Cleric
- Vitality Gen Dice is 1d12, +1d8 per level
- Soul Gen Dice is 1d20, +1d8 per level
- Power Gen Dice is 1d12, +1d10 per level
- Can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.
- Clerics typically only wear light armor, but can wear any armor if they have the armor skill.
You have devoted your life to your deity and the service of your church. In order to protect your religion and its followers, you will stop at nothing.
The Cleric Profession is all about serving one's god or gods, above all else - even the law and one's self.
Effects on Weapon Usage
Clerics are stalwarts of faith and godliness. They tend to abhor combat, but in order to do the will of their god they have trained themselves how to use certain weapons. Therefore, they can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.
Effects on Armor Usage
Clerics typically only wear light armor, but can wear any armor if they have the armor skill.
Deities And Their Properties
Priests are servants of deities, therefore unlike in other professions you must choose a deity. Here you can get a basic understanding on them. They will be further explored and defined in the Lore section.
Arameas: Arameas is the god of law and history. He is the keeper of time. Arameas was once said to be a mortal who El Anon found great favor in. He is charged with ensuring the dominion of law, the preservation of history, and the steady flow of time. Arameas has perhaps the most dangerous power of them all, the very power of time. He could bend it, manipulate it, change it, and perhaps even stop time itself. It is his very sense of law and honor that has kept him from doing these things and instead he uses his power to record what he sees and sometimes to help those who deserve it. Priests that call upon him will have the ability to sense distortions of time and feel righteous anger over injustice. Their prayers and words will calm the innocent and bring fear to the guilty. Therefore anyone who is of dark alignment must make a mental balance check (with penalties or bonuses depending) whenever they encounter a priest of Arameas, or they will flee from the priest unconditionally.
El Anon: El Anon is the Creator. He is the god who created the universe. El Anon then created other gods and goddesses to watch over his creation, only intervening when his creation as a whole is threatened. El Anon's power is that of creation. That said, he actually lacks the power of destruction. Creation though is the highest form of power. Priests of El Anon follow the righteous order of creation. To them all forms of creation are sacred, even artificial creation. Their power is by their aura, the higher their aura, the calmer those around them (3x3 space) will become. Anything that they create is also 25% better.
Joasri: Joasri is the lord of shadow and the Shadow Realm. Known often as the Trickster, Joasri is a prankster who ultimately cares for no one but himself and perhaps his brother. Look around you, see any shadows? They are all around, for where ever there is light there also are shadows. Joasri has the power over shadow and controls the Gray Firmament - The Shadow Realm. He can be anywhere when desired and can control anything through control of its shadow, except other gods of course. Priests of Joasri are Priests of Chaos, and therefore have 10 chaos points to start with. They have the power to confuse. With a successful perform check they can inflict confusion upon those who hear their words. The GM may decide how much confusion and the save roll for the targets.
Kymara - the Sol Anon: The Sol Anon is a title that means "Star of Ages", much like El Anon means "The Ages". It is a title given to whom the people from Before the Eras thought would save them from death and suffering and right the world of all its ills. The Sol Anon is also supposed to be the direct offspring of the Creator, El Enon. At or near the beginning of the First Era, a girl was found who demonstrated a pure spirit, powers of healing and creation, and a message of love and renewal. This person was known as Kymara and it is she that many people have come to call the Sol Anon. Therefore, when people speak of Sol Anon, they speak of her, even if they might not know her name. Kymara's power is the power of life and spirit. She can call back those long dead, retrieve spirits from Xodod, and create new life. She can heal any wound or illness and even reincarnate. While her powers are not as grand as Zodo, they are pure and are meant for the service of Nor'Ovans, not the dominion of them. Priests of Kymara can banish any possession or mind control by simply the command of their voice, as long as their target is within 4 spaces (or same room). They are also immune to such things themself. Furthermore, Priests of Kymara can call upon her spirit, Ky'Yurei to aide - the form of aide of course is up to the GM.
