The QuestFRP Player's Handbook

CLERIC SKILLS

BALANCE

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[5.2.1]

DoM 1) Switch
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 30 seconds R: Touch And/Or CompanionsD: 60 minutes ST: None
The target will exchange 2 points of CR for 2 points of DR (either direction).
Base:100
Exchange 2 points of CR for DR.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.2.2]

DoM 2) Twist
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target may exchange 2 hit points for 1 point of CR or DR, up to the total of the target's skill in CR plus DR (before any spell enhancements). Example: The target has 80 hit points, a CR of 5 and a DR of 4 with her sword. Desiring greater CR, she exchanges 8 HP, giving her a CR of 9, DR of 4, and 72 HP for the duration of the Spell.
Base:200
Exchange hit points for CR or DR

Prerequisites: Switch [Display prerequisites graphically]

[5.2.3]

DoM 3) Hold
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 2 hours ST: Faith
Any foes within the radius of effect must save versus Faith or operate at a -2 or -10% penalty in any attack (including Spell Casting) against the Cleric or his or her minions.
Base:300
Faith save or -2/-10% to rolls.

Prerequisites: Twist [Display prerequisites graphically]

[5.2.4]

DoM 3) Toughen
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target may add +4 to all Will, Intellect and Faith Saving Throws.
Base:300
+4 to all Will, Intellect and Faith Saving Throws

Prerequisites: Twist [Display prerequisites graphically]

[5.2.5]

DoM 4) Heal / Harm
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: Faith
This Spell represents the dual aspect of nature, both that of life and destruction. With this Spell the Cleric casts a bolt of lightning. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor. However much damage this bolt does through armor to the target acts as Healing on the Cleric.
Base:400
Lightning hurts foe, heals cleric.

Prerequisites: Toughen [Display prerequisites graphically]

[5.2.6]

DoM 5) Reflect
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the target is under the influence of this Spell, any and all damage taken by the Character will be divided in half, with the Character taking 1/2 and the inflicter of the damage taking 1/2. The inflicter of the damage receives a Saving Throw to avoid taking the damage, although even if a Saving Throw is made, the target still takes only 1/2 damage. The damage is applied to the same body part on both the target and the inflicter of the damage.
Base:500
Self damage is halved, rest reflected onto inflicter.

Prerequisites: Heal / Harm [Display prerequisites graphically]

[5.2.7]

DoM 7) Form Change
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may change his or her form into that of any other humanoid. Such duplication is near perfect. Individual magic powers are not duplicated, although generic species powers are duplicated. That is, if the Cleric takes on the form of a powerful Mage, the Cleric will gain none of the Mage's Spell abilities, but if the Cleric becomes a birdman, he or she will be able to fly.
Base:700
Change to any humanoid, can use species abilities (like flight)

Prerequisites: Hold [Display prerequisites graphically]

[5.2.8]

DoM 8) Archonize
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: None ST: Faith
This is a very risky Spell! The Cleric casts the Spell and then compares his or her current SPP (either Mage or Cleric) with that of the target. If the Cleric's is higher, then the target is destroyed. If the target's SPP total is higher, then the Cleric is destroyed. No Saving Throw is allowed in this case. If the target has no SPP (i.e., is not a spell Caster), then there is no comparison, but the target does receive a Saving Throw against either Magic Talent or Faith, whichever is higher.
Base:800
Compare SPP to target, lesser is destroyed.

Prerequisites: Form Change [Display prerequisites graphically]

[5.2.9]

DoM 9) Freedom
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: 60 minutes ST: Faith
When this Spell is thrown upon non-believers, and the target fails its Saving Throw, it will be paralyzed for the duration of the Spell. If cast upon a believer, it will release all bonds, both mental and physical, on the target.
Base:900
Target paralyzed/freed.

Prerequisites: Archonize [Display prerequisites graphically]

[5.2.10]

DoM 10) Exchange Life
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: None ST: Faith
The Cleric may raise any true follower of his/her beliefs from the dead, with no ill effects for the target, or any Saving Throws needed as long as a non-believer is sacrificed. The non-believer must be another humanoid.
Base:1000
Believer raised, non-believer sacrificed.

Prerequisites: Heal / Harm [Display prerequisites graphically]

[5.2.11]


Balance Tree
Balance Tree: displays prerequisite relationships.