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.
Gen Dice:
- Vitality: (Initial) 1d12 (Secondary) 1d8
- Soul: (Initial) 1d20 (Secondary) 1d6
- Power: (Initial) 1d12 (Secondary) 1d4
Weapon & Armor Types:
- Can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.
The Cleric Profession is all about serving one's god or gods, above all else - even the law and one's self.
Back to top1) 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.
Back to top2) Effects on Armor Usage
Clerics typically only wear light armor.
Back to top3) Deities And Their Properties
Clerics 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 will 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 creations. 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 will 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. 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 speed 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 able to commune 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, darkests 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 itself is not a god but is a form of power. There are those however that believe otherwise and worship this power. They pray to this power and occasionally their prayers are answered with a random casting of a magic spell. No one can truly say where this spell is cast from. Priests of Magic use it as proof of their god, but others believe it is something else entirely. Priests of magic get an extra spell every other level.
Back to top4) Profession Level Progression
Clerics are students of the divine. They study things of a spiritual nature and fight steadfast in the name of their chosen deity.
All characters get the following by leveling up regardless of profession:
- Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
- Each level up you get 1d4 stat points
- Each level up you get 1d6 trait points
- You can acquire 1 skill of choice in or out of profession.
- At level 1 you have an initial 1d6 trait points that you can assign as desired
- Your profession will also provide bonuses when you level up
- You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.
Clerics gain the following through leveling up every other level:
Level | Bonuses |
---|---|
2 | +1d4 to Charisma; 2 skills, 1 ability |
4 | +1d4 to Intellect and Charisma; +1d4 trait points; +1 skill and ability |
6 | +1d4 Soul; +1d6 to Intellect traits; +1d4 to Charisma Traits; +2 skills and 1 ability |
8 | +1d8 trait points; +1d4 Vitality; +1d4 skills; +1 ability |
10 | +1d10 Stat Points; +1d4 Power; +1d6 trait points; +1d4 skills; +1d4 abilities |
12 | +1 to all Intellect traits; +2 skills; +1 ability |
14 | +1 to all Wisdom traits; +1 skill; +2 abilities |
16 | +1 to all Charisma traits; +1d4 skills; +1 ability |
18 | +1d8 Fortitude; +1d4 Intellect; +1d6 trait points; +1d4 skills; +1 ability |
20 | +1 to all Wisdom traits; 1d4 abilities |
5) Skills
Clerics specialize in skills that deal with spirituality.
5.1) Cleric Skill Progression
5.2) Cleric Skills
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Ancestral Blessing | 4 Soul + 1 Faded Hope Willow Leaf | self | 1d6 rounds | Normal Arcana | With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Offensive Power and Vitality by 1d10 temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. |
Prayer or Summoning |
Ancestral Empowerment | 6 Soul + 1 Arrow Root and 1 Blue Grass | self | 1d8 Rounds | Normal Arcana -2 | With this summon 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 get no aide. Otherwise you gain +1d4 to all of your checks. |
Ancestral Blessing |
Angelic Summoning | 6 Soul + 2 Kymara's Tear Tulips and 3 vials of Sea Dragon's Blood | any target | 1d8 Rounds | Normal Arcana -2 | With this mighty summon 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 deals 6d6 damage. The holy light will do 3d12 magic damage to normal targets or 5d12 magic damage to the undead or targets with dark alignments. Once the summons duration is over, the angel will disappear. If you are a priest of Nikolai tthe enemies will also be blinded for 1d4 rounds. |
Spiritual Host |
Arcane Recreation | 6 Soul + 1 Purple Haze Lily and 1/2 pound of Falgaa Bird Meat | 1 object or item in line of sight | instant | Normal Arcana -2 | With this summon you call upon the power of creation to make things new again. With each use of this summon, 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 summon will be required. |
Light's Blessing |
Black Flame | 4 Soul + 2 Black Rose Petals and 1 Fire Lichen | self | 1d8 Rounds | Normal Arcana | With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon 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 runic power. 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. |
Prayer or Summoning |
Calming Aura | 2 Soul | a 2x2 space area around cleric | 1d6 rounds | Easy Influence | Any within the aura will have any fear or berserk status effects removed and be unable to receive fear or beserk while in the aura. |
N/A |
Cries of the Damned | 4 Soul + 2 Ghost Orchids and 1 Skull Cap Mushroom | battlefield | 1d4 rounds | Normal Arcana | With this summon 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 their checks will be stunned for the first round and dazed for the duration of the summon. The cleric can help his or her allies to avoid this fate by spending an extra 2 Soul per ally they wish to protect. |
Prayer or Summoning |
Curse of Tongues | 10 Soul | a 3x3 space area around you | 1d3 rounds | Impossible Intimidate | Causes anyone in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds. If you are a priest of Zodo, Joasri, or Spector you increase the area to 4x4 and the duration by +1. |
Negative Energy |
Eros's Curse | 6 Soul + 1 Vial of Black Viper Blood and 1 Viper Grass | all enemies, potentially everyone | 1d6 rounds | Normal Arcana -2 | 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. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. |
Solara's Empowerment |
Exorcise | 8 Soul | 1 target 1 space from you | instant | Hard Spiritual Balance | This skill allows you to free people from possessions. If you are a priest of Kymara you gain a bonus of 2 to Spiritual Balance check for this skill.
