The QuestFRP Player's Handbook

CLERIC SKILLS

WAR

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[5.16.1]

DoM 1) Blessing of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 30 minutes ST: None
When the Cleric casts this appeal, the Cleric receives 2 points of magical armor.
Base:100
2pts magical armor

Prerequisites: Prayer I [Display prerequisites graphically]

[5.16.2]

DoM 2) Arrows of War
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: None
The Cleric may enhance up to 10 arrows per Spell so that they are +1 CR and +1 damage.
Base:200
10 arrows are +1 CR/+1 damage.

Prerequisites: Blessing of War [Display prerequisites graphically]

[5.16.2]

DoM 2) Bless Weapon
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 5 minutes ST: None
Blesses the target's melee weapons to do +2 dmg. This does not make the weapons magical for breakage purposes, the spell effects the person, not the weapon.
Base:200
+2 dmg in melee

Prerequisites: Blessing of War [Display prerequisites graphically]

[5.16.3]

DoM 3) Armor of Faith
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 30 minutes ST: None
The Cleric invokes the might of his/her God for protective aid. The target receives 10 points of mundane armor on his/her entire body. This spell does not layer with other armor. This spell may not be boosted.
Base:300
10 pt mundane armor

Prerequisites: Blessing of War [Display prerequisites graphically]

[5.16.4]

DoM 3) Lion
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 5 minutes ST: None
This appeal places the symbol of a lion on the recipients forheads. For the duration of the appeal the recipient will gain +2 Strength, +2 Will, and +2 CR.
Base:300
+2 Str, Will, CR

Prerequisites: Blessing of War [Display prerequisites graphically]

[5.16.5]

DoM 4) Might of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: Special ST: None
The Cleric invokes the might of his/her God. The target receives a +2 to all Saving Throws, +4 damage, and +2 CR for the duration of one battle. If the target does not enter a battle within 24 hours the effect will leave him or her and the target will lose all benefits. This spell may not be boosted.
Base:400
+2 ST, +2 CR, +4 dmg for 1 battle

Prerequisites: Lion, Bless Weapon [Display prerequisites graphically]

[5.16.6]

DoM 5) Divine Intervention
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will absorb the next 50 hit points that strike the target from any source. The Intervention blocks all incoming damage before any armor. Once 50 points of damage have been absorbed the Intervention is over.
Base:500
abs 50 dmg

Prerequisites: Armor of Faith [Display prerequisites graphically]

[5.16.7]

DoM 5) Essence of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Instills fear of God in everyone facing the target. For the duration of the spell all actions of enemies attempting to hurt the target are at -10%/-2. This includes but is not limited to spell casting, damage, combat rolls. The general rule is that if the action is intended to harm the target it should be taken with these penalties.
Base:500
enemies at -10%/-2

Prerequisites: Might of War [Display prerequisites graphically]

[5.16.8]

DoM 5) Stat Increase
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 60 minutes R: SelfD: Permanent ST: None
The Cleric gains +1 Strength, Dexterity and Will, permanently. This Spell may be cast only once.
Base:500
+1 S, D, and W.

Prerequisites: Lion [Display prerequisites graphically]

[5.16.9]

DoM 6) Holy Armor
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric will gain +8 points of additional armor vs. any weapon or Spell except for one substance, which the Game Master decides upon. The chosen substance should be uncommon or unusual ("Traditionally", this substance was mistletoe). This substance will cause an additional +8 points of damage, and the +8 additional armor will not count against the damage.
Base:600
+8 dmg abs

Prerequisites: Armor of Faith [Display prerequisites graphically]

[5.16.10]

DoM 8) Greater Divine Intervention
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Each time the Cleric is struck by a physical weapon (not a Spell or Spell) causing damage, he or she will take only half normal damage from the Blow.
Base:800
1/2 all dmg

Prerequisites: Divine Intervention [Display prerequisites graphically]

[5.16.11]

DoM 9) Invulnerability
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
This Spell will stop 25 points of cumulative damage which penetrate the Cleric's armor (all other armor is activated first), every 5 pulses it is in effect, from any and all sources. The Cleric takes no damage until the 25 point limit is exceeded in 5 pulses.
Base:900
25 dmg abs/5 pulses

Prerequisites: Greater Divine Intervention [Display prerequisites graphically]

[5.16.12]

DoM 10) War God's Might
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 8 hours ST: None
The mantle of the War God will cover the target so that he or she will add +2 to Saving Throw, CR, DR, PR, Strength, and +4 dmg. All who mean to harm the target receive -10%/-2 to their rolls due to the fear the Mantle inspires, which visibly appears on the shoulders of the target. At no time may the recipient of this Spell run away or display cowardice or the Mantle will go away. Also, anyone fighting on the side of the Cleric who have seen him/her within the last half hour with the Mantle on will be +2 CR and willingly press an attack as long as the spell stays up.
Base:1000
+2 ST,CR,DR,PR,Str,+4dmg,enemies -10%/-2

Prerequisites: Essence of War [Display prerequisites graphically]

[5.16.13]


War Tree
War Tree: displays prerequisite relationships.