Nikolai: Nikolai is the lord of light and the light realm. He is the brother of Joasri. He is an observer who will often test others before offering them any aide. Nikolai's power is that of light and the White Firmament - the Realm of Light. He can heal and destroy with his light and can travel at the speed of light. He is also a shapeshifter. Priests of Nikolai will find that their healing powers are 30% more effective. Also they can see in even the darkest environment and can cure visual conditions with the touch of their hands.
Norvus: The natural god, the god of the earth and rock, the geomancer's god. Norvus is the mover of mountains and sculpture of the land. Norvus and his wife Ova were the gods originally created to watch over Nor'Ova. Norvus has the power to control rock, stone, earth, and any other metal. He can sculpt great mountains, move continents, and erupt volcanos. Priests of Norvus are also geomancers, and their geomancy is always 30% more effective. They can also use minor elemental manipulations without meeting the requirements to do so, but only in geomancy. Finally their stone aspect and earth soul is 20% more effective. A prayer from a Priest of Norvus will calm the earth or cause it to tremble, requiring all to make a brace check to remain standing (bonuses or penalties depending).
Ova: The Mother Goddess, Ova is the wife of Norvus. She is mother nature and goddess of life and energy. Ova has the power over nature through the power of life and the control of natural energy. She can bloom and decay great forest and control the very weather. She can provide great harvests and cure great illnesses. Priests of Ova have 30% greater control over floramancy. Their prayers can restore life or take life from plants. Beware of the angered Ova Priest, for they have a chance to inflict you with Bitterwood, or entwine you within a Green Climber.
Spector: The Grim Reaper, Death; Spector is the God of Death and the Dead. He was originally Xeno, one of the two created children of Zodo. When he witnessed his brother Kamele loose himself, Xeno volunteered to become death, practically begged for it, for he was suffering so from his brother's self-demise into hatred. Spector is in charge of determining the time of death and overseeing the sorting of departed souls - those that Kymara doesn't immediately collect he is supposed to send to Xodod. Spector will test souls to give them one last chance, only if he feels that they are deserving. Spector has the absolute power of death. He can cause death, reap souls from even the living, and transverse all of the planes of existence. Spector can decree death and decline death, causing death to simply not come. A priest of Spector is a priest that is most mysterious. Spector does not give out the power over death to his priests, instead he gives them the power to commune with the dead. It is through the dead that these priests work, and what the dead will do, only the GM may know.
The Four Winds: The four winds are each personified by a god or goddess. Zephyr is the west wind, a good and favorable wind who is friend to sailors and adventurers. Eros is the east wind, a foul wind, wind of ill news and bad fortune. Tyria is the north wind, the cold wind and goddess of winter. Solara is the south wind, the warm wind and goddess of summer. The dances of the four winds make the seasons, and their roles matter not no matter which side of the equator you are on. Zephyr has the power of the west wind, he brings about the calm wind. Eros has the power of the east wind, a wind often carrying storms. Tyria has the power of the north wind, a child wind which brings ice and snow. Solara has the power of the south wind, a warm wind that helps things grow. They each have powers over air and are an aeromancer's friend. They can work along but together their power is far greater and can even change the seasons. A Priest of the Four Winds is a priest of each one of them, and can call upon any for aide.
Zodo: Zodo is the god of power and magic. He is the forge of creation but not the creator. Through him El Anon the Creator forged the universe. As it does with all things, power corrupts and it corrupted Zodo. Zodo began to feel that he himself is the creator and one true god and began plotting against the other gods. Zodo is perhaps the most powerful of the gods, save perhaps El Anon who created him. Zodo's power however is only in change and destruction - he lacks the power of true creation. The power of magic originally comes from him as it is the residual power left behind during the creation of the universe. Zodo communes with his followers via telepathy and dreams and his followers are able to call upon a small portion of his power. A priest of Zodo is also a priest of himself, for a Priest of Zodo believes that he too shall become god, and Zodo lets him believe this. Priests of Zodo can be the most dangerous, darkest people, or the most seemingly holy and good people, Zodo cares not as long as Zodo receives the praise. The more the Priest gains Zodo's favor, the more power and aide Zodo will grant his priest.
