Maho-Tsukai
2011-01-05, 07:53 PM
This whole class is a BIG WIP and I know that it's most likely horridly broken. However, that's why I am posting it up, to get advice on how to balance it but keep it at tier 1. So, please, realize this is in no way at all the final version of the class and I am posting this as an idea in need of suggestions rather then a finished product.
The Priest
http://i57.photobucket.com/albums/g212/Vincent009/Mage.jpg
While Clerics act as the martial enforcers and stalwart scions of faiths in the world, many faiths also employ clergy with a less militant bent who spread the faith and shepherds their flocks from the cathedral halls and temple catacombs rather then the field of battle. Priests, as they are sometimes referred to, are the scholarly, charismatic, cloth-wearing answer to the martial cleric.
Often times the leaders of established faiths and cults, priests trade the martial lifestyle of a cleric for a life of study, prayer, meditation and leadership within churches and cults. While the clerics of a church are likely to be the ones to travel the world and spread their faith it is the priests who run the churches and send clerics on those very quests.
While this leads to priests being far less skilled in martial pursuits their lifestyle allows them to greater study of their faith and divine magic which allows them to become highly potent spellcasters.
Abilities: Out of all a character's abilities, none matters more to a priest then charisma. A priest is a leader of men who must have the ability to give a rousing sermon or inspire the solders of his church to arms. In addition, a Priest's divine spellcasting, his greatest power, is based on his charisma score as is his power to turn or rebuke undead.
In addition to a good charisma score, a priest also usually has a high intelligence since much of their spare time is devoted to scholarly pursuits. Many priests also have some degree of wisdom so they can act as proper councilors to members of their flock who may be in need of advice. Also, like any character, a priest will want a good constitution score to grant them more HP and since a priest is only allowed to wear robes they can benefit from the extra AC a good dexterity score provides.
Role: While a Cleric often uses his divine spells to make him a powerful front line combatant who smites enemies of the faith with both spell and mace, a Priest is far less martial. Thus, while a priest shares the same spell list as a cleric he makes use of his buff spells and heals to support his allies rather then empower himself. A true support character, the priest uses his divine spellcasting to make his allies stronger and smite enemies of the faith from afar.
In addition to supporting his allies with divine magic, a priest also can act as a leader off the field of battle. With a naturally high charisma score and some social skills as class skills a priest can act as the "party face," dealing with the social interactions less charismatic members of the party may not be able to tackle on their own. Also, while not as intelligent as a wizard, a priest's vast knowledge can often times come in handy when the party needs information on a topic of importance to their quests.
Organization: Priests act as the leadership of countless churches and faiths and thus are almost always members of some formal faith and many times hold leadership positions in that church. Most priests are usually the head of a single church while those with exceptional talent and skill find themselves in higher positions and even may be the worldwide head of a church. While there are some wandering priests, even they usually have ties to some formal religious organization.
Alignment: Just as deities can be of any alignment so to can their priests. However, like a cleric a priest is always of an alignment that is, at the least one step away from his deity if he has one. Good priests seek to help others in the name of their deity while evil aligned priests spread suffering and wickedness to appease their dark patrons. Lawful priests seek to lead disciplined lives and teach others to do the same while chaotic priests advocate the freedom that their patron favors.
Races: Just as every race has some form of religion, so to dose every race have some form of priests. While the iconic priest is a scholarly holy-man who runs a cathedral and dawns the fine vestments of formal faith even uncivilized races have tribal shamans who prefer the ancient story to the stone hammer. In summery, any race which has a religion or system of spiritual beliefs is capable of and will produce priests.
Religion: Religion is fundamental to a priest and is the basis of his entire existence. Priests devote their lives to serving a deity and thus a priests' faith is not only the foundation of his life but the purpose for all of his actions. A priest without a faith is like a mortal without a soul...a priest has no reason to live without a deity for him to serve and a religion for him to follow.
However, while this is almost always the exception to the rule, there are a few priests who devote themselves to an ideal rather then a cause. Such priests are almost always adventurers, preferring a life on the road to working for an organized religion.
Other Classes: Priests generally work well with members of any classes. Warriors, spellcasters, skillful scoundrels and all forms of adventurers have unique abilities that all contribute to a successful adventuring party and Priests know that well. So while he may not have all that much in common with a brutish fighter or eccentric wizard he knows full well that they, as well as any other need guidance from above and thus no matter what a ally's class a priest is willing to work with, or in the case of evil priests manipulate and control, members of any class that adds to the overall success of the priest's mission and the mission of his divine patron.
