RPG/Priest

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Priest
Specialty History
Subjects Magic, Language, Music, Science
Level HP MP Special Abilities
1 10 10 Spells 15MP (Divine)
2 20 20 Spells 30MP (Divine)
3 30 30 Spells 45MP (Divine)
4 40 40 Spells 60MP (Divine)
5 50 50 Spells 75MP (Divine)
6 60 60 Spells 90MP (Divine)
7 70 70 Spells 105MP (Divine)
8 80 80 Spells 120MP (Divine)
9 90 90 Spells 135MP (Divine)
10 100 100 Spells 150MP (Divine)

Special Abilities

Spells XMP (Divine):

Restrictions: When a character takes their first level as a priest, they must pick an element other than light, purity, or entropy. This element should represent whatever deity or deities they call power from. This chosen element, along with light and purity, are the only elements from which a priest may choose to cast priest spells. If a priest wishes to summon, the creature they are attempting to summon must also be attuned with at least one of these elements, and may not be attuned with any other element.

Casting Cost: Priest spells cost either 10% of the spell's material cost in components, rounded up to the whole dollar, or 5% of the spell's MP cost in karma points, rounded up, to cast.

Karma is a special resource rewarded by the GM for performing earnestly good deeds without magical aid. The definition of a good deed in this context may vary according to the Priest's faith, but typical examples include acts of charity, altruism, and heroism. The significance of the act may determine the amount of karma points rewarded, up to 10. Karma points can also be acquired by wearing certain articles of clothing that represent the Priest's faith for most of a day.

Spell Alterations: None

Casting Actions/Stat/Skill: Priests must make a single speak action and a single hand action to cast their spells. They then make a casting roll with the History skill and either Intelligence or Personality as the stat. Priests who are holding a symbol of their deity in their hand or are wearing it on their person gain a +2 to their casting rolls. If the priest is casting the spell using karma points, the hand action may be spent even if the hand is holding something else, but if the priest is using donated materials the hand must be empty or the item held in it is dropped as the priest retrieves those materials.

Learning spells: Priests do not need to learn their spells.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic Spells (FireWaterEarthWindLightSoundPurityEntropyMindBody) | SummoningBoosting Magic
Facets
Base
StudentMageWarriorScientistPriestMartial ArtistIdolArtistNerdMaid/ButlerMystic
Special
WitchArtificerArchaeologistAlchemistWriterDelinquentCustodianInspired
Galactic
GA SoldierFencerEngineerBiowarp MageScoutPerformerCasterDemomageMedic
GAN CavalierCartographerConvokerEnvoy
EL TransfuserDuelistProviderEmpathCalculatorElementalistPhilosopher
AP Valkyrie Shield MaidenSeraph CallerDominion BuilderAngel KnightPrincipality Artisan
CTS Mahoutech DragoonSurvivalistBiowarp CommandoAcrobatBrawlerSorcererMahoutechnicianCharmer
LEG BattlerDefenderBiotechnicianDuchessPilotTerraformerTrainerRenewerConsortRecruiterQueen
Other
Zettanian Archivist
SocJus Social Justice WarriorWhite Knight
Church of All Street Rat
Fantasy FootmanNobleWarlockSiegemasterWarpriestField HealerJesterField CookScribeBattlemageMarshal