Taal: Taal is the god of dreams and the subconscious, of emotions, and of intentions. Taal's power is that of dreams and illusions. Taal can create great worlds within the dreams of anyone, and those worlds would be very real to those involved. Priests of Taal are in-tune with their spiritual and psychic powers. They have the power of exploring dreams and reading minds and with a good will check, they can even implant thoughts. Priests of Taal typically are of order and law, for Taal will not answer one who has evil intent.
Magic: Magic isn't a deity in itself, and many would suggest Magic is either a natural force or a power of Zodo. There are however those that see magic as a god and have taken to worshiping magic. The worshipers of magic have 20% bonus to their Soul, +1 Runic Casting Speed, and can gain a runic mage ability every other level up to level 15. Most answers from magic are accidental triggering of minor elemental effects, such as a fireball from the sky or a whatever.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your cleric.
Level | Cleric Bonuses for Level |
---|---|
2 | +1 to Influence, Persuade, Religion, Spiritual Balance; 1 Ability |
4 | +1 to Mental Balance, Religion, History, Insight; 1 Ability |
6 | +1 to Perform, Influence, Persuade; +1d10 to Charisma; 1 Ability; +2 to Soul Save |
8 | +1 to Spiritual Balance, Religion, Focus; +1d6 to Intellect; 1 Ability |
10 | +1 to Religion, Insight, Arcana, Immunity; +1d6 to Wisdom; 2 Abilities; +2 to Vitality Save |
14 | +1 to all Intellect traits; 1d4 abilities; +1 to Power Save |
18 | +1d10 to Charisma; +1d6 to Intellect; +1d4 to Wisdom |
20 | +1 to all Charimsa traits; 1d4 abilities |
Skills
Clerics specialize in skills that deal with spirituality.
Skill
|
Stat Cost
|
Range
|
Area
|
Duration
|
Requirements
|
Effects |
Success Roll
|
---|---|---|---|---|---|---|---|
Ancestral Blessing | 2 Soul + 1 Faded Hope Willow Leaf | self | self | 1d6 rounds | Prayer or Summoning |
With this skill you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing all of your traits by 2 (except evade) temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. |
Religion -2 |
Ancestral Empowerment | 4 Soul + 1 Arrow Root and 1 Blue Grass | self | self | 1d8 rounds | Ancestral Blessing |
With this skill you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you only get a bonus of 1 to your skill checks. Otherwise, you get a bonus of 1d10. |
Religion -4 |
Angelic Summoning | 4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood | any target | any target | 1d8 rounds | Spiritual Host and be a servant of Kymara or El Anon |
With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear. |
Religion -4 |
Arcane Recreation | 2 Soul + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat | 1 object or item | line of sight | instant | Light's Blessing |
With this skill you call upon the power of creation to make things new again. With each use of this skill, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this skill will be required. |
Focus -2 |
Black Flame | 4 Soul + 2 Black Rose Petals and 1 Fire Lichen | self | self | 1d8 rounds | Prayer or Summoning |
With this skill you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This skill allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 2d20 non-elemental magic damage increased by your Arcana. If you are a worshiper of Zodo, you get an additional 1d20. You can use this as an additional attack spell while you use other skills, spells, and actions until the duration of the summon ends. Once the duration is finished, you will find that you can no longer use the attack blast. |
Religion -5 |
Calming Aura | 2 Soul | any in area | a 3x3 space area around you | 1d6 rounds | N/A | This skill produces an aura that removes and prevents the effects of rage or fear from anyone in the area of effect, friend or foe. If you are a servant of Joasri, you have to make an easy Luck check else you will instead inflict rage on everyone in the aura except yourself. | Focus |
Cries of the Damned | 2 Soul + 2 Ghost Orchids and 1 Skull Cap Mushroom | battlefield | battlefield | 1d6 rounds | Summoning or Prayer and be a servant of Joasri |
With this skill you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the cleric, causing all to need to make normal mental balance checks. Those who fail to make mental balance checks will be stunned for the first round and need to make normal mental balance checks for every action for the remainder of the duration. |
Religion -2 |
Curse of Tongues | 10 Soul | any in area | a 3x3 space area around you | 1d8 rounds | Negative Energy |
