The QuestFRP Player's Handbook

CLERIC SKILLS

GENERAL CLERIC

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[5.8.1]

DoM 1) Light
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 8 hours ST: None
The Cleric may create a 10 cm diameter ball of cool, white light that will shine with the strength of a 60-watt light bulb. The sphere of light is almost weightless and may not be thrown any distance. This Spell may be Boosted for both duration and effect. When Boosting for duration, every 2 additional SPP put into the Spell will increase the duration by two-fold. For every 2 additional SPP spent Boosting the Spell for effect, an additional 60-watt light bulb equivalent is added. If the Spell is Boosted nine times for effect, the resulting sphere of light will be equivalent to a 600 watt light bulb. As with other Spells, the Cleric is limited to the number of Boosts equal to their DoM in Prayer and suffers an additional -1 Cast Chance for each Boost.
Base:100
60-watt light bulb.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.8.2]

DoM 2) Learn Heal
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric's God enables the Cleric to add +10% Cast Chance and +10% Learning Rate to the Clerical Healing List, and add +2 to all healing die (this includes all healing Spells).
Base:200
+10% CC, +10% LR, +2 healing die.

Prerequisites: Light [Display prerequisites graphically]

[5.8.3]

DoM 3) Information (sk)
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
The god will pass on information that is relevant to the Cleric. To receive the information, the Cleric must roll under his or her Base Statistic number on a d20.
Base:300
The god gives relevant information.

Prerequisites: Learn Heal [Display prerequisites graphically]

[5.8.4]

DoM 4) Curse/Remove Curse
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: Special ST: Faith
The Cleric actually learns two Spells at this DoM. He or she may blight fields and cattle, make a woman barren or a man impotent, make anyone hideous in appearance, or curse the target with -2 to CR, DR or cast chance. Alternatively, the Cleric could cause three targets to suffer from the effects of a Minor Curse (see General Mage). A target may not be cursed more than once for any given attribute, though multiple attributes may be cursed. The Cleric may also attempt to remove any type of curse using the second set of Spell parameters. When attempting to remove a curse, the Cleric must subtract the DoM of the Curse from his or her Cast Chance, in addition to any other penalties.
Base:400
Inflict bad things/stop bad things.

Prerequisites: Information (sk) [Display prerequisites graphically]

[5.8.5]

DoM 4) Magic Weapon
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will make any weapon perform as if it were a +1 Damage, +1 CR magic weapon. In addition, the weapon's wielder may once during the duration of the Spell, cast one DoM 3 missile Spell from any Mage Elemental Spell List. The casting takes no time and no Spell Cast Chance is made. The DoM 3 Spell is automatically fired.
Base:400
+1 Damage, +1 CR magic weapon.

Prerequisites: Atmospherics [Display prerequisites graphically]

[5.8.7]

DoM 3) Practice
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the Cleric is under the influence of this Spell, he or she will accrue a cumulative +1 or +5% bonus when repeating an action (i.e., attacking the same opponent or casting the same Spell). If a Cleric, for example, attempts the same Spell four times, failing the first three times, the fourth attempt would be at +15%.
Base:300
Gain bonuses to repeated tasks.

Prerequisites: Light [Display prerequisites graphically]

[5.8.8]

DoM 8) Holy Word
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: None ST: Faith
When the Cleric utters this potent phrase, he or she may direct it against any target that is not of the Cleric's religion. If the target fails its Saving Throw, it will be stunned for 9 seconds plus 3 additional seconds per point by which the target failed its Saving Throw. That is, if the target needed a 9 or less to Save, and rolled a 12, it would be stunned for 18 seconds.
Base:800
Stun for 9 seconds plus save miss * 3.

Prerequisites: Curse/Remove Curse [Display prerequisites graphically]

[5.8.9]

DoM 9) Wrath of God
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: None
The Cleric calls down the wrath of his or her god or goddess upon a specified area. The Spell acts as one of the four area-of-effect Elemental Magic Spells (Tornado (Air), Flechettes (Earth), Fire Storm (Fire), Tsunami (Water)). The specific Spell is determined by the Cleric's religion, and the Game Master should choose appropriately. The Elemental Magic Spell will function exactly as the Mage Spell of the same type. A Cleric of a pacifistic religion may elect to receive Bodily Healing II (DoM 7 Healing) here for all companions instead of Wrath of God.
Base:900
God lays waste/heals an area.

Prerequisites: Holy Word [Display prerequisites graphically]

[5.8.10]

DoM 10) Restore True Name
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: None ST: Faith
With this Spell, the Cleric can restore the target's True Name and dissolve any and all magical Spells/Spells that are currently affecting the target.
Base:1000
Restore target to factory specs.

Prerequisites: Wrath of God [Display prerequisites graphically]

[5.8.11]


General Cleric Tree
General Cleric Tree: displays prerequisite relationships.