The QuestFRP Player's Handbook

CLERIC SKILLS

CREATION

[Display Tree]


[5.6.1]

DoM 1) Water
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: None
The Cleric may create enough water to supply the needs of one human-sized individual per DoM of Prayer of the casting Cleric.
Base:100
water/DoM Prayer

Prerequisites: Prayer I [Display prerequisites graphically]

[5.6.2]

DoM 2) Elemental Appeal
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: 5 minutes ST: None
The Cleric may create up to 1 kg (or 0.03 cubic meters, whichever is smaller) of a basic element (Air, Earth, Fire, Water). The fire, if created around a person will do 2d6 Fire damage (half armor), CR 3. Other elements will do similar damage if circumstances grant it at GM may use discretion.
Base:200
Create 1kg/0.03m^3

Prerequisites: Water [Display prerequisites graphically]

[5.6.3]

DoM 2) Meal
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: Constition-2
This Spell will provide a human sized animal internally with a full, normal meal, including drink. If repeated within a minute the target will begin violently throwing up, forcing them to stop offensive activity, for 10 seconds. The target can still defend themselves, cast powerword or bequested spells, and dodge. Further spells during this time will be ineffective.
Base:200
full meal, repeat disable 10 sec

Prerequisites: Water [Display prerequisites graphically]

[5.6.4]

DoM 3) Air Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 6 small air spirits who will protect the target by creating whirlwind around them. While the swarm is protecting the target they add +4 DR against missiles and +2 DR against melee attacks. They also halve all electrical and air based attacks. The Cleric (and only the Cleric) may also command his or her own swarm to distract a target. A target under attack by an air spirit suffers a -2 CR penalty (multiple spirits on one target do not increase this penalty). The air spirits have 10 HP, 6 DR, move at 60 kph, and may only be hurt by magic (but are immune to air magic). Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+4 missile DR/+2 melee DR or -2 CR

Prerequisites: Elemental Appeal [Display prerequisites graphically]

[5.6.5]

DoM 3) Create Simple Being
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 10 minutes R: 15 metersD: 24 hours ST: None
The Cleric has been given the power to create simple life-forms. These beings are slug-like forms that attack via the toxic juices in their bodies. They move at 6 kph, weigh 20 kg, and have CR 3, DR 0, PR 0, and 30 BHP (all in the Chest). Their acid attack does 3d6, halve armor. After the duration of the spell these creatures fold in on themselves into puddles of muck, having used the energy the gods gave them to maintain life.
Base:300
slug:30 BHP/CR 3/3d6 acid dmg/6 kph

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

[5.6.6]

DoM 3) Earth Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 4 small earth spirits who will protect the target by spreading their bodies over the targets body to create an armor of earth. While the swarm is protecting the target they add +4 to damage absorption and half damage from earth based attacks. The armor is considered normal, not magical, but will stack with other armor. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of his earth spirits to attack (a 3 pulse action). When the earth spirits attack they expend themselves by turning themselves into bolts of stone with CR 3 and doing 3d8 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+4; attk:3d8 (-1 dfnd)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

[5.6.7]

DoM 3) Fire Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons a swarm of 6 small fire spirits who will protect the target. While the swarm is protecting the target they add +1 to his or her DR against all types of attacks, and anyone striking the target in melee with a weapon less than a meter in length (the length of a broadsword), will take a d8 worth of damage to the limb used in the attack, not stopped by non-magical armor. The Spell also halves all fire, and water-based damage. The Cleric (and only the Cleric) may also command his or her own swarm swarm to attack a target. The swarm will do 2d6 fire damage (half mundane armor) every 30 pulses until the target dies or the Cleric recalls them. The swarm must stay within 30 meters of the Cleric or it will lose contact and leave. The fire spirits have a 3 DR, 10 HP, and no armor when they are seperated from the Cleric and attacking. Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+1DR,d8; attk:2d6

Prerequisites: Elemental Appeal [Display prerequisites graphically]

[5.6.8]

DoM 3) Minor Pattern
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 3 metersD: 30 minutes ST: None
The Mage may affect 300 kg of non-living material, temporarily changing the material's nature. The change cannot be extreme and should conform to the original nature of the material, such as sand into glass. The greater the change, the more difficult the Spell, and the Game Master should assign a penalty modifier to the Cast Chance based on the degree of difficulty.
Base:300
Pattern 300 kg material.