This skill causes any enemies in the area to be unable to move. It also causes them to lose use of one random action each round, decided by a 1d3 roll:
If you are a servant of Eros they lose use of 2 random actions. If you are a servant of Zodo or a worshipper of Magic their spells do half damage. |
Focus -5 |
Ero's Curse | 2 Soul + 1 vial Black Viper Blood and 1 Viper Grass | all enemies | all enemies | 1d6 rounds | Solara's Empowerment |
With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. There is a 75% chance he might ignore you and a 25% chance he might affect you and your allies as well. |
Religion -2 |
Exorcise | 6 Soul | 1 space (touch) | 1 target | instant | Religious Sanctuary |
This skill allows you to free people from possessions. If you are a servant of Kymara you get a +4 to this skill check. If you are a servant of Spector you make it so that person can't be possessed the rest of the battle. |
Influence -2 |
Fear | 3 Soul | self | self | 1d6 rounds | Intimidation |
This skill makes you appear more terrifying, causing targets to need to make a normal Mental Balance check to come near you or to attack you. |
Intimidation -1 |
Gift of Tongues | 10 Soul | any in area | a 3x3 space area around you | 1d8 rounds | Positive Energy |
This skill inspires your self and all allies in the area. This grants them double move range, and allows them to choose 1 action to do a second time be it Move, Attack, Support, or Magic. They can make a different choice each time as long as they are in the area of effect. If you are a servant of Zephyr, they can choose 2 actions to do twice. If you are a servant of Zodo or a worshiper of magic their spells will do 50% more damage. |
Focus -5 |
Glamour | 2 Soul | self | self | 1 hour | N/A | Gives the illusion of good aura and grants +2 to Influence. | Deception |
Haunting of the Lost | 2 Soul + 1 Bog Beacon Mushroom | all enemies | all enemies | 1d6 rounds | Haunting of the Lost |
With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This inflicts them with fear and confusion, requiring normal mental balance checks for every action. |
Religion -2 |
Identify Curse | 2 Soul | 1d6 spaces | 1 target | instant | N/A | This skill allows you to identify any curse and its properties by sight. | Insight -4 |
Inner Peace | 4 Soul | self | self | 1d6 rounds | Calming Aura |
This skill allows you to receive the rage status effect and enjoy all the benefits of it, but not suffer any of the penalties. |
Focus -2 |
Intimidation | 2 Soul | self | self | instant | Glamour |
This skill makes you appear more intimidating for that moment, giving you a temporary bonus of +2 to Intimidate. |
Deception |
Iron Will | 4 Soul | self | self | 1d10 hours | Spiritual Glow |
This skill gives you greater Mental Balance, granting you a bonus to Mental Balance of 1d6. |
Insight -2 |
Laying Hands | 2 Soul | 1 space (touch) | 1 target | instant | N/A | This skill allows you to harm or head the target you touch by 1d4 Vitality, which ignores armor. If you are a servant of Kymara, you get an extra 1d4 for healing. If you are a servant of Zodo, you get an extra 1d4 for harming. | Religion |
Light's Blessing | 2 Soul + 3 Bog Beacon Mushrooms | self and all allies | self and all allies | 1d6 rounds | Summoning or Prayer |
With this skill you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their offense and runic power if you agree to sacrifice 20% of your Soul. |
Religion -2 |
Misreading the Scriptures | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Negative Energy |
This skill causes enemies in the area of effect to need to make a normal Mental Balance check. Should they fail they will be in your control for that round. They must make this check for each round that they are in the area of effect. While in your control you can have them do anything except harm themself. If you are a servant of a negative aligned deity it become a hard Mental Balance check. |
Religion -2 |
Negative Energy | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Religious Sanctuary |
This skill produces an aura around you that causes enemies in the aura to suffer a 1d6 penalty to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Joasri you will need to make a normal Luck check to prevent this from affecting your allies while your enemies get an extra 2 to this penalty. |
Focus -4 |
Positive Energy | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Religious Sanctuary |
This skill produces an aura around you that grants to you and any in the aura, friend or foe, +1d6 to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Taal you add a +2 to this bonus. |
Focus -4 |
