Back toward the beginning of this year, I released my rules for knightly orders and prayerful sacrifice to help flesh out religion in fantasy TTRPGs such as ACKS. But another pillar of how I’ve implemented that in my own game has been the creation of custom class variants for the servants of each god, so that there can be crusaders of different gods, with distinct spell lists and class powers. I find this goes a long way to distinguishing the different gods in a way that is interesting, gameable, and memorable to players — and that distinguishment in turn leads to the sort of competition between Lawful powers that creates dynamic scenarios, explains why Chaos is ascendant in the absence of PC intervention, and reflects historic religious strife.
And so, below I have included divine spellcasting classes appropriate to the five core Lawful gods I use in my own ACKS campaigns. Most of the class powers and special rights have been playtested, but it is worth noting that these were developed in the context of my eldritch magic Shattered Lands game and so these divine spell lists (while based on the eldritch spell lists previously available) have not themselves seen play, and indeed I would consider in need of some playtesting. They go rather further than the core spell lists in creating internal focuses within divine spellcasting and in dividing up the available spells between different gods with minimal overlap, and it’s quite possible they go too far, but I hope this arrangement simply leads to distinct niches and meaningful differences between orders.
The letter in parenthesis after each spell is a similar relic of that origin, denoting whether an effect is considered white magic (W), grey magic (G), or black magic (B). The only custom spells added to the list are the largely self-explanatory “Call of the Dolphin” at 1st level and “Cure All Injury” at 6th level; all others are found in ACKS II, the Heroic Fantasy Handbook, or the Patreon article Pirates of the Flowering Isles - New Classes.
Custom Divine Spellcasters of Inadan
“Priest” is used herein as a generic term to refer to a Lawful divine spellcaster. The following classes are intended as modifications to the base “chassis” used by the crusader and priestess classes published in the ACKS II Revised Rulebook, that change various details while leaving HD, attack progression, armor proficiencies, saving throws, and the like unchanged. Service of all gods is open to both men and women, though it it traditional for men to serve as crusaders, and women to serve as ecclesiastics.
In addition to the powers listed below, all crusaders and ecclesiastics gain Divine Magic at 1st level (as the published crusader and priestess in the Revised Rulebook, respectively), Minor Magic Research at 5th, Fortified Church or Cloister at 9th, Major Magic Research at 9th, and Supreme Magic Research at 11th. All priests gain a +1 bonus to reaction rolls with the sacred animals of their god, though they have no special ability to communicate unless they take Beast Friendship proficiency or cast appropriate spells.
Crusader of Elion
Titles: Lawgiver, Eternal Sovereign, Final Arbiter
Spheres: Law, Rulership, Justice, Authority, Cycles (Day/Night, Life/Death)
Holy Symbols: Scepter of Rule, Radiant Sunburst, Balanced Scales
Sacred Animals: Lions and other great cats, lamassu
Fighting Styles: Weapon and shield style, two-handed weapon style
Weapon Proficiencies: All swords, all bludgeons
Class Powers: Rebuke Undead, Theology
Spell List:
1st: Counterspell (W), Cure Light Injury (W), Destroy Dead (W), Discern Evil (W), Holy Circle (W), Illumination (W), Remove Fear (W), Seal Portal (W), Sling Stone (G), Word of Command (G)
2nd: Blinding Flash (G), Choking Grip (B), Divine Grace (W), Dominate Beasts (G), Energy Protection (W), Halt Humanoids (G), Holy Blessing (W), Magic Lock (W), Physical Protection (W), Shimmer (W)
3rd: Cure Blindness (W), Discern Invisible (W), Dispel Magic (W), Divine Protection (W), Dominate Person (B), Invulnerability to Evil (W), Perpetual Illumination (W), Remove Curse (W), Rune of Warding (G), Sustained Holy Circle (W)
4th: Angelic Aura (W), Call of the Regal Pride (W), Cure Disease (W), Cure Serious Injury (W), Energy Invulnerability (W), Force of Impetus (G), Halt Monsters (G), Lesser Sphere of Invulnerability (W), Smite Undead (W), Sunflare (W)
5th: Atonement (W), Blast Ward (W), Call of the Great Cats (W), Communion (W), Cone of Fear (B), Dominate Monster (B), Locate Haunting (W), Strength of Mind (W), True Seeing (W), Turn to Dust (W)
6th: Arrows of the Sun (G), Dispel Evil (W), Greater Blast Ward (W), Greater Sphere of Invulnerability (W), Iron Maiden (B), Phoenix Aura (W), Prophetic Dream (W), Quest (G), Summon Winged Herald (W), Telekinesis (G)
Special Rights: Crusaders of Elion are respected across Inadan as one of the three Stewards of Civilization, and as such will preside over important feasts and celebrations. They can serve as judges of crimes against God or Empire, certify wills and other legal documents, witness contracts, and in the absence of a priest of another Lawful deity the highest ranked local Crusader of Elion may exercise the rights of those priesthoods. He may also issue contracts of righteous retribution to the Order of the Eclipse (see Capital of the Borderlands for details).