Prerequisites: Prayer III [Display prerequisites graphically]

[5.6.9]

DoM 3) Water Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 4 small water spirits who will protect the target by spreading their bodies over the targets body to create an ice shield. While the swarm is protecting the target they add +4 to damage absorption, half damage from water and fire based attacks, and allow the target to breath underwater. The armor is considered normal, not magical, but will stack with other armor. In addition, all creatures within a meter of the Mage take d6 of damage, with only magical damage absorption as protection, to the body part entering the field (a person standing unprotected in the cold field would take damage every 15 seconds). Creatures attacking the Mage should take damage to attacking limbs. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of her water spirits to attack (a 3 pulse action). When the water spirits attack they expend themselves by turning themselves into bolts of ice with CR 3 and doing 3d6 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple elemental types of spirits may not be used defensively at once.
Base:300
dfnd:+4 dmg abs; attk:3d6 (-1 dfnd/atk)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

[5.6.10]

DoM 4) Minor Organic Creation
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: Permanent ST: None
The Cleric may create 1 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 3-fold.
Base:400
Create 1kg, 3X

Prerequisites: Meal [Display prerequisites graphically]

[5.6.11]

DoM 5) Patternings
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 3 metersD: 30 minutes ST: None
This Spell operates as Minor Pattern, but can affect 300 kg of animate material or 3000 kg of inanimate material. This Spell will repair breaks in the target's bones, as the Clerical Healing Spell, Knit Simple Fracture, and can also act as the Clerical Healing Spell, Bodily Healing I.
Base:500
Pattern 300 kg animate/3000 kg inanimate

Prerequisites: Minor Pattern [Display prerequisites graphically]

[5.6.12]

DoM 5) Poison
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: Faith-5
This Spell will create poison within the targets stomache, bypassing external defenses. The poison created is "Death" poison (see GM, Poison).
Base:500
poisons target

Prerequisites: Meal [Display prerequisites graphically]

[5.6.13]

DoM 6) Organic Creation
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: Permanent ST: None
The Cleric may create 30 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 30-fold.
Base:600
Create 30kg, 30X

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

[5.6.14]

DoM 7) Elemental Command
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell combines the Elemental Appeal (DoM 2) and the four Elemental Spirits (DoM 3). When the Cleric casts this Spell, he or she has Elemental Appeal operating and has summoned each of the four Elemental Spirits to protect the target simultaneously. The Cleric (and only the Cleric) may also command the spirits summoned to her or himself, as described in each Elemental Spirit Spell.
Base:700
All Elemental Appeals/Spirits

Prerequisites: Fire Spirits, Earth Spirits, Water Spirits, Air Spirits [Display prerequisites graphically]

[5.6.15]

DoM 8) Golem
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 7 days R: TouchD: Permanent ST: None
The Cleric must first create a giant humanoid figure out of clay. This will require 1 week. The creature (a Golem) will be brought to life when the Cleric writes the cosmic word for Truth (emet) on the Golem's brow. This requires 30 seconds. To deactivate the Golem, the Cleric must erase the first letter of (emet), converting the word to (met) (dead). This also requires 30 seconds. The Golem is 275 cm tall with 300 Basic Hit Points and a Strength of 24. Its CR is 7, DR is 2, PR is 5, and armor value equal to 10. It will strike three Blows per Round for 3d10 damage. The Golem is considered to have a Saving Throw of 18, unless a Strength Saving Throw is called for, in which case the Golem uses its 24 Strength. The Golem will only fight for a cause aligned with the religion of the creating cleric. Only the creating Cleric can heal the Golem.
Base:800
Create Golem.

Prerequisites: Minor Organic Creation, Elemental Command [Display prerequisites graphically]

[5.6.17]

DoM 10) Change True Name
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: Permanent ST: Faith
This formidable Spell will alter the True Name of any creature or object. The target will conform in all respects to its new True Name. The Cleric must know both the target's old and new True Name in order to throw the Spell.
Base:1000
Alter the True Name of creature/object.

Prerequisites: Organic Manipulation [Display prerequisites graphically]

[5.6.18]

DoM 10) Elemental Shield
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
All Elemental damage (Air, Earth, Fire, or Water) is stopped, and the shield may emulate any one of the four elemental Shield Spells (DoM 2). The Cleric must decide what shield effects will be expressed at the start of the casting of the Spell.
Base:1000
One shield,stops all elemental dmg

Prerequisites: Golem [Display prerequisites graphically]

[5.6.19]


Creation Tree
Creation Tree: displays prerequisite relationships.