Prayer | 1d10 Soul | any, all, self | battlefield | instant | N/A |
The effects of this skill depends upon the deity you serve:
You can only have one successful prayer use a day. |
Religion -8 |
Purify Object | 6 Soul | 1d6 spaces | 1 target | instant | Revoke Curse |
This skill allows you to break curses on objects, not people. You can therefore remove the curse from the object but the person holding the object may still be cursed. |
Arcana -5 |
Reading the Scriptures | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Positive Energy |
This skill grants you and those in the area, friend or foe, immunity to any kind of control. If you are a servant of a positive aligned deity this skill also will restore everyone that is affected Soul and Power by your Religious score + 1d6. |
Religion -2 |
Realm Reaching | 2 Soul + 1 Specter Daisy and 1 vial Black Maple Sap | self | self | 1d6 rounds | Summoning or Prayer and be a servant of Taal |
With this skill you attempt to call forth a power to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total physical damage when you attack is given to all of the enemy targets. |
Religion -2 |
Religious Sanctuary | 6 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Inner Peace |
This skill produces an aura around you that grants you and those within the aura, friend or foe, 1d10 to Spiritual Balance. If you are a servant of a positive aligned deity, increase this bonus by +2. |
Focus -2 |
Revoke Curse | 4 Soul | 1d6 spaces | 1 target | instant | Identify Curse |
This skill allows you to break curses on people, not objects. Basically you can remove the curse from the person but the object will still be cursed. The person will need to immediately drop said object or will be cursed again. |
Arcana -5 |
Sigil Identify | 1 Soul | 1 target | 1 target | instant | N/A | With this skill you recognize and understand the meaning of a sigil, as well as to what deity or religion it belongs to. | Insight |
Solara's Empowerment | 2 Soul + 1 Fire Lichen | self and all allies | self and all allies | 1d6 rounds | Summoning or Prayer |
With this skill you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also gain an extra attack and defense action, and have your offensive power increased by 50% for the duration of the summon. |
Religion -2 |
Soul of Forsaken | 2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid | self and all allies | self and all allies | 1d6 rounds | Xodod's Gift and serve Zodo |
With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal. |
Religion -2 |
Soul of Legend | 2 Soul + 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip | self and all allies | self and all allies | 1d6 rounds | Angelic Summoning and serve Kymara |
With this skill you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have order or light moral points. This holy power causes you to do 50% more damage against those with dark or chaos moral points and double damage against the undead and demons. Once the duration is over, the weapons return to normal. |
Religion -2 |
Spiritual Glow | 2 Soul | self | self | 1 hour | Glamour |
Gives any target a -2 penalty to Mental Balance when dealing with your character, making it easier to convince others to your will. |
Influence |
Spiritual Host | 2 Soul + 2 Specter Daisy and 2 vials of Ectoplasm | self | self | 1d8 rounds | Prayer or Summoning |
With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round. |
Focus -4 |
Summoning | 1d10 Soul | any, all, self | battlefield | instant | N/A |
The effects of this skill depends upon the deity you serve:
You can only have one successful summoning use a day. |
Religion -8 |
The All-Seeing | 6 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood | entire area or battlefield | entire area or battlefield | instant | Soul of Forsaken and be a servant of Zodo |
With this mighty skill you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This skill's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the cleric a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their move rates by half and making them avoid the cleric at any cost. |
Religion -5 |
Tyria's Blessing | 2 Soul + 2 Manna Rose Petals | battlefield | battlefield | 1d6 rounds | Zephyr's Enchantment |
With this skill you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates. |
Religion -2 |
Unbreakable Will | 8 Soul + 3 Almonds | self | self | duration of battle | Iron Will |
During the rest of the battle, you cannot be controlled. |
Religion -2 |
Xodod's Gift | 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood | self | self | 1d8 rounds | Black Flame |
With this skill you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d6. |