Adaptation: The Priest is, more or less, a less martial cleric and thus can be added to any setting in which clerics and churches exist. In fact, in some settings replacing the cleric class with the priest class may in fact be a viable option seeing as a priest can easily fill the intended roll of the cleric of a team support character and divine spellcaster. In the end the class has general enough fluff to be put into any setting a DM wishes to use it in.
Class Features
Alignment: While a Priest can be of any alignment, if a Priest worships a deity his alignment must within one step of his deity's alignment, just the same as a cleric.
Hit Die: d4
Starting Gold: As Cleric
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills taken individually) (Int), Profession (Pastor/Church Leader) (Wis), Spellcraft(Int)
Skill Points at first level: (6+ Int Modifier) x4
Skill Points at each additional level: 6+ Int Modifier
Proficiencies: Priests are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
The Priest
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Aura, Spontaneous Domain Casting, Turn/Rebuke Undead, Domains, Lore, Divine Magician|3|1
2nd|
+1|
+0|
+0|
+3||4|2|-
3rd|
+1|
+1|
+1|
+3|Divine Magician|4|2|1|-
4th|
+2|
+1|
+1|
+4|Bonus Domain|5|3|2|-|-
5th|
+2|
+1|
+1|
+4|Divine Magician|5|3|2|1|-|-
6th|
+3|
+2|
+2|
+5||5|3|3|2|-|-|-
7th|
+3|
+2|
+2|
+5|Divine Magician|6|4|3|2|1|-|-|-
8th|
+4|
+2|
+2|
+6|Bonus Domain|6|4|3|3|2|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Divine Magician|6|4|4|3|2|1|-|-|-|-
10th|
+5|
+3|
+3|
+7||6|4|4|3|3|2|-|-|-|-
11th|
+5|
+3|
+3|
+7|Divine Magician|6|5|4|4|3|2|1|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Zone of Consecration/Desecration|6|5|4|4|3|3|2|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Divine Magician|6|5|5|4|4|3|2|1|-|-
14th|
+7/+2|
+4|
+4|
+9||6|5|5|4|4|3|3|2|-|-
15th|
+7/+2|
+5|
+5|
+9|Divine Magician|6|5|5|5|4|4|3|2|1|-
16th|
+8/+3|
+5|
+5|
+10|Hallowed/Unhallowed Ground|6|5|5|5|4|4|3|3|2|-
17th|
+8/+3|
+5|
+5|
+10|Divine Magician|6|5|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11||6|5|5|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11||6|5|5|5|5|5|4|4|3|3
20th|
+10/+5|
+6|
+6|
+12|Bonus Domain|6|5|5|5|5|5|4|4|4|4[/table]
Spellcasting: A Priest casts divine spells drawn from the Cleric spell list. Like a cleric, a priest dose not need to learn spells or keep them in a spellbook. He automatically has access to all spells on the cleric spell list of all spell levels which can cast and when he gains the ability to cast a new level of spells he automatically gains access to all the spells on the cleric spell list of that level. Unlike a Cleric, a priest dose not gain domain spell-slots. Rather, he casts his domain spells in a different manner described later.
Also, while a cleric uses wisdom as his casting stat a priest instead uses charisma. Thus, to cast a spell a Priest must have a charisma score of 10+ the spell's level. In addition, the DCs for a Priest's spells is equal to 10+ the spell's level + his Cha modifier. A priest receives bonus spells for a high charisma as a wizard dose for a high intelligence. A Priest prepares and re-gains his spells in the same manner as a cleric. However, unlike most divine casters who can freely cast in any kind of armor, a priest's brand of divine magic is such that his spells suffer from spell failure when he dawns any kind of armor in the exact same manner arcane spells do.
Unlike a cleric, who uses a holy symbol for many of their spells, a priest, in place of a holy symbol, uses a special staff as a holy symbol for all spells which would require one. These staffs are non-magical and have both the same stats and price as a standard, mundane quarterstaff. In addition, the staff is topped with a gem, skull or other kind of "cap" that has his deity's holy symbol imprinted upon it with glowing, divine energy. This is mearly cosmetic and has no in-game effects. As for the rest of the staff, there is no difference between it and a standard, mundane staff In addition, if a priest ever acquires a magic staff that he can use that staff can be used in place of this mundane staff so long as he somehow affixes the gem with his deity's holy symbol to the top of the staff.(No craft check is needed to do this since this is more a flavor-based ability.) A priest who worships no deity uses the same exact rules for this staff as one who dose, the only difference being a cosmetic one: the staff-gem of a godless priest has no holy symbol inscribed uppon it.