Code of Behavior: As published for the crusader class in the Revised Rulebook.
Crusader of Therin
Titles: Warrior-Sage, Chronicler of Souls
Spheres: Reason, Warfare, Craftsmanship, Truth, Prophecy
Holy Symbols: General’s Crown, Soldier’s Spear, Tome of History
Sacred Animals: Raptors, rocs, griffons
Fighting Styles: Weapon and shield style, two-handed weapon style
Weapons Proficiencies: All spears and polearms, all bows and crossbows
Class Powers: Inspire Courage, Manual of Arms, Sensing Evil
Spell List:
1st: Bane-Rune (W), Counterspell (W), Discern Evil (W), Discern Gist (W), Discern Magic (W), Predict Weather (W), Remove Fear (W), Seal Portal (W), Shatter Blade (G), Weave Smoke (G)
2nd: Augury (W), Circling Winds (G), Discern Bewitchment (W), Discern Curse (W), Holy Blessing (W), Magic Lock (W), Shimmer (W), Shrouding Fog (G), Spiritual Weapon (G), Swift Sword (W)
3rd: Avian Messenger (W), Clairaudiency/Clairvoyancy (W), Deflect Ordinary Missiles (W), Discern Invisible (W), Dispel Magic (W), Rune of Warding (G), Spellward (W), Striking (W), Sustained Swift Sword (W), Winged Flight (W)
4th: Battering Ram (G), Call of the Regal Pride (W), Crafting (W), Divination (W), Gale of Wind (G), Growth (W), Indiscernibility (W), Lightless Vision (W), Spellward Other (W), Tongues (W)
5th: Blast Ward (W), Cloud of Poison (G), Control Winds (G), Deflect Ordinary Weapons (W), Fate (W), Safe Travels (W), Scry (W), Spiritwalk (W), True Seeing (W), Vigor (W)
6th: Anti-Magic Sphere (W), Banner of Invincibility (W), Barrier of Blades (G), Greater Blast Ward (W), Greater Clairaudiency/Clairvoyancy (W), Hidden Host (G), Locate Place of Power (W), Prophetic Dream (W), Quest (W), Summon Weather (G)
Special Rights: Crusaders of Therin are respected in the west as one of the three Stewards of Civilization, and as such will preside over important feasts and celebrations there. The testimony of a Crusader of Therin is above reproach, and his testimony is admissible evidence of any happenings seen with his own eyes before any court or council, even against a defendant of higher rank. He may also certify death for the disbursement of significant wills and witness contracts. The highest ranked local Crusader of Therin is entitled to a position on any council of war or military campaign commanded by a local official (if the domain is a senatorial domain, this includes a senate seat), and will have access to the local chapter’s militant wing as elite soldiers. A Crusader of Therin serving as the religious advisor of a principality or larger state can even declare a crusade. In the east, however, the worship of Therin was never common, and these rights are only paid lip service.
Code of Behavior:
The crusader must always display the holy symbol of his order somewhere on his person when in public.
The crusader must offer prayers to Therin at dusk. Offering prayers requires one hour (6 turns).
The crusader must never use weapons unsuited to fighting in tight formations, such as axes, hammers, and slashing swords.
The crusader must obey the lawful orders of his rightful superiors, and must never lie or misrepresent the truth, even to enemies, though he need not answer.
