SPECIALTY PRIESTS OF
GREYHAWK
FOR USE WITH OLD-SCHOOL ESSENTIALS
T he world of Greyhawk has
captivated tabletop RPG players
for decades with its diversity of deities
abilities were outlined in the '83
Glossography, Greyhawk Adventures,
and From the Ashes. With the rising
and the intricate lore that follows popularity of Old-School Essentials,
them. One aspect that sets this world many Greyhawk fans might appreciate
apart is the unique powers and the ability to incorporate these
abilities granted to clerics of certain specialty priest into their games.
Greyhawk deities. In a Dragon However, since the powers were
Magazine article (#85), Roger E. designed for 1e and 2e, some
Moore explained that these powers adaptations are necessary.
were added to avoid the typical cleric This article provides an adaptation
stereotypes. While all clerics have of Greyhawk’s 1e/2e Specialty Priests
access to the same list of spells, for use with Old-School Essentials
serving different deities brings with it Advanced Fantasy and other B/X
a different set of skills. For the systems. These special abilities are
Greyhawk Campaign, these powers given at the same levels for each
and cleric. In OSE, Clerics receive
upgrades to THAC0 and
SAVES at levels 5, and 9. The
special powers and spells
are given at these levels.
In these modified
versions, clerics are
required to pay an
experience-point
penalty of 5% of the
total XP needed to go
from one level to the
next, to acquire the
special powers.
Hopefully these options
will add a new level of
depth to your cleric
characters in your
Greyhawk Campaigns.
1
Greater Gods
BEORY LENDOR
(Oerth Mother, Nature, Rain) (Time, Tedium)
Clerics of Beory should be treated as Vestments: Silver robes adorned with
Druids. a black circle containing a crescent
moon surrounded by 14 stars
BOCCOB Level 5: Able to cast Haste and Slow,
(Magic, Arcane Knowledge) Level 9: Able to cast Time Flow.
Vestments: Purple robes with gold
trim
NERULL
Level 5: Able to cast ESP and Read (Death, Darkness, Underworld)
magic. Vestments: Rust-red or black
Level 9: Able to use magic items garments
normally only used by Magic-Users Extra Weapon: Sickles (equal to
and arcane spell casters. dagger in damage)
Level 5: Able to cast Choke.
INCABULOS
(Evil, Plagues, Nightmares) Level 9: Able to cast Death Spell.
Vestments: Black robe with orange
and green detailing PELOR
Level 5: Able to cast Hypnotism and (Sun, Strength, Light, Healing)
Sleep. Vestments: Yellow robes with gold
Level 9: Able to cast Manifest Dream. trim for priests level 7+
Level 5: All healing spells do at least
ISTUS median healing.
(Fate, Destiny) Level 9: Able to cast Fly.
Vestments: Purple robes with gold
trim PROCAN
Level 5: Able to cast Web and ESP. (Oceans, Seas, Salt)
Level 9: Able to cast Know Fate. Vestments: Blue or green robes
Extra Weapons: Tridents (equal to
KORD spear in damage)
(Athletics, Sports, Brawling) Level 5: Able to cast Water Breathing.
Vestments: Red with white trappings Level 9: Able to cast Part Water.
Level 5: -2 bonus to any Ability
Checks involving athletics.
Level 9: Able to cast Illusory Stamina.
2
RAO WEE JAS
(Peace, Reason, Serenity) (Magic, Death, Vanity)
Vestments: White robes Vestments: Black or grey robes
Level 5: Able to cast Charm Person. Extra Weapons: Daggers
Level 9: Able to cast Feeblemind. Level 5: Able to cast Charm Person
and Glamour.
THARIZDUN Level 9: Able to cast Protection from
(Eternal Darkness, Decay) Undead.
Vestments: Black robes
Level 5: Able to cast Suggestion. ZILCHUS
(Power, Prestige, Influence,
Level 9: Able to cast Wall of Ice.
Money, Business)
Vestments: White or grey robes with
ULAA silver trim
(Hills, Mountains, Gemstones) Level 5: Able to cast Evaluate.
Vestments: Brown, green, or brown- Level 9: Able to cast True Seeing.
green robes
Level 5: Able to cast Pass-Wall and
Infravision.
Level 9: Able to cast Stone to Flesh.
Lesser Gods
CELESTIAN ERYTHNUL
(Stars, Space, Wanderers) (Hate, Envy, Malice, Panic)
Vestments: Black robe covered with Vestments: Rust colored garments,
faint star patterns blood-stained robes for ceremonies
Level 5: Able to cast Levitate. Level 5: Able to cast Fear.
Level 9: Able to cast Dimension Door. Level 9: Able to cast Chaos.
EHLONNA FHARLANGHN
(Forests, Flowers, Meadows) (Horizons, Distance, Travel)
Vestments: Pale green robes Vestments: Brown or Green robes,
very plain and ordinary
Level 5: Able to track as if they were
rangers of the same level. Level 5: Able to cast Whispering Wind.
Level 9: Able to cast Animal Level 9: Able to cast Teleport.
Friendship.
3
HEIRONEOUS PHOLTUS
(Chivalry, Honor, Justice, Valor) (Light, Resolution, Law)
Vestments: Dark blue robes with Vestments: White robes (Levels 1-4,
silver trim, senior priests have more Glimmering) with silver (Levels 5-8,
ornate silvering Gleaming) or gold (Levels 9+, Shining)
Level 5: Able to cast Command. Level 5: Able to cast Blacklight.
