GLOG Class: Rabbi
(Huge shoutout to renegadetla (aka Renjamin) for proofreading this and making sure I don't actually make some something stereotypical. This class comes from a place of appreaciation of various Hasidic tales that I have read as a child).
You see that man over there, talking with the barkeep? Yes, that is our Rabbi, Nethanel. He is the wisest man in the city - you don't believe me? Then you probably won't believe me if I tell you about the time he saved our people from the flood by making us build boats out of barrels sawed in half. Or how he has memorized twenty books in a single day. Or about how he has revealed all the crimes of the previous mayor. Still, if you'll live here long enough, you will believe.
Rabbi:
- Starting equipment: Traditional Jewish Clothing, Glorious Sidelocks and a well-groomed beard, knowledge of tanakh and a story for every occasion.
- Starting Skills: Religion.
- A: G_dly spellcasting, +1 MD (roll 2d6 for miracles)
- B: The Chosen Folk, +1 MD (roll d8 for miracles)
- C: Solomon's Wisdom, +1 MD (roll d10 for miracles)
- D: The Wisest of Rabbis, +1 MD (choose 2 miracles)
G_dly Spellcasting: After your long studies of the Talmud, you learn to call upon G_d's power to work various miracles He has given. Your miracle dice are (d8-1). They are expensed on 0 and 6, and if you roll all 0 or 6 then G_d decides not to grant you His favour, having you rely only on your wits instead. He does the same if you commit acts that are against His Law (this includes uncleanliness and uncovering your head in public). You regain your miracle dice after spending 7 hours studying Torah and praying.
The Chosen Folk: You are known as a Rabbi and are qualified to do any of the mundane rituals. The Jews will also treat you with respect and will provide you with gifts of food and shelter (you also gain a +2 bonus to all reaction rolls with Jews).
Salomon's Wisdom: You always say that it is G_d who is wise not you, but let's face it - you're one quick bastard. Each time you offer someone counsel, you may order them to do something strange before (or during) their next endeavour - it grants them a +1 bonus to their rolls (if applicable) and another +3 bonus if you actually gave it based on hidden information.
The Wisest of Rabbis: The word of your wisdom spreads and it spreads fast. Soon, you find folks traveling miles to hear your counsel. Everyday you are approached by a Jew asking for your help - most often they require simple counsel, but sometimes more is needed. If you provide them their needed help, they will gladly help you in return.
Miracle List:
- Ritual Cleaning
R: 60 ft T: any creature or item within range D: instantaneous
- The rabbi whispers a prayer to G_d, asking him to remove what is unclean from the target with a sprinkle of clean water - the target becomes completely clean both ritually and physically (as long as it is not intrinsically unclean like undead or the similar abominations) and remains this way for at least [sum] hours.
- Treat Disease
R: 30 ft T: any creature with a disease D:[sum] days or permanent
- The rabbi casts out evil spirits that cause one's illness by reciting parts of the Torah dedicated to healing. The healed creature is treated as healthy until the miracle expires, or they have contact with something Unclean. If a person spends a whole year under the effects of this miracle, they are completely cured.
- Learn intent
R: Hearing and voice T: Anyone the Rabbi can talk to D: Instantaneous
- Torah contains knowledge not only of the divine, but also of the human. Through studying it, the Rabbi might learn to predict the actions of others - they might learn the intents of a person with whom they have a conversation lasting at least 10 minutes. Afterwards, they learn [highest] things the target plans on doing (the act itself, not the target of it. I.e. a rabbi might learn that a person wants to kill someone, but not whom).
- Understand Written Word
R: Touch and sight T: Written Word D: Instantaneous
- The study of Torah also lets the Rabbi understand other books much better. After spending an hour studying a book, the rabbi is treated as if he has read the whole of it. If he spent at least two dice on this spell, this is the case even if it's in a language he doesn't understand. If he spends three dice on it, he also learns of any hidden messages inside it (including any code). He can write it down from memory at any moment later. With four dice spent, this effect applies even to magical texts.
- Create weather
R: Sight T: As far as the rabbi can see D: until the next dawn
- There are many rites that can ask G_d bring rain or end a downpour, but only a handful will work in any given occasion. After spending an hour in prayer to find the right one, and another conducting it, the rabbi can cause the weather to change after d8-1 hours:
- 1 Dice allows to cause or end a light drizzle.