The crusader must not use his divine magic for unlawful or chaotic purposes.
Crusader of Jash
Titles: Boundless Seeker, Stormlord
Spheres: Questing/Travel, Combat, Hunting, the Arts, Achievement
Holy Symbols: Duelist’s Blade, Bright-Eyed Helm, Purifying Flame
Sacred Animals: Horses, pegasi
Fighting Styles: Two-handed weapon style, dual weapon style
Weapons Proficiencies: All swords, all spears and polearms
Class Powers: Battle Magic, Quickening, Tracking
Spell List:
1st: Allure (W), Angelic Choir (W), Bane-Rune (W), Faerie Fire (W), Illumination (W), Kindle Flame (G), Locate Animal or Plant (W), Pass Without Trace (W), Shatter Blade (G), Thunderclap (G)
2nd: Bewitch Beast (G), Blinding Flash (G), Energy Protection (W), Holy Blessing (W), Noiselessness (W), Righteous Wrath (W), Ring of Fire (G), Spiritual Weapon (G), Swift Sword (W), Swimming (W)
3rd: Bewitch Humanoid (B), Discern Invisible (W), Fan of Flames (G), Invulnerability to Evil (W), Lightning Strike (G), Perpetual Illumination (W), Striking (W), Sustained Swift Sword (W), Water Walking (W), Winged Flight (W)
4th: Battering Ram (G), Burning Sparks (G), Call of the Galloping Herd (W), Energy Invulnerability (W), Growth (W), Inaudibility (W), Inspire Awe (W), Invisibility (W), Skinchange (W), Weave Fire (G)
5th: Call of the Great Cats (W), Create Food (W), Fiery Pillar (G), Giant Strength (W), Lay of the Land (W), Safe Travels (W), Strength of Mind (W), Sword of Fire (G), Wall of Thunder (G), Weave Water (G)
6th: Banner of Invincibility (W), Barrier of Blades (G), Bewitch Monster (B), Call of the Aerophract Steeds (W), Flesh to Ash (B), Hidden Host (G), Illusory Terrain (W), Phoenix Aura (G), Quest (G), Summon Weather (G)
Special Rights: Crusaders of Jash are respected in the east as one of the three Stewards of Civilization, and as such will preside over important feasts and celebrations there. Crusaders of Jash can officiate and judge duels and trial by combat, and preserve the title of Blademaster on worthy recipients. A personal challenge by a crusader of Jash must be answered, though a champion may still be appointed. The highest ranking local crusader of Jash will hold command and responsibility over the militant wings of the local temple. In the east, these militant orders have great influence, but in the west they have been legally sidelined ever since Larasian the Preserver stripped Jash of his honor and named Rora a Steward of Civilization in his stead.
Code of Behavior:
The crusader must always display the holy symbol of his order somewhere on his person when in public.
The crusader must offer prayers to Jash after any combat. Offering prayers requires one turn (if a combat was less than 5 rounds, this is included in the same turn as the combat so long as the crusader begins praying immediately).
The crusader must not not debase himself by fighting with the implements of the peasantry such as axes and hammers, by dishonorably firing bows or slings from a distance, or by resorting to shields for defense. (He can, however, hurl javelins or spears he carries.)
The crusader must never aid or succor evil, nor use poison or other dishonorable means in combat.
The crusader must not use his divine magic for unlawful or chaotic purposes.
