The QuestFRP Player's Handbook

CLERIC SKILLS

WISDOM

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[5.17.1]

DoM 1) Insight
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 3 pulses R: SelfD: None ST: None
When this Spell is cast, the Cleric receives a one or two word comment that will aid him or her in the urgent situation. For example, if the Mage is about to open a door and casts Insight, the words received might be "Duck!"
Base:100
One or two word comment

Prerequisites: Mental Focus [Display prerequisites graphically]

[5.17.2]

DoM 1) Isolation
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 3 metersD: 8 hours ST: Will
This Spell creates an area of comfortable temperature and humidity, which excludes outside noise, suitable for study and teaching. Anyone wishing to disturb the Cleric must make a Will Saving Throw in order to approach.
Base:100
Creates study area.

Prerequisites: Mental Focus [Display prerequisites graphically]

[5.17.2]

DoM 1) Memory of Former Lives
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 3 hours R: SelfD: Permanent ST: None
Gives the Caster 3 DoM 1 spells or skills (chosen randomly) that the Caster does not already have. This spell may only be cast once per person.
Base:100
Access to former lives.

Prerequisites: Mental Focus [Display prerequisites graphically]

[5.17.3]

DoM 1) Mental Focus
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
Under the influence of this Spell, the Cleric is +2 Intellect and +2 Will.
Base:100
+2 Intellect; +2 Will

Prerequisites: Prayer I [Display prerequisites graphically]

[5.17.4]

DoM 1) Truth Tell
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
The Cleric will be able to discern if anyone speaking to him or her is telling the truth. This Spell will only indicate intentional falsehoods.
Base:100
Detect intentional lies.

Prerequisites: Insight [Display prerequisites graphically]

[5.17.5]

DoM 2) Deity's Will
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
Upon casting this Spell, the Cleric will receive some indirect sign from his or her deity concerning the Cleric's expected action(s). Note that many courses of action are of no concern to the deity and so no sign will be given.
Base:200
Indirect sign from deity.

Prerequisites: Insight [Display prerequisites graphically]

[5.17.6]

DoM 2) Observation
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Through this Spell, the target's hearing and eyesight are sharpened to the maximum of human norms for the duration of the Spell. This Spell will also increase the Cleric's powers of observation and contemplation. All Will Saving Throws are increased by +1 and any roll made for perception, whether through a skill or not, is increased by +10%.
Base:200
Hearing and eyesight sharpened; +1 Will; +10% observation.

Prerequisites: Mental Focus [Display prerequisites graphically]

[5.17.7]

DoM 3) Compel Truth
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: Faith-5
While under the influence of this Spell, the target will feel compelled to answer the Cleric's questions and must only speak the truth.
Base:300
Subject must speak the truth.

Prerequisites: Truth Tell [Display prerequisites graphically]

[5.17.8]

DoM 3) Concentration
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
Under the influence of this Spell, the Cleric may learn at the rate of 25 experience points per day rather than the normal 15 experience points per day. This bonus only applies to intellectual taks.
Base:300
25 pts per day learning.

Prerequisites: Mental Focus [Display prerequisites graphically]

[5.17.9]

DoM 3) Teaching
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 8 hours ST: None
When the Cleric is instructing a Clerical student, the student will gain 40 experience points per day. The teaching Cleric and the student must be fluent in a common language, and the Cleric and student must be in a quiet setting and remain reasonably undisturbed
Base:300
Teach for 40 experience points/day.

Prerequisites: Isolation [Display prerequisites graphically]

[5.17.10]

DoM 4) Memorization
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric may rapidly scan through documents and books and perfectly retain the information. This Spell is meant for information searches and studies. At the conclusion of the Spell, the Cleric has only a 10% chance of retaining any single piece of information, though all the information may be accessed using Recall (Clerical Wisdom; DoM 5).
Base:400
Scan and remember information.

Prerequisites: Concentration [Display prerequisites graphically]

[5.17.11]

DoM 4) Alter Fate
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: AwarenessD: 60 minutes ST: None
This Spell allows the Cleric to force a reroll of the last dice roll at the table. This effect may be invoked once at any time within the spell duration.
Base:400
Reroll an event.