|
Religious Sanctuary |
Fear | 6 Soul | 1 target | 1d6 rounds | Normal Intimidate -2 | This skill inflicts fear on your target, making you seem more fearsome. The target will need to make a Normal Mental Balance Check. If the target fails, the target is fearful of you and will stay away from you at all costs and be unable to target you unless you back that target in a corner and it has no chance to do otherwise. If you are a priest of Zodo or Magic, add your Arcana as a penalty to the target's mental balance check. If you are a priest of Joasri or Spector, add your intimidate as a penalty to their mental balance check. |
Intimidation |
Gift of Tongues | 10 Soul | a 3x3 space area around you | 1d3 rounds | Impossible Influence | Grants self and anyone within the area of effect double of each action type, +2 Runic Speed, and double movement. This means the affected can attack twice, make 2 support actions, move twice, cast spells twice, etc. Double the duration if you are a priest of one of the Four Winds. |
Positive Energy |
Glamour | 1 Soul | self | 1 hour | Normal Influence | Gives the illusion of good aura and a +2 to Influence and Charm for 1 hour. |
N/A |
Haunting of the Lost | 6 Soul + 1 Bog Beacon Mushroom | all enemies | 1d4 rounds | Normal Arcana -2 | 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 decreases their movement by ½ abd inflicts fear and daze during the duration of the summon. |
Cries of the Damned |
Identify Curse | N/A | 1 target in sight | instant | Easy Insight | You can tell if something or someone is cursed and know what the curse is. |
N/A |
Inner Peace | 4 Soul | self | 1d6 rounds | Normal Mental Balance | Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you. |
Calming Aura |
Intimidation | N/A | self | 1d6 rounds | Normal Intimidate | This skill makes you appear more intimidating. You get a +2 to Intimidate. |
Glamour |
Iron Will | 6 Soul | self | 1 day | Normal Mental Balance -2 | +2 to Mental Balance. |
Spiritual Glow |
Laying Hands | 2 Soul | 1 target in touching range | instant | Easy Religion | You can heal or harm your target that you touch by your Runic Power + Religion + Arcana. Double the effects if you are a priest of Nikolai or Kymara. |
N/A |
Light's Blessing | 4 Soul + 3 Bog Beacon Mushrooms | all allies, potentially everyone | 1d6 rounds | Normal Arcana | With this summon 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 half of your offense and runic power. Those who serve Nikolai, including enemies, will get a bonus of 1 attack and defense actions for the summons duration. |
Prayer or Summoning |
Misreading the Scriptures | 10 Soul | a 3x3 space area around you | 1 round | Impossible Influence | Causes anyone within the area of effect to need to make a Hard Spiritual Balance -1 check. Should they fail they will be controlled by you for 1 round. A priest of Joasri gives a penalty of Spiritual Balance Check of -2. A priest of Zodo gives the cleric a bonus to their Influence check of +2 and increases the area to 4x4. |
Negative Energy |
Negative Energy | 8 Soul | a 3x3 space area around you | 2 rounds | Hard Intimidate | Causes anyone in the area of effect to have a 1d6 penalty to any stat or skill check. If you are a priest of Joasri you increase that penalty by +2. |
Religious Sanctuary |
Positive Energy | 8 Soul | a 3x3 space area around you | 2 rounds | Hard Influence | Grants self and anyone within the area of effect a +2 bonus to any skill check or stat check. If you are a priest of Nikolai increase the bonus by +2 and the duration by +1. |
Religious Sanctuary |
Prayer | N/A | self | Instant, 1 day | Easy Religion | Prayer allows you to reach out to the gods and spirits to aide you. A successful prayer immediately heals you and your allies Vitality by your Religion + Arcana scores. Furthermore it grants you your religion as a bonus to your arcana checks for the summoning skills for the day. |
You must have a deity that you pray to. |
Purify Object | 6 Soul | touching range | instant | Normal Arcana -2 | You can remove a curse from an object. A fail curses you. |
Revoke Curse |
Reading the Scriptures | 10 Soul | a 3x3 space area around you | 1d4 rounds | Impossible Influence | Grants self and anyone within the area of effect immunity to any kind of control. Double duration and increase area of effect to 4x4 if you are a priest of Kymara. |
Positive Energy |
Realm Reaching | 4 Soul | self | instant | Normal Arcana | With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your attack affects all of the enemy targets but the shock of seeing your hand come out of no where dazes them for 1 round. There is a 10% chance that you and your allies will be dazed for 1 round from shock as well. |
Prayer or Summoning |
Religious Sanctuary | 6 Soul | a 3x3 space area around you | 1d4 rounds | Normal Mental Balance -2 | Grants self and those within the aura a +2 to Spiritual Balance. If you are a priest of Kymara, increase the bonus by 1d4 and the area of effect by 1. |