Ecclesiastic of Rora
Titles: Mother of Mercies, Lady of Tears
Spheres: Hospitality, Healing, Agriculture, Mercy, Mourning
Holy Symbols: Cedar Staff, Hearthfire, Sheaf of Grain
Sacred Animals: Dogs, bears
Fighting Styles: Two-handed weapon style
Weapons Proficiencies: Clubs, daggers, slings, staffs
Class Powers: Bright Lore, Healing, Lay on Hands, Purity of the Body, Theology
Spell List:
1st: Angelic Choir (W), Bane-Rune (W), Call of the Wolf (W), Counterspell (W), Cure Light Injury (W), Delay Disease (W), Holy Circle (W), Locate Animal or Plant (W), Purify Food and Water (W), Remove Fear (W), Salving Rest (W), Sanctuary (W), Seal Portal (W), Shatter Blade (G), Sling Stone (G)
2nd: Bewitch Beast (G), Call of the Wolf Pack (W), Cure Moderate Injury (W), Delay Poison (W), Divine Armor (W), Divine Grace (W), Earth's Excrescence (G), Energy Protection (W), Holy Blessing (W), Holy Chant (W), Magic Lock (W), Physical Protection (W), Slumber (W), Speak with Beasts (W), Spiritual Weapon (G)
3rd: Beast Growth (W), Call of the Wild Bear (W), Cure Blindness (W), Cure Disease (W), Cure Major Injury (W), Deflect Ordinary Missiles (W), Dispel Magic (W), Divine Protection (W), Ogre Strength (W), Rune of Warding (G), Spellward (W), Speak with Dead (W), Sustained Holy Circle (W), Warp Wood (G), Water Walking (W)
4th: Crafting (W), Create Water (W), Cure Serious Injury (W), Death Ward (W), Energy Invulnerability (W), Force of Impetus (W), Growth (W), Lesser Sphere of Invulnerability (W), Neutralize Poison (W), Physical Invulnerability (W), Protection from Temperature (W), Repair Disfigurement and Disability (W), Speak with Plants (W), Spellward Other (W), Spirit of Healing (W)
5th: Blast Ward (W), Create Food (W), Cure Critical Injury (W), Curse of the Swine (G), Deflect Ordinary Weapons (W), Delay Death (W), Forest Enchantment (G), Giant Strength (W), Healing Circle (W), Lay of the Land (W), Plant Growth (W), Restore Life and Limb (W), Safe Travels (W), Strength of Mind (W), Summon Insect Plague (G)
6th: Anti-Magic Sphere (W), Call of the Ancient Tusk (W), Cure All Injury (W), Depetrification (W), Dominate Plants (G), Greater Blast Ward (W), Greater Sphere of Invulnerability (W), Hidden Host (G), Home Ward (W), Illusory Terrain (G), Level Water (G), Quest (G), Salvific Rain (W), Spellward Zone (W), Summon Weather (G)
Special Rights: Ecclesiastics of Rora have been respected in the west as one of the three Stewards of Civilization since the controversial reign of Larasian the Preserver, and as such will preside over important feasts and celebrations there. An ecclesiastic of Rora may perform marriages, attest to births and lineages, and certify death for the disbursement of significant wills. The highest ranked local ecclesiastic of Rora may pardon criminals. In the east, however, Rora is viewed as a goddess of peasants, irrelevant to aristocratic piety, and the more potent of these rights are recognized in name only.
Code of Behavior:
The ecclesiastic must always wear the plain brown habit of her order when in public.
The ecclesiastic must offer prayers to Rora at noon. Offering prayers requires one hour (6 turns).
Every seventh day, the ecclesiastic must keep a flame lit throughout the night, representing the light of civilization.
The ecclesiastic must provide for and safeguard those who bear her hospitality.
The ecclesiastic must refrain from the taking of human or demi-human life by any means. (Of course, beastmen, undead, and other monsters are abominations and should be put down!)
The ecclesiastic must remain both chaste and celibate until she reaches the rank of Mother (7th level).
The ecclesiastic must not use her divine magic for unlawful or chaotic purposes.