Aura: A Priest radiates an aura of his alignment in the exact same manner as a cleric of his character level dose.
Spontaneous Domain Casting: While a priest gains domains he dose not gain domain spell slots as normal. Rather, as appose to preparing his domain spells in spell slots like a cleric he instead can chose to "lose" a prepared spell to spontaneously cast a spell from any of his domains that has a level less then or equal to that of the lost spell. He can also spontaneously cast a domain spell under the effect of a metamagic feat but to do so the prepared spell he chose to lose to cast said domain spell must be of a level equal to or more then the level that domain spell would be if prepared with the metamagic feat the priest wishes to apply to it. This ability can be used to cast spells in this manner from any domain you have, including the bonus domains this class grants you as well as bonus domains you may receive from other methods.(Such as taking levels in a PrC that grants a bonus domain(s) such as the contemplative PrC or taking a PrC that grants a "prestige" domain like the Dracolyte.)
Turn/Rebuke Undead A Priest gains the ability to turn or rebuke undead as a cleric of the same class level as him, depending on his alignment. A good Priest turns undead while an evil one rebukes undead. A neutral priest chose whether or not he turns or rebukes undead at 1st level and once the choice is made he can never change it. This ability can be used a number of times per day equal to 1+ the Priest's Cha modifier. This ability is treated in the same manner as a Cleric's Turn/Rebuke power and thus any PrC class which advances a cleric's turn/rebuke undead ability also advances a priest's.
Domains: At 1st level a Priest chose two cleric domains his deity can provide him. If he has no deity he may chose domains which are in line with his cause or ideal.
Lore: A Priest, due to his long time spent in study has vast knowledge. This ability is identical to the bard's bardic knowledge class feature, using the priest’s class level in place of the bard level.
Bonus Domains: At level 4, 8 and 20 a Priest gains access to an additional domain. If he worships a deity it must be a domain which that deity grants. If your deity has less then 5 domains once you run out of domains your deity offers you may chose a domain that is thematically associated with your deity despite not being a domain normally available to his/her followers.
Divine Magician: At 1st level and every level at which a Priest obtains access a new spell level a priest may chose one spell from the wizard/sorc list of that level. The Priest adds that spell to his cleric spell list. The spell chosen cannot be appose to the priest's alignment.(So a good aligned priest could not chose any [evil] spell and vice-versa.)
Zone of Consecration/Desecration At level 12th the Priest is so powerful that he becomes a powerful source of positive(or negative) energy. At level 12 and every level after, the Priest radiates a zone of positive or negative energy that is centered on him. This zone is treated as if if it where under the effects of a consecrate or desecrate spell and has the same area of effect of the spell consecrate(or desecrate if this ability mimics that spell. Whether this zone acts as desecrate or consecrate is dependent on the priest's alignment.
A good aligned priest will always treat this zone as if it where under the effects of a consecrate spell while an evil aligned priest treats this zone as if it where under the effects of the spell desecrate. Neutral priests use their ability to turn/rebuke instead of their alignment to determine what spell this zone is treated as being under. A neutral priest who turns undead treats it as under the effects of a consecrate spell while a neutral priest who rebukes undead treats the zone as if it where effected by the desecrate spell. This zone is always present and it's effects are never ceased, even if the priest is sleeping or under the effects of a mind effecting spell, SLA, power, ability or status effect.
Hallowed/Unhallowed Ground: At 16th level and every level after the Priest gains the ability to suppress his Zone of Consecration/Desecration and instead emit an aura which instead acts as if it where under the effect of a Hallow or Unhallow spell(Including the area of effect.), depending on what that Priest's zone was. A priest who emitted a zone of consecration emits a zone which acts as a hallow spell while a priest who emitted a zone of desecration emits a zone which acts as unhallow. Whether or not the Priest emits his normal zone of consecration/desecration or his hallow/unhallow zone is chosen at the start of the day and the decision cannot be changed until the next day. In addition, the spell that is affixed to the priest's zone of hallow/unhallow is chosen at the beginning of the day and once the decision is made as to what spell to affix to a hallow/unhallow zone it cannot be changed until the next day.