Inner Peace |
Revoke Curse | 4 Soul | touching range | instant | Normal Arcana | You can remove the curse from a person. A critical fail curses you. |
Identify Curse |
Sigil Identify | N/A | 1 item you can see | instant | Easy Insight | You can identify what a sigil is, what religion, church, deity, government, house, and so forth that it represents. |
N/A |
Solara's Empowerment | 4 Soul + 1 Fire Lichen | self and all allies | 1d4 rounds | Normal Arcana | With this summon 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 offense power increased by 1d8 for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. |
Prayer or Summoning |
Soul of Forsaken | 8 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid | self and all allies | 1d6 rounds | Hard Arcana | With this summon 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 25% more damage against those with light moral points and double damage against those who are worshipers of Kymara. This summon works for anyone as long as they have at least one dark moral point, alignment classification doesn't matter. |
Xodod's Gift |
Soul of Legend | 8 Soul + 1 vial of Manna Rose Nectar and 1 Kymara's Tear Tulip | self and all allies | 1d6 rounds | Hard Arcana | With this summon 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 light moral points. This holy power causes you to do 25% more damage against those with dark moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one light moral point, alignment classification doesn't matter. The increased damage works against anyone with any dark moral points, even if they are neutral. |
Angelic Summoning |
Spiritual Glow | 4 Soul | self | 1d4 rounds | Normal Charm | You glow with a faint like, almost having an aura effect. Your Influence, Intimidate, Persuade, and Charm gain +1. If you are a priest of El Anon, Nikolai, or Kymara, you get another +1 to Influence. If you are a priest of Joasri, Zodo, or Spector, you get another +1 to Intimidate. |
Glamour |
Spiritual Host | 4 Soul + 2 Spectre Daisy and 2 Vials of Ectoplasm | self | 1d8 Rounds | Normal Arcana | With this summon 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 increased by 1d12. If you have not used Unbreakable Will before using this summon, you have to make a Normal Spiritual Balance check to be able to act once possessed. Otherwise the GM will act for you. If you used Unbreakable Will, you will remain in control of your character. |
Prayer or Summoning |
Summoning | 2 Soul | self | 1d6 rounds, 1 day | Easy Arcana | Summoning allows you to summon power from your deity. Your chosen deity answers you, increasing your Offensive and Runic Power by your Religion stat +1. Furthermore it grants you a +1d4 to all summoning skills used for the day. |
N/A |
The All-Seeing | 10 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, and 1 eye from any dragon | entire area or battlefield | instant | Impossible Arcana | With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant you a view of the entire level of the area, 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 actions by half and making them avoid the cleric at any cost. |
Soul of Forsaken |
Tyria's Blessing | 10 Soul + 2 Manna Rose Petals | battlefield | 1d6 rounds | Impossible Arcana | With this summon 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 1, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. You and your allies are also immune to status effects and have a +2 to Critical. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates, tripling them if they worship the winds. |
Zephyr's Enchantment |
Unbreakable Will | 8 Soul | self | 1d6 rounds | Hard Mental Balance | Immune to mental affecting status effects like fear, berserk, loss of self. Also Unable to be controlled or manipulated. |
Iron Will |
Xodod's Gift | 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood | self | 1d6 rounds | Normal Arcana -2 | With this summon 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. If you are a priest of Zodo, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d12. |
Black Flame |
Zephyr's Enchantment | 8 Soul + 1 Yellow Cap Mushroom | self and all allies | 1d6 rounds | Hard Arcana | With this summon 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 everyone of a neutral or good alignment's battle movement, giving those of a evil alignment a decrease by half if they are in your party. It also grants everyone in the party an additional 1 attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional 1 defensive action. |
Eros's Curse |
6) Cleric Abilities
These are abilities that are unique to the cleric profession. Only clerics can obtain and use these abilities:
Ability | Effects | Requirements |
---|---|---|
