The QuestFRP Player's Handbook

CLERIC SKILLS

DARKNESS

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[5.7.1]

DoM 1) Begin the Dark Road
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 60 minutes R: SelfD: Special ST: None
No Demon will harm the Cleric, even involuntarily. This protection does not, of course, extend to the Cleric's companions. The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person. Or, The Cleric formally makes a pact with Hell. Once a Cleric has pacted with these powers, he or she may never be raised from the dead. In return, the Cleric receives a familiar (a specialized imp in the form of a small animal). As long as the familiar is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the familiar.
Base:100
You be bad. No soup for you.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.7.2]

DoM 2) Contact Minor Demon
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact any of the minor demons (Demon warriors, imps, succubi, etc.) and bargain for its aid. If agreeable, the demon will always appear in person.
Base:200
Bargain with minor demon.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

[5.7.3]

DoM 2) Dark Armor
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the Cleric is in darkness, his or her armor absorption is increased by +4. If the Cleric is in normal light (indoors, cloudy day), his or her armor value is increased by +1. When in bright light, the Cleric's armor value is decreased by -1. In addition, any light-based Spells do an additional +2 points of damage, or the Cleric incurs a Saving Throw penalty of -2.
Base:200
+4 Armor in dark

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

[5.7.4]

DoM 2) Disease
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: Permanent ST: Faith
The Cleric may inflict any disease the Caster knows of on the target. The disease will be at an advanced state and will generally be non-communicable. The effects of the disease are left to the discretion of the Game Master, although there is a section in the GameMaster's Manual.
Base:200
Inflict any known disease on target.

Prerequisites: Minor Curse [Display prerequisites graphically]

[5.7.5]

DoM 2) Minor Curse
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: 10 meters @D: 60 minutes ST: Faith
Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell.
Base:200
Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

[5.7.6]

DoM 3) Blind
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: Faith
This Spell will strike any one sighted foe completely blind.
Base:300
Blind foe

Prerequisites: Disease [Display prerequisites graphically]

[5.7.7]

DoM 3) Contact Demon Knight
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person.
Base:300
Bargain with Demon Knight.

Prerequisites: Contact Minor Demon [Display prerequisites graphically]

[5.7.8]

DoM 3) Sloth
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: 60 minutes ST: Faith
When cast upon a foe, this Spell will slow the opponent down. The foe will move at half speed and will lose a Blow. If the opponent only receives one Blow per Round, then it receives one Blow every other Round.
Base:300
Foe moves at 1/2 speed and -1 Blow.

Prerequisites: Minor Curse [Display prerequisites graphically]

[5.7.9]

DoM 4) Attunement
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric becomes attuned to the powers of darkness and night. He or she is not harmed or hampered by anything that is darkness-based. Darkness Attunement gives immunity to several dark-related Spells and the ability to see in total darkness. In addition, the Cleric may add +3 to his or her Stealth Rolls when in darkness, even if he or she lacks the Stealth Discipline.
Base:400
Darkness powers

Prerequisites: Dark Armor [Display prerequisites graphically]

[5.7.10]

DoM 4) Contact Power
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact one of the Powers detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:400
Bargain for aid of a Power.

Prerequisites: Contact Demon Knight [Display prerequisites graphically]

[5.7.11]

DoM 4) Fear
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Any and all creatures which come within 3 meters of the Cleric must make a Saving Throw or flee from the Cleric's presence (so that the creature can no longer see or be affected by the Cleric). Creatures which are Undead or nocturnal will ignore this Spell.
Base:400
3m Fear

Prerequisites: Attunement [Display prerequisites graphically]

[5.7.12]

DoM 4) Pain
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 60 minutes ST: Will-6 (to halve effects)
The touch of the Caster causes great pain in the target. If the target fails its initial Saving Throw, the target must make a Saving Throw against Will at -6 to act (even then acting with a -3 penalty to CR and Cast Chance).
Base:400
Will at -6 to act, with -3 CR/Cast Chance.

Prerequisites: Blind [Display prerequisites graphically]

[5.7.13]

DoM 4) Weakness
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 meters @D: 60 minutes ST: None
Waves of weakness emanate from the Caster. Anyone in the radius of effect when the Spell is first cast and any who enter the radius during the Spell duration must make a Saving Throw or have their Strength drop to 2, leaving them too weak to move
Base:400
Saving throw or STR drops to 2.

Prerequisites: Sloth [Display prerequisites graphically]

[5.7.14]

DoM 5) Contact Principality
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: Faith
The Cleric may contact one of the Principalities detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:500
Bargain with a Principality

Prerequisites: Contact Power [Display prerequisites graphically]

[5.7.15]

DoM 5) Drain Strength
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: 60 minutes ST: Faith
When this Spell is cast, the target must save or lose 1/3 of its Strength for the duration of the Spell (e.g. a target with a 15 Strength would lose 5 points of Strength, and would operate with a 10 Strength for the duration of the spell.
Base:500
Target loses 1/3 STR.

Prerequisites: Weakness [Display prerequisites graphically]

[5.7.16]

DoM 6) Contact Dominion
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: Special ST: None
The Cleric may contact one of the Dominions detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:600
Bargain with Dominion

Prerequisites: Contact Principality [Display prerequisites graphically]

[5.7.17]

DoM 7) Contact Throne
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Thrones detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:700
Bargain with Throne

Prerequisites: Contact Dominion [Display prerequisites graphically]

[5.7.18]

DoM 8) Bleed
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: None ST: Faith
The target must make a Saving Throw or lose half of his or her total blood points. Two applications of this Spell (with failed Saving Throws) will kill the target.
Base:800
Target loses 1/2 of total blood points.

Prerequisites: Drain Strength, Pain [Display prerequisites graphically]

[5.7.19]

DoM 8) Contact Cherub
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Cherubim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:800
Bargain with Cherub.

Prerequisites: Contact Throne [Display prerequisites graphically]

[5.7.20]

DoM 8) Life Drain
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: TouchD: 10 seconds ST: Faith-6
Once the Caster touches the target, the Witch begins to drain 1/10 of the vitality of the target per second. The target must make a Saving Throw against Faith-6 when the Caster first touches them in order to act. If the target fails to make his or her Saving Throw, they are helpless to act for the remainder of the Spell. The drained blood points will replenish the Witch's blood (up to the normal maximum) and if the target has any Spell Power Points, these will be drained as well, adding to the Caster's total (up to the normal maximum). When the target is totally drained, it dies and the Spell ends. If the Spell is interrupted, by being abated or by someone forcing the Caster away from their target, the Spell ends at whatever stage of draining was attained.
Base:800
Absorb blood/SPP from target.

Prerequisites: Bleed [Display prerequisites graphically]

[5.7.21]

DoM 9) Contact Seraph
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Seraphim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:900
Bargain w/Seraph.

Prerequisites: Contact Cherub [Display prerequisites graphically]

[5.7.22]

DoM 10) Slay Living
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 50 kilometerD: Permanent ST: Faith
With this Spell the Cleric may slay any living creature by touching them. If he or she has some example of the target's body (i.e. fingernail, hair, etc.) the witch may slay the target from as far as 50 km away. Note that the remote application of this Spell will not work against targets which are Cloaked (Illusions, DoM 8), hidden from Divinatory Magic, or shielded by Elementally Commanded or Enchanted material.
Base:1000
Target w/in 50 km, save or die.

Prerequisites: Life Drain [Display prerequisites graphically]

[5.7.23]


Darkness Tree
Darkness Tree: displays prerequisite relationships.