The QuestFRP Player's Handbook

CLERIC SKILLS

TRAVEL

[Display Tree]


[5.14.1]

DoM 1) Fortitude
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell prevents common traveler ailments related to food or water. It will prevent food poisoning, allegeries, and other adverse reactions to food or water. It will half the toxicity of real poisons. While it will not change the taste or appearance of exotic food and drink, it will prevent the target from being adversely affected by them.
Base:100
Prevent traveler ailments.

Prerequisites: Guide [Display prerequisites graphically]

[5.14.2]

DoM 1) Guide
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric knows the direction and distance to any familiar location.
Base:100
Guide to known location.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.14.3]

DoM 1) Lock
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 12 hours ST: None
This Spell will lock a door, window, pouch, backpack, trunk, etc. preventing opening by anyone other than the Cleric. This Spell will not prevent entry by other means like breaking through the door or a wall, slicing open a pouch or backpack, or smashing a trunk.
Base:100
Open only by Cleric.

Prerequisites: Pest Defense [Display prerequisites graphically]

[5.14.4]

DoM 1) Pest Defense
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell will prevent insects, rodents, snakes, and other pests from approaching within 3 meters of the recipient of the Spell. If the recipient moves into an area with existing pests, the pests will immediately attempt to move out of range.
Base:100
Keeps small pests away.

Prerequisites: Guide [Display prerequisites graphically]

[5.14.5]

DoM 1) Stability
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell prevents common traveler ailments related to motion or heights. It will prevent motion sickness, nausea, and vertigo.
Base:100
Prevent motion sickness.

Prerequisites: Guide [Display prerequisites graphically]

[5.14.6]

DoM 2) Canter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the target to move at the same speed as a light warhorse, giving the target an effective Agility for movement purposes of 36.
Base:200
Movement Agility of 36.

Prerequisites: Endurance [Display prerequisites graphically]

[5.14.7]

DoM 2) Endurance
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 12 hours ST: None
This Spell imparts incredible endurance to the target. The target will have neither to sleep nor eat for the duration of the Spell. In addition, the target's stamina becomes superhuman. He or she may hold his or her breath for 10 or 15 minutes, fight for hours, or walk continuously.
Base:200
Superhuman stamina.

Prerequisites: Fortitude [Display prerequisites graphically]

[5.14.8]

DoM 2) Lands
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 24 hours ST: None
The Cleric always knows where he or she is located on land and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported.
Base:200
Cleric cannot get lost on land.

Prerequisites: Stability [Display prerequisites graphically]

[5.14.9]

DoM 3) Shelter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: Touch And/Or CompanionsD: 12 hours ST: None
This Spell will create a small hut out of available materials which is waterproof and maintains a comfortable environment for the Cleric. The durability of the hut will depend on the available materials (stone, wood, sod, etc.). When the Spell ends, the hut will remain, though the water exclusion and environmental control will end. The hut will comfortably sleep two individuals.
Base:300
Small, comfortable hut.

Prerequisites: Lock [Display prerequisites graphically]

[5.14.10]

DoM 3) Water
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 24 hours ST: None
The Cleric always knows where he or she is located on water and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported.
Base:300
Cleric cannot get lost on water.

Prerequisites: Lands [Display prerequisites graphically]

[5.14.11]

DoM 3) Water Walking
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may walk on liquid water as if it were solid ground. Note that disturbances in the water's surface will not upset the Cleric's balance.
Base:300
Cleric may walk on liquid water.

Prerequisites: Water [Display prerequisites graphically]

[5.14.12]

DoM 4) Swim
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the target to breathe underwater and move effortlessly under the water at 20 kph. The target and their possessions will be protected from the water and will emerge dry from the water.
Base:400
Swim effortlessly; 20kph.

Prerequisites: Water Walking [Display prerequisites graphically]

[5.14.13]

DoM 5) Location
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 50 kilometersD: 24 hours ST: None
The Caster can sense the exact location of any distinctive object, animal or person. The Cleric must either know the object, animal or person very well, or must have a piece of the thing, animal or person to be located. The caster will continue to be aware of the exact location of the target for the next 24 hours, or until the target moves out of range of the Spell. Note that several Spells (Atmospherics, Sensitivity) may alert a person being Located (and allow them to track down the Cleric locating them). Only one Location Spell may be cast at a time.
Base:500
Sense the exact location.

Prerequisites: Water [Display prerequisites graphically]

[5.14.14]

DoM 5) Security
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 10 metersD: 12 hours ST: None
This Spell will unconditionally bar anyone other than the Cleric, or others present at the casting of the Spell, from entering an area (up to 100 square meters) designated by the Cleric. Meant to secure an existing space, the Spell will reinforce walls, floors, ceilings, doors and windows, making them unbreakable by normal, mundane means.
Base:500
Allow only Cleric to enter.

Prerequisites: Shelter [Display prerequisites graphically]

[5.14.15]

DoM 6) Flight
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the recipient to fly through the air at a speed of 40 kilometers per hour for the duration of the Spell. The targets flight speed is not affected by the weight he or she carries, but the target can only carry 1/3 of his or her body weight.
Base:600
40 kph flight.

Prerequisites: Lands [Display prerequisites graphically]

[5.14.16]

DoM 8) Astral Body
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric may disassociate his or her spirit from his or her body. This spirit or astral body is able to travel at great speeds and no normal material can impede it, though like the Clairaudience and Clairvoyance Spells, magically imbued materials will stop the astral body. Any damage taken by the astral body will be reproduced on the Cleric's physical body. If the Cleric's physical body dies due to damage done to the astral body, the astral body also dies. If the physical body is slain independently of the astral body, the Cleric becomes a disembodied spirit. The Cleric may not affect the material world while a spirit, except via Internal Spells.
Base:800
Travel astrally.

Prerequisites: Flight [Display prerequisites graphically]

[5.14.17]

DoM 10) Space
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
The Cleric may teleport his or her body and personal effects instantaneously to any location in the world which the Cleric knows.
Base:1000
Teleport self and personal effects.

Prerequisites: Location, Astral Body [Display prerequisites graphically]

[5.14.18]


Travel Tree
Travel Tree: displays prerequisite relationships.