- 2 dice allow for the control of light rain.
- 3 dice could cause flooding if used without skill, or allow for the end to a drought if used in the right moment. The end of a flooding is also possible with it.
- 4 dice cause or end a natural disaster in almost any circumstances. Using this spell to cause harm to other people is a grave sin, unless it prevents more harm (like stopping a marching army).
- Hide from sight
R: Touch T: Any creature D: [sum] minutes
- Sadly, as their folk were often prosecuted, many Rabbis have had to ask G_d to help them hiding - from all of these prayers, this miracle emerged. It hides up to [dice]^2 willing creatures, making other's senses miss them for as long, as they take no obvious or revealing actions. (As invisibility except targets all senses, and they just aren't noticed).
- G_d be willing
R: The same plane T: A person whose true name you know D: until used up or the person blessed commits a sin
- G_d's blessing can make anyone into the mightiest of warriors - just ask David. If the Rabbi asks Him to bless someone, then that person shall be blessed. They gain [sum] blessing points, as the Miracle Dice remain invested until the miracle ends. A blessing point can be used to manipulate a single roll in any direction by one, they might not however be used to help a wicked endeavour.
- Reveal sin
R: 120 ft T: a sinner D: [sum days]
- G_d's eyes see every sin, regardless of how well someone hid it. After you call out a sinner, telling of a true sin they have committed, they have to save - if they fail, a taint shows up on their forehead, showing to everyone who can read it the sin they have committed.
- Create Golem
R: Touch T: A man made out of clay D: permanent until dispelled
- After taking a clay body and baking it for 7 hours you put a passage from the Torah in its mouth - he then springs to life, ready to serve the needing. The clay man takes the form of a normal human, unable to speak, and will work helping those who need it (I.e. will cut down wood for fire and deliver it during an awful winter). If any person is endangered in his city, he will take his true form and is treated as a [dice]*2 HD creature with plate armour and shield dealing d8 damage (the Dice remain invested in the golem as long as he exists - he will let the rabbi unmake him and release his soul if they will better serve the people in other ways. Note that the golem does not serve the rabbi, even if he regards him fondly). He also gains one of the following powers for each of the invested dice (decided by the rabbi)
- Invisibility
- Flying
- Rapid Regeneration (d6 HP each turn)
- Super strength (his attacks instead deal 3d6 damage, can bend metal or lift an anvil with one hand)
- Super Vision (can see through walls and at any distance)
- Super Intelligence (can make complex and multilayered plans to help others)
- Cast out the spirits
R: touch T: a person or object possesed/harrassed by a spirit D: instantaneous/permanent
- Many spirits can inhabit or harass a person - G_d's power rules over all of them. You know not only a rite to throw one out, but also to make sure it does not come back. GM should roll for the spirit - if it rolls under the [sum] it is cast out, and can never again attack the same person.
- Call up angels
R: 10 ft T: a point D: 7 rounds
- (Note: use of this miracle when it is not absolutely needed is blasphemy)
- You also call upon the names of angels - one of them soon answers. It is made of fire. It speaks the words of G_d. Depending on the number of spent dice it is:
- Ishim (like a perfect man, 2 HD and a miracle)
- Cherubim (has a fiery sword (d10), 3 HD and four heads).
- Seraph (six wings, words that strike fear into anything impure, 5 HD)
- Ophanim (rings within rings covered in eyes. Deals 1 point of holy damage to anything impure upon which its light falls. Can focus it to deal 2d10 damage. 7 HD.
- G_d's True Name
R: voice T: everything in its range D: instantaneous
- (Note: use of this miracle when it is not absolutely needed is blasphemy)
- The final miracle is just a whisper - the true name of G_d, the sound of which burns out anything impure in its vicinity. Everything that is in the range of your voice (including you - no one is pure enough to hear his voice unmoved) takes d8-1 damage. Any of the following causes another d8-1 damage:
- Impure by nature (undead/demon), must also save or die if below 3 HD.
- Commited villany in the last month, must also save or spend the next 7 rounds helpless, crying due to guilt