Ecclesiastic of Aliya
Titles: Tempestuous Muse, Pearl of Heaven
Spheres: Fortune, Love, Wrath, Sailing, Inspiration
Holy Symbols: Crescent Moon, Sailing Galley, Thorned Rose
Sacred Animals: Snake, sea serpent, sea dragon
Fighting Styles: Two-handed weapon style
Weapons Proficiencies: Daggers, darts, nets, whips
Class Powers: Alluring Beauty, Diplomacy, Provoke the Passions, Purity of the Body, Theology (some traditions replace Provoke the Passions with Blessing of the Sea)
Spell List:
1st: Allure (W), Angelic Choir (W), Call of the Dolphin (W), Cure Light Injury (W), Discern Evil (W), Discern Magic (W), Discern Poison (W), Faerie Fire (W), Illumination (W), Pass Without Trace (W), Purify Food and Water (W), Salving Rest (W), Sanctuary (W), Weave Smoke (G), Word of Command (G)
2nd: Beguile Humanoid (G), Bewitch Beast (G), Call of the Wave Riders (W), Cure Moderate Injury (W), Delay Poison (W), Divine Armor (W), Halt Humanoids (G), Holy Blessing (W), Noiselessness (W), Righteous Wrath (W), Shimmer (W), Shrouding Fog (W), Slumber (G), Speak with Beasts (W), Swimming (W)
3rd: Avian Messenger (W), Bestow Curse (B), Bewitch Humanoid (B), Clairaudiency/Clairvoyancy (W), Cure Disease (W), Cure Major Injury (W), Discern Invisible (W), Dominate Humanoid (B), Holy Prayer (W), Invulnerability to Evil (W), Phantasmal Figment (G), Rune of Warding (W), Spellward (W), Water Breathing (W), Water Walking (W)
4th: Call of the Finned Terror (W), Call of the Galloping Herd (W), Create Water (W), Cure Serious Injury (W), Inaudibility (G), Indiscernibility (W), Inspire Awe (W), Invisibility (G), Neutralize Poison (W), Repair Disfigurement and Disability (W), Skinchange (W), Snakes to Staffs (W), Spellward Other (W), Tongues (W), Weave Fire (G)
5th: Boil Blood (G), Chimerical Figment (G), Cone of Fear (B), Control Winds (G), Create Food (W), Cure Critical Injury (W), Delay Death (W), Dominate Monster (B), Guise Self (W), Ice Sheet (W), Safe Travels (W), Scry (G), Strength of Mind (W), Summon Insect Plague (G), Weave Water (G)
6th: Bath of the Goddess (W), Bewitch Monster (B), Call of the Aerophract Steeds (W), Call of the Leviathan (W), Deep Slumber (G), Flesh to Ash (B), Guise Other (W), Guise Other (W), Hidden Host (G), Illusory Terrain (G), Level Water (G), Quest (G), Salvific Rain (W), Spectral Figment (G), Summon Weather (G)
Special Rights: The worship of Aliya is held in high esteem in the east, where her priestesses are sought after as advisors (and paramours), and their blessings sought on every venture. An ecclesiastic of Aliya can perform marriages, attest to births and lineages, and witness contracts. The highest ranked local ecclesiastic of Aliya must grant her permission for a ruler to extend charters of monopoly, staple rights, or rights of first purchase, and is entitled to a seat on any economic council or treaty negotiation (if the domain is a senatorial domain, this includes a senate seat). In the west however, these rights are not even nominally acknowledged, with Aliya’s priests dismissed as witches and foreign spies.
Code of Behavior:
The ecclesiastic must never don somber garb, eat unseasoned food, or otherwise act below her station or spend less in a month on personal upkeep than the monthly wage of a henchman of her level.
The ecclesiastic must offer prayers to Aliya at midnight. Offering prayers requires one hour (6 turns).
Every seventh day, the ecclesiastic must bathe thoroughly, requiring 30 stone of clean water.
The ecclesiastic must never allow a debt she owes to go unpaid or a wrong against her to go unanswered, proportional to their magnitude.
Each year, the ecclesiastic must complete a pilgrimage (of at least 200 miles) to a place of power (other than a sinkhole of evil).
The ecclesiastic must not use her divine magic for unlawful or chaotic purposes.
Building these classes was an interesting exercise; it certainly improved my familiarity with the divine spell list. It also suggested novel distinctions that might be made to differentiate between similar permutations — spellward and anti-magic sphere versus the spheres of invulnerability, deflect ordinary missiles versus invulnerability to evil, giant strength versus vigor. Much thanks to Martin from the ACKS Discord for his detailed review, it helped clarify many of those distinctions and tighten the themes of each tradition.
Holy blessing ended up being the only spell to make every list, appropriate to its status as the quintessential contribution of a divine caster to mass combat. I think every divine spell did make the list somewhere, plus a number of arcane spells brought in to make up the numbers. Overall, I’m tentatively happy with this breakdown. Playtesting will tell. As ever, let me know if you make use of them!