Prerequisites: Insight [Display prerequisites graphically]

[5.17.12]

DoM 5) Alter Time
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: TouchD: 8 hours ST: None
With this Spell, the Cleric may slow or speed time in a region up to 100 square meters at 4 times the normal rate. In the affected region, for every 8 hours in the affected area 2 hours will pass in the normal world, or vice versa. To outside observers, those in the affected area will seem to be moving slower or faster, dependent on the time differential. The area of affected time is fixed at the casting of the Spell. The Cleric may terminate this Spell at any time. The listed duration is for the insiders perspective.
Base:500
Slow or speed time.

Prerequisites: Teaching [Display prerequisites graphically]

[5.17.13]

DoM 5) Character Analysis
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: None ST: None
When this Spell is cast, the Cleric gains a general knowledge of the target's personality, morals, and foibles. The Cleric will also gain an estimate of each of the Statistics of the target, in terms of very low, low, medium, high or very high.
Base:500
General knowledge of personality, morals, foibles, and stats.

Prerequisites: Insight [Display prerequisites graphically]

[5.17.14]

DoM 5) Clear Sight
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 100 metersD: 60 minutes ST: None
This Spell will allow the Cleric to see through Light/Dark Illusions and Spells, and add +50% to observation rolls. This bonus is cumulative with Observation (Clerical Wisdom, DoM 3).
Base:500
See through Illusions, +50% to observation rolls.

Prerequisites: Observation [Display prerequisites graphically]

[5.17.15]

DoM 5) Recall
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric has the ability to access all of his or her memories, remembering every detail of past experiences. This Spell is often used with the Memorization (Clerical Wisdom; DoM 4).
Base:500
Total recall of memories.

Prerequisites: Memorization [Display prerequisites graphically]

[5.17.16]

DoM 6) Magic Analysis
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: None ST: None
With this Spell, the Cleric will gain exact information concerning the magical nature of any one object or creature. This knowledge would include Enchantment bonuses and Spell Inscriptions. The Game Master should give detailed information. Animate creatures receive a Magic Talent Saving Throw.
Base:600
Exact informationof magical nature.

Prerequisites: Clear Sight [Display prerequisites graphically]

[5.17.18]

DoM 6) Unveil
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: None
When cast, this Spell will strip away all illusions or cloaking magic within 30 meters of the Cleric.
Base:600
Strip away illusions.

Prerequisites: Magic Analysis [Display prerequisites graphically]

[5.17.19]

DoM 8) Post-Cognition
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: SelfD: 2 hours ST: None
The Cleric becomes aware of the past events that occurred around the spot on which the Cleric is standing. The Cleric may "see" one day back in time. For each -1 penalty to Cast Chance the Cleric takes, the length of time that may be seen back is doubled.
Base:800
Aware of the past events.

Prerequisites: Alter Fate [Display prerequisites graphically]

[5.17.20]

DoM 9) Discover True Name
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SpecialD: None ST: Faith
In order to cast this Spell, the Cleric must either be able to see a creature or have some body part from the creature. If the creature fails the Saving Throw, the Cleric discovers the creature's True Name. If the Caster does not possess a body part of the target, the target adds +4 to its Saving Throw. Once a Spellcaster knows a target's True Name, the target's Saving Throw is decreased by -8 for any other effects the Spellcaster visits upon the target.
Base:900
Find True Name; Target -8 Saving Throw.

Prerequisites: Character Analysis, Unveil [Display prerequisites graphically]

[5.17.21]

DoM 10) Time
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 meters @D: 15 minutes ST: None
When this Spell is in operation, all time stops in a sphere 10 meters around the Cleric for 15 minutes, as perceived by the Cleric. Anything entering the sphere is frozen. A Saving Throw against Agility is allowed for those around the fringes of the effect to jump clear. Once in the sphere no Saving Throw is allowed. While frozen in the sphere, all present are immune to all effects. The Cleric may operate normally, casting Spells or taking actions, although even the Cleric cannot affect creatures frozen in the sphere, If the Cleric moves such that a creature is no longer in the sphere, that creature is released and acts normally.
Base:1000
Stop time for 15 minutes.

Prerequisites: Alter Time [Display prerequisites graphically]

[5.17.22]


Wisdom Tree
Wisdom Tree: displays prerequisite relationships.