cleric skill

Ancestral Blessing

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.

Arcane Recreation

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

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. 

Summoning

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. 

Prayer

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.

Tyria's Blessing

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

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

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

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. 

Soul of Legend

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.