Priests of Incabulos

Priesthood Requirements

Alignment: Wisdom 9
Raiment: see below
Additional Experience Cost: +5%
Weapons Allowed: Staff required at 1st level; club, flail, mace, lasso, sling
Armor Allowed: Any
Major Spheres: Astral, Healing (reverse), Necromantic (reversed), Summoning, Sun (reversed)
Minor Spheres: Divination
Special Abilities: see below
Additional Spells: plague, dispel magic, bestow curse, spike growth, giant insect, spike stones, quest, transmute water to dust, wall of thorns, weather summoning, creeping doom, insect plague, earthquake

 

Description:

As servants to a Greater Power, Incabulos' priests have access to spells up to 7th level and may have access to Quest spells.
Incabulos' priests are most secretive, fearing the wrath of those who detest what Incabulos represents. Priests dress in black during services and are masters of disguise.
Incabulos' priests may command undead.

 

Special Abilities:

At 1st level, clerics of Incabulos have a 20% immunity to all diseases and slimes, including those caused by cause disease or plague spells, mummy rot, or green slime, violet fungi, and similar creatures. This resistance increases by 2% for each level gained.
At 5th level, clerics can cast a hypnotism once per day.
At 6th level, clerics can cast contagion once per day.
At 7th level, clerics can cast enervation once per day.
At 8th level, clerics gain the ability to cast a permanent sleep spell once per day. Casting time is one segment, and the spell affects one touched creature in a round. These creatures save vs. spells at a -3 penalty, success negates. This sleep spell only ends when successfully dispelled with dispel magic.

 

Additional Spell:

Plague (Alteration)
Level: 4
Range: 10 yards
Duration: 6 turns
Area of Effect: Special
Components: S, M
Casting Time: 7
Saving Throw: Spell Negates
 
  This spell allows the cleric to inflict a virulent, infectious disease on a single target. On a failed save vs. spell, the target immediately suffers an attack of plague, becoming feverish and disoriented with illness for six turns. During this time, the victim loses 10% of its original HP, loses 1 point of Strength and Constitution, suffers a -2 penalty to attack rolls and saving throws and a +2 penalty to AC.
All creatures within 10 feet of the victim must pass a Constitution check or contract the plague themselves. Creatures currently suffering from the plague cannot contract multiple cases and creature within ranger of more than one victim need check only once.
When the plague attack ends, the penalties end, but lost HP and ability scores take 1d6 days to return. Before the plague's effects wear off there is one final attack, and the victim must make a Constitution check against his lowered score. If this fails, the victim dies. If the victim succeeds, lost HP and ability scores return.

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