The Priest
http://i57.photobucket.com/albums/g212/Vincent009/Mage.jpg
While Clerics act as the martial enforcers and stalwart scions of faiths in the world, many faiths also employ clergy with a less militant bent who spread the faith and shepherds their flocks from the cathedral halls and temple catacombs rather then the field of battle. Priests, as they are sometimes referred to, are the scholarly, charismatic, cloth-wearing answer to the martial cleric.
Often times the leaders of established faiths and cults, priests trade the martial lifestyle of a cleric for a life of study, prayer, meditation and leadership within churches and cults. While the clerics of a church are likely to be the ones to travel the world and spread their faith it is the priests who run the churches and send clerics on those very quests.
While this leads to priests being far less skilled in martial pursuits their lifestyle allows them to greater study of their faith and divine magic which allows them to become highly potent spellcasters.
Abilities: Out of all a character's abilities, none matters more to a priest then charisma. A priest is a leader of men who must have the ability to give a rousing sermon or inspire the solders of his church to arms. In addition, a Priest's divine spellcasting, his greatest power, is based on his charisma score as is his power to turn or rebuke undead.
In addition to a good charisma score, a priest also usually has a high intelligence since much of their spare time is devoted to scholarly pursuits. Many priests also have some degree of wisdom so they can act as proper councilors to members of their flock who may be in need of advice. Also, like any character, a priest will want a good constitution score to grant them more HP and since a priest is only allowed to wear robes they can benefit from the extra AC a good dexterity score provides.
Role: While a Cleric often uses his divine spells to make him a powerful front line combatant who smites enemies of the faith with both spell and mace, a Priest is far less martial. Thus, while a priest shares the same spell list as a cleric he makes use of his buff spells and heals to support his allies rather then empower himself. A true support character, the priest uses his divine spellcasting to make his allies stronger and smite enemies of the faith from afar.
In addition to supporting his allies with divine magic, a priest also can act as a leader off the field of battle. With a naturally high charisma score and some social skills as class skills a priest can act as the "party face," dealing with the social interactions less charismatic members of the party may not be able to tackle on their own. Also, while not as intelligent as a wizard, a priest's vast knowledge can often times come in handy when the party needs information on a topic of importance to their quests.
Organization: Priests act as the leadership of countless churches and faiths and thus are almost always members of some formal faith and many times hold leadership positions in that church. Most priests are usually the head of a single church while those with exceptional talent and skill find themselves in higher positions and even may be the worldwide head of a church. While there are some wandering priests, even they usually have ties to some formal religious organization.
Alignment: Just as deities can be of any alignment so to can their priests. However, like a cleric a priest is always of an alignment that is, at the least one step away from his deity if he has one. Good priests seek to help others in the name of their deity while evil aligned priests spread suffering and wickedness to appease their dark patrons. Lawful priests seek to lead disciplined lives and teach others to do the same while chaotic priests advocate the freedom that their patron favors.
Races: Just as every race has some form of religion, so to dose every race have some form of priests. While the iconic priest is a scholarly holy-man who runs a cathedral and dawns the fine vestments of formal faith even uncivilized races have tribal shamans who prefer the ancient story to the stone hammer. In summery, any race which has a religion or system of spiritual beliefs is capable of and will produce priests.
Religion: Religion is fundamental to a priest and is the basis of his entire existence. Priests devote their lives to serving a deity and thus a priests' faith is not only the foundation of his life but the purpose for all of his actions. A priest without a faith is like a mortal without a soul...a priest has no reason to live without a deity for him to serve and a religion for him to follow.
However, while this is almost always the exception to the rule, there are a few priests who devote themselves to an ideal rather then a cause. Such priests are almost always adventurers, preferring a life on the road to working for an organized religion.
Other Classes: Priests generally work well with members of any classes. Warriors, spellcasters, skillful scoundrels and all forms of adventurers have unique abilities that all contribute to a successful adventuring party and Priests know that well. So while he may not have all that much in common with a brutish fighter or eccentric wizard he knows full well that they, as well as any other need guidance from above and thus no matter what a ally's class a priest is willing to work with, or in the case of evil priests manipulate and control, members of any class that adds to the overall success of the priest's mission and the mission of his divine patron.