Religion -5 |
Zephyr's Enchantment | 2 Soul + 1 Yellow Cap Mushroom | self and all allies | self and all allies | 1d6 rounds | Eros's Curse |
With this skill you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyones move rate. It also grants everyone in the party an additional 2 attack actions. |
Religion -2 |
Abilities
A cleric can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability
|
Effects |
---|---|
Benevolent Aura |
You have a benevolent aura that makes everyone more honest and trusting of you. Others are less likely to attack you, needed to make a mental balance check to do so. Must have an alignment that is at least good or lawful. |
Blessed Aura |
You have an aura that makes you seem blessed by the gods. Anyone within a 2x2 space of you is unable to be affected by any kind of depression or rage. Must have an alignment that is either good or lawful. Must have Benevolent Aura. |
Cursed Aura |
You have an aura that makes you seem cursed and dark as if you are one with demons. Anyone within a 2x2 space of you must make normal mental balance checks or be inflicted with depression. Must have an alignment that is either chaotic or evil. Must have Shuddering Aura. |
Detect Lies |
With this ability you can make a normal perceive check to know if someone is lying. The normal level of difficulty is the typical difficulty here, however if the person as skills or abilities to help mask this, the difficulty could be greater, whereas if the person is easy to read it could be lower. Must have Sense Emotion |
Dogma | With this ability any one that targets you must make an easy mental balance check or they will instead attack themselves. |
Dogma Certainty |
With this ability your church sets your alignment, not society. Must have Dogma Over Faith. |
Dogma Over Faith |
With this ability worshipers of opposing gods are treated as if they are opposing alignments, even if that is not true. Must have Dogma. |
Holy Ground |
You exude so much holiness that the ground around you becomes sanctified ground. Anyone in a 3x3 space area around you has any attacks done by a chaotic or evil aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, good, or lawful alignment. Anyone in the area that is of a chaotic or evil alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a good or lawful alignment. Must have Blessed Aura. |
Holy Hands |
This ability allows you to either remove effects of poison 1d4 at a time, or inflict 1d4 poison that doesn't stack when using Laying Hands. If you are a servant of Nikolai you will completely remove any poison. If you are a servant of Eros you will increase the poisoning to 1d6. Must have the Laying Hands skill. |
Reviving Hands |
This ability grants you a hard Arcana check to revive the recently killed to 1 Vitality when using Laying Hands. This must be used within 2 rounds of death. If you are a servant of Kymara you will apply the effects of Laying Hands. If you are a servant of Spector using this on the undead or spirits has a normal Arcana check chance to instantly "kill" them. Must have Holy Hands. |
Self Certainty |
With this ability you set your own alignment based on your own religious views. Must have Dogma Certainty and Unshakable Convictions. |
Sense Alignment |
With this ability you can sense the alignment of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. Must have Sense Emotion |
Sense Emotion | With this ability you can sense the emotion of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. |
Shuddering Aura |
You have a dark aura that makes everyone more fearful of you. Others are less likely to attack you out of this fear, needing to make a mental balance check to do so. Must have an alignment that is at least chaotic or evil. |
Spirit Armor |
This ability coats your armor with your spiritual energy. You gain Arcana worth of magic protection permanently. Must have Spiritual Communication. |
Spiritual Communication | With this ability you are able to communicate with spirits. |
Unholy Ground |
You exude so much darkness that the ground around you becomes cursed ground. Anyone in a 3x3 space area around you has any attacks done by a lawful or good aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, evil, or chaotic alignment. Anyone in the area that is of a good or lawful alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a chaotic or evil alignment. Must have Cursed Aura. |
Unshakable Convictions |
With this ability you have a hard religion check to receive only half damage from opposing aligned enemies. Must have Dogma Over Faith. |
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