in danger, etc.) to perform the deed, the more karma points they are awarded. These karma points can take the place of donations to their deity or deities, and each karma point allows the casting of one spell free of cost in donations, though not MP. Karma points generally don't go away until they are used by the warpriest, although blasphemous acts can penalize a warpriest's karma points. Note that deeds are determined by the person's religion's principles, so performing deeds for the Deviling God of Mischief is certainly different from performing deeds for the AP's God of Light.
Spell Alterations: Warpriests’ spells function normally.
Casting Actions/Stat/Skill: Warpriests must make a single speak action and a single hand action to cast their spells. They then make a casting roll with the Magic skill and either Intelligence or Personality as the stat.
Learning spells: Warpriests do not need to learn their spells.