Adaptation: The Priest is, more or less, a less martial cleric and thus can be added to any setting in which clerics and churches exist. In fact, in some settings replacing the cleric class with the priest class may in fact be a viable option seeing as a priest can easily fill the intended roll of the cleric of a team support character and divine spellcaster. In the end the class has general enough fluff to be put into any setting a DM wishes to use it in.
Class Features
Alignment: While a Priest can be of any alignment, if a Priest worships a deity his alignment must within one step of his deity's alignment, just the same as a cleric.
Hit Die: d4
Starting Gold: As Cleric
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills taken individually) (Int), Profession (Pastor/Church Leader) (Wis), Spellcraft(Int)
Skill Points at first level: (6+ Int Modifier) x4
Skill Points at each additional level: 6+ Int Modifier
Proficiencies: Priests are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
The Priest
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Aura, Spontaneous Domain Casting, Turn/Rebuke Undead, Domains, Lore, Divine Magician|3|1
2nd|
+1|
+0|
+0|
+3||4|2|-
3rd|
+1|
+1|
+1|
+3|Divine Magician|4|2|1|-
4th|
+2|
+1|
+1|
+4|Bonus Domain|5|3|2|-|-
5th|
+2|
+1|
+1|
+4|Divine Magician|5|3|2|1|-|-
6th|
+3|
+2|
+2|
+5||5|3|3|2|-|-|-
7th|
+3|
+2|
+2|
+5|Divine Magician|6|4|3|2|1|-|-|-
8th|
+4|
+2|
+2|
+6|Bonus Domain|6|4|3|3|2|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Divine Magician|6|4|4|3|2|1|-|-|-|-
10th|
+5|
+3|
+3|
+7||6|4|4|3|3|2|-|-|-|-
11th|
+5|
+3|
+3|
+7|Divine Magician|6|5|4|4|3|2|1|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Zone of Consecration/Desecration|6|5|4|4|3|3|2|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Divine Magician|6|5|5|4|4|3|2|1|-|-
14th|
+7/+2|
+4|
+4|
+9||6|5|5|4|4|3|3|2|-|-
15th|
+7/+2|
+5|
+5|
+9|Divine Magician|6|5|5|5|4|4|3|2|1|-
16th|
+8/+3|
+5|
+5|
+10|Hallowed/Unhallowed Ground|6|5|5|5|4|4|3|3|2|-
17th|
+8/+3|
+5|
+5|
+10|Divine Magician|6|5|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11||6|5|5|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11||6|5|5|5|5|5|4|4|3|3
20th|
+10/+5|
+6|
+6|
+12|Bonus Domain|6|5|5|5|5|5|4|4|4|4[/table]
Spellcasting: A Priest casts divine spells drawn from the Cleric spell list. Like a cleric, a priest dose not need to learn spells or keep them in a spellbook. He automatically has access to all spells on the cleric spell list of all spell levels which can cast and when he gains the ability to cast a new level of spells he automatically gains access to all the spells on the cleric spell list of that level. Unlike a Cleric, a priest dose not gain domain spell-slots. Rather, he casts his domain spells in a different manner described later.
Also, while a cleric uses wisdom as his casting stat a priest instead uses charisma. Thus, to cast a spell a Priest must have a charisma score of 10+ the spell's level. In addition, the DCs for a Priest's spells is equal to 10+ the spell's level + his Cha modifier. A priest receives bonus spells for a high charisma as a wizard dose for a high intelligence. A Priest prepares and re-gains his spells in the same manner as a cleric. However, unlike most divine casters who can freely cast in any kind of armor, a priest's brand of divine magic is such that his spells suffer from spell failure when he dawns any kind of armor in the exact same manner arcane spells do.
Unlike a cleric, who uses a holy symbol for many of their spells, a priest, in place of a holy symbol, uses a special staff as a holy symbol for all spells which would require one. These staffs are non-magical and have both the same stats and price as a standard, mundane quarterstaff. In addition, the staff is topped with a gem, skull or other kind of "cap" that has his deity's holy symbol imprinted upon it with glowing, divine energy. This is mearly cosmetic and has no in-game effects. As for the rest of the staff, there is no difference between it and a standard, mundane staff In addition, if a priest ever acquires a magic staff that he can use that staff can be used in place of this mundane staff so long as he somehow affixes the gem with his deity's holy symbol to the top of the staff.(No craft check is needed to do this since this is more a flavor-based ability.) A priest who worships no deity uses the same exact rules for this staff as one who dose, the only difference being a cosmetic one: the staff-gem of a godless priest has no holy symbol inscribed uppon it.