Level 9: Able to cast Protection from Level 9: Able to cast Sunburst.
Normal Missiles.
RALISHAZ
HEXTOR (Chance, Ill-luck, Misfortune)
(War, Discord, Massacre) Vestments: Robes of mixed, clashing
Vestments: Black robes adorned with colors
white skulls or gray visages Level 5: Once per day, gain a saving
Level 5: Trained in Assassination so throw (base 18) versus spells which
that at the gain of 5 levels of clerical normally allow no save.
ability, one of assassin's skill is gained. Level 9: Able to cast Fumble.
Every level of clerical skill gained after
that is one of assassin's ability. (Thus, ST. CUTHBERT
5 is 1, 6 is 2, etc.) (Wisdom, Dedication, Zeal)
OBAD-HAI Vestments: Crumpled hat (Chapeaux),
(Nature, Wildlands, Freedom, Hunting) dark green robes with starburst (Stars),
Vestments: Simple russet garments or brown and russet garments (Billets)
Level 5: Able to cast Locate Plant or Level 5: Once per day, the cleric is
Animal. able imbue a cudgel with enchanted
Level 9: Able to cast Growth of power, making it +1 to hit and capable
Nature. of inflicting 2d4 points of damage. It
lasts for 1 turn.
OLIDAMMARA Level 9: Able to cast True Seeing.
(Music, Revelry, Roguery, Wine)
Vestments: robes of green, brown, TRITHEREON
green and brown, or green and black (Horizons, Distance, Travel)
Level 5: Able to hide in shadows as Vestments: Blue robes
thieves one level lower than their Level 5: Can track like a ranger one
clerical level. level below their cleric level.
Level 9: Able to make music and use Level 9: Able to cast Summon
Enchantment like a bard of the same Animals.
level.
4
New Spells
COMMAND EVALUATE
Level: 1st Level: 1st.
Duration: 1 round per level Duration: 1 Turn
Range: 10’ Range: 10’
By speaking a single word of command The caster can inspect any goods
with the force of divine power behind within the range of the spell, and tell
it, the cleric may force a creature to the general quantity, quality, and value
obey an order. The creature must be of the items. This spell is good for
able to hear the cleric and understand spotting shoddy workmanship, inferior
the language in which he or she utters materials, forgeries, imitations, and
the command. The command may be other frauds. This spell will not
only one word, must be a verb, and uncover magically altered or disguised
must be completely unambiguous. items.
“Halt,” “Flee,” and “Sleep” are typical
commands, but many others are FUMBLE
possible. The effects may not extend Level: 4th
beyond a single round, and the Duration: 1 round per level
command “Die” has the same effect as Range: 10’ per level
the command to “Sleep”. Creatures
This spell causes intense clumsiness in
with intelligence of 13+ and/or HD 6+ the affected creature. Attempting to
gain a saving throw against the spell’s
run will result in an immediate fall to a
influence.
prone position, and anything held in
hand (or claw, etc.) will be dropped. A
CHOKE
successful saving throw allows the
Level: 2nd affected creature to act as if under the
Duration: 1 round per level
influence of a slow spell in order to
Range: 90’
avoid the spell’s full effects.
A pair of spectral hands clasp around
the throat of a living creature and
KNOW FATE
begin choking them. The victim suffers Level: 4th
1d4 damage per round. The victim
Duration: Instantaneous
suffers a –2 penalty to attack rolls.
Range: Touch
Due to their ghostly nature, the
choking hands cannot be wrenched The caster gains insight into the fate
away from the victim. However, the and destiny of a target. The caster
spell is negated if the caster is killed or must touch the target and concentrate
knocked unconscious. The victim may for one round. After the round is up,
also save versus spells to negate the the caster receives a vision of the
spell. target's future fate, revealing potential
5
outcomes and events that may come SUNBURST
to pass. The vision is not always clear, Level: 4th
and the caster may need to interpret Duration: 1 turn
the meaning of the images they Range: 30 yards
receive. The spell may be blocked by This spell creates a brilliant flash of
magical protections, such as golden light. Undead within the area of
Protection Against Scrying. effect take 6d6 points of damage (no
save). All other creatures within or
PROTECTION FROM UNDEAD facing the burst must save vs. spells or
Level: 6th be blinded for 1d4 turns. Creatures
Duration: 1 round per level without eyes, and those not sensitive
Range: The caster or a creature to visible light, are not effected. A
touched. sunburst negates darkness spells
The subject is rendered immune to the within its area, provided the darkness
special attacks of all undead creatures. was cast by someone of equal or lower
level than the cleric.
Special attacks: The immunity
includes paralysis, energy drain, ability
score drain, disease, poison, fear
effects, etc.
Normal attacks: Undead can still
harm the subject with attacks that
inflict damage. For example, the claw
attacks of a ghoul still inflict 1d3
damage, but have no risk of paralysis.
Spells: The subject does not gain
immunity to spells cast by undead Acknowledgments
“Specialty Priests of Greyhawk: For Use with
creatures, but gains a +2 bonus to
Old-School Essentials” is unofficial Fan Content
saving throws against them.
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Art by: @Gblackteam - [Link]
This work includes material taken from the
System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at
[Link]
reference-document.
The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License
available at:
[Link]
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