Angelic Lore | You know well about the beings of light and can identify them and any traces they leave behind. |
Deity Lore |
Benevolent Aura | Enemies must make a Normal Spiritual Balance check to target you. |
N/A |
Benevolent Blade | Your physical attacks will deal +2 more damage to anyone of an evil alignment such as Neutral Evil, Lawful Evil, or Chaotic Evil. |
Must have a positive alignment such as Neutral Good, Lawful Good, or Chaotic Good. |
Blessed Aura | Damages down to you are reduced by your Religion. |
Benevolent Aura |
Cleric Training | Cleric skills cost half as much Soul. |
N/A |
Cursed Aura | Damages done to you are reduced by your Intimidate. |
Shuddering Aura |
Dark Rage | You will go berserk dealing 3 x damage against anyone who is Neutral Good, Lawful Good, or Chaotic Good, however you will be unable to use potions or magic. The berserk status lasts until any such targets are dead. |
Shuddering Blade and an alignment that is either Neutral Evil, Lawful Evil, or Chaotic Evil. |
Deity Lore | You know well about deities and can identify any cultures or practices that are related to them. |
Cleric Training |
Demonic Lore | You know well about the demons of Xodod and can identify them and the traces they leave behind. |
Deity Lore |
Detect Lies | +1 to Insight to detect lies. |
N/A |
Detect Motive | +1 to Insight to detect motive. |
Detect Lies |
Dogma Certainty | Your church sets your alignment, not society. |
Dogma Crusade |
Dogma Crusade | Members of a church you target or followers of a god you target always receive critical damages. You will always crit against them. |
Dogma Over Faith |
Dogma Over Faith | Worshipers of opposing gods are seen as having opposing alignments even if that is not true. Therefore if they worship a god that you would see as false or wrong, you would treat their alignment as opposite of yours, having them as evil if you are good or good if you are evil. |
N/A |
Holy Ground | Those next to you and yourself are immune to fear, possession, and loss of self. |
Blessed Aura |
Holy Hands | You are able to remove or inflict 1d4 poison using Laying Hands |
Laying Hands skill |
Holy Rage | You will go berserk dealing 3 x damage against anyone who is Neutral Evil, Lawful Evil, or Chaotic Evil, however you will be unable to use potions or magic. The berserk status lasts until any such targets are dead. |
Benevolent Blade and an alignment that is either Neutral Good, Lawful Good, or Chaotic Good. |
Infallible Dogma | +2 to Mental Balance Checks against any attempt to convert or alter your religious beliefs. |
Dogma Crusade |
Invoked Spirit | Able to add morality points to damage if target is of an opposing morality. If you are light and target is dark, you can add your light points to your attack. If you are dark and your target is light you can add dark points to your attack. If you are order and your target is chaos, you can add order points to your attack. If you are chaos and your target is order you can add chaos points to your attack. This is decided by if you have more of one morality points than another. If you have more order than chaos, then you are order for example. If you are Light Chaos (chaotic good), and your target is Order Dark (lawful evil) then you can add both light and chaos points to your attack, for example. |
N/A |
Realm Lore | You know everything there is to know about the many realms. |
Angelic Lore or Demonic Lore |
Religious Appointment | You are able to choose who your area of effect skills will affect. Meaning you can decide they only affect allies, only enemies, or even only specific people. |
Dogma Over Faith |
Reviving Hands | You can make an Impossible Arcana check to revive anyone who hasn't been dead longer than 3 rounds or minutes using Laying Hands. The revived person will have 1 Vitality and be dazed for the next round. |
Holy Hands |
Self Certanity | You set your own alignment based on your own religious views. |
Dogma Certainty |
Sense Emotion | You can immediately sense and identify the emotion shown strongest by whoever you are talking to. |
N/A |
Shuddering Aura | Enemies must make a Normal Spiritual Balance check or be inflicted with Fear when they see you. |
N/A |
Shuddering Blade | Your physical attacks will deal +2 more damage to anyone of a good alignment such as Neutral Good, Lawful Good, or Chaotic Good. |
Must have a dark alignment such as Neutral Evil, Lawful Evil, or Chaotic Evil. |
Spiritual Armor | Your Armor Defense is increased by your Religion. |
Invoked Spirit |
Spiritual Communication | You are able to communicate with spirits long past. You will have to decide if what they tell you is true or not. Unless you can also see the spirit with the Spirit Sight talent, you will have no idea who or what is answering. |
N/A |
Unholy Ground | Anyone that comes within 1 space of you must make hard mental balance checks against fear and loss of self. |
Cursed Aura |