Aura: A Priest radiates an aura of his alignment in the exact same manner as a cleric of his character level dose.
Spontaneous Domain Casting: While a priest gains domains he dose not gain domain spell slots as normal. Rather, as appose to preparing his domain spells in spell slots like a cleric he instead can chose to "lose" a prepared spell to spontaneously cast a spell from any of his domains that has a level less then or equal to that of the lost spell. He can also spontaneously cast a domain spell under the effect of a metamagic feat but to do so the prepared spell he chose to lose to cast said domain spell must be of a level equal to or more then the level that domain spell would be if prepared with the metamagic feat the priest wishes to apply to it. This ability can be used to cast spells in this manner from any domain you have, including the bonus domains this class grants you as well as bonus domains you may receive from other methods.(Such as taking levels in a PrC that grants a bonus domain(s) such as the contemplative PrC or taking a PrC that grants a "prestige" domain like the Dracolyte.)
Turn/Rebuke Undead A Priest gains the ability to turn or rebuke undead as a cleric of the same class level as him, depending on his alignment. A good Priest turns undead while an evil one rebukes undead. A neutral priest chose whether or not he turns or rebukes undead at 1st level and once the choice is made he can never change it. This ability can be used a number of times per day equal to 1+ the Priest's Cha modifier. This ability is treated in the same manner as a Cleric's Turn/Rebuke power and thus any PrC class which advances a cleric's turn/rebuke undead ability also advances a priest's.
Domains: At 1st level a Priest chose two cleric domains his deity can provide him. If he has no deity he may chose domains which are in line with his cause or ideal.
Lore: A Priest, due to his long time spent in study has vast knowledge. This ability is identical to the bard's bardic knowledge class feature, using the priest’s class level in place of the bard level.
Bonus Domains: At level 4, 8 and 20 a Priest gains access to an additional domain. If he worships a deity it must be a domain which that deity grants. If your deity has less then 5 domains once you run out of domains your deity offers you may chose a domain that is thematically associated with your deity despite not being a domain normally available to his/her followers.
Divine Magician: At 1st level and every level at which a Priest obtains access a new spell level a priest may chose one spell from the wizard/sorc list of that level. The Priest adds that spell to his cleric spell list. The spell chosen cannot be appose to the priest's alignment.(So a good aligned priest could not chose any [evil] spell and vice-versa.)
Zone of Consecration/Desecration At level 12th the Priest is so powerful that he becomes a powerful source of positive(or negative) energy. At level 12 and every level after, the Priest radiates a zone of positive or negative energy that is centered on him. This zone is treated as if if it where under the effects of a consecrate or desecrate spell and has the same area of effect of the spell consecrate(or desecrate if this ability mimics that spell. Whether this zone acts as desecrate or consecrate is dependent on the priest's alignment.
A good aligned priest will always treat this zone as if it where under the effects of a consecrate spell while an evil aligned priest treats this zone as if it where under the effects of the spell desecrate. Neutral priests use their ability to turn/rebuke instead of their alignment to determine what spell this zone is treated as being under. A neutral priest who turns undead treats it as under the effects of a consecrate spell while a neutral priest who rebukes undead treats the zone as if it where effected by the desecrate spell. This zone is always present and it's effects are never ceased, even if the priest is sleeping or under the effects of a mind effecting spell, SLA, power, ability or status effect.
Hallowed/Unhallowed Ground: At 16th level and every level after the Priest gains the ability to suppress his Zone of Consecration/Desecration and instead emit an aura which instead acts as if it where under the effect of a Hallow or Unhallow spell(Including the area of effect.), depending on what that Priest's zone was. A priest who emitted a zone of consecration emits a zone which acts as a hallow spell while a priest who emitted a zone of desecration emits a zone which acts as unhallow. Whether or not the Priest emits his normal zone of consecration/desecration or his hallow/unhallow zone is chosen at the start of the day and the decision cannot be changed until the next day. In addition, the spell that is affixed to the priest's zone of hallow/unhallow is chosen at the beginning of the day and once the decision is made as to what spell to affix to a hallow/unhallow zone it cannot be changed until the next day.