The QuestFRP Player's Handbook

CLERIC SKILLS

PROTECTION

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[5.13.1]

DoM 1) Shielding Hand
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The shielding hand Symbol will add +1 to the target's DR.
Base:100
+1 DR.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.13.2]

DoM 2) Mind Screen
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 60 minutes R: SelfD: Permanent ST: None
The Cleric may add +4 to Saving Throws against mental attacks and intrusions.
Base:200
The Cleric may add +4 to Saving Throws against mental attacks and intrusions.

Prerequisites: Shielding Hand [Display prerequisites graphically]

[5.13.3]

DoM 2) Protection from Cold
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target of this Spell takes 1/2 damage from magical cold and ice, and may ignore the effects of normal cold. Note - Substances like liquid nitrogen or dry ice do not constitute "normal cold" and this Spell will only half damage from those substances.
Base:200
Protection from cold and ice.

Prerequisites: Shielding Hand [Display prerequisites graphically]

[5.13.4]

DoM 2) Protection from Heat
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target of this Spell will be protected from fire and heat. The target will takes 1/2 damage from magical fire, and ignores the effects of normal fire and heat. Note - Substances like molten metal or lava, or flames from acetylene torches do not constitute "normal heat", and this Spell will only half damage from those sources.
Base:200
Protection from fire and heat.

Prerequisites: Protection from Cold [Display prerequisites graphically]

[5.13.5]

DoM 3) Aid
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric calls upon the power of his or her god or goddess to safeguard the target's person. The target adds +2 to his or her armor absorption, Cast Chance, and Saving Throws.
Base:300
+2 armor, Cast Chance, and Saving Throws.

Prerequisites: Shielding Hand [Display prerequisites graphically]

[5.13.6]

DoM 3) Defend
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will increase the target's DR by +4.
Base:300
+4 DR

Prerequisites: Aid [Display prerequisites graphically]

[5.13.7]

DoM 3) Heroic Aura
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
All of the strength of the Cleric's heros is channeled through him or her. The target may add +1 to CR, DR, PR, damage, and +10% to Cast Chance.
Base:300
Add +1 CR/DR/PR/damage/+10% Cast Chance.

Prerequisites: Shimmer [Display prerequisites graphically]

[5.13.8]

DoM 3) Missile Shield
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
Creates a dome of around the Cleric (10m radius) that will slow the flight of arrows, bolts, bullets, and any other physical projectile that travels through the air. It will quarter damage from arrows, bolts and other hand-powered projectiles, and will half damage from other sources (i.e. rifles and pistols). Those within the dome will have their physical projectiles going out slowed as well.
Base:300
Decrease damage from missiles.

Prerequisites: Protection from Air [Display prerequisites graphically]

[5.13.9]

DoM 3) Protection from Air
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Will protect the cleric from suffocation and pressure effects. Will half damage from normal or magical buffetting effects.
Base:300
Protection from Air.

Prerequisites: Protection from Earth [Display prerequisites graphically]

[5.13.10]

DoM 3) Protection from Earth
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Will protect the cleric from suffocation and crushing effects. Will half damge from normal or magical attacks with stone or earth.
Base:300
Protection from earth.

Prerequisites: Protection from Water [Display prerequisites graphically]

[5.13.11]

DoM 3) Protection from Water
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
will protect the cleric from suffocation effects. Will prevent water from touching the Cleric (including anything with a water base like Unholy Water, acids, poisons etc.) Will half damage from normal or magical attacks with water.
Base:300
Protection from Water.

Prerequisites: Shielding Hand [Display prerequisites graphically]

[5.13.12]

DoM 4) Defense Against Chaos
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
When cast on a target, will halve damage from Chaos based Spells, and add +6 to Saving Throws against Chaos based Spells. If cast upon a weapon, will reduce the effectiveness of Chaos Armor by 1/2.
Base:400
Reduce Chaos effects.

Prerequisites: Protection from Electricity, Defense Against Summoned Creatures [Display prerequisites graphically]

[5.13.13]

DoM 4) Defense Against Summoned Creatures
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 3 meters @D: 60 minutes ST: Faith
No Summoned creature may approach closer than 3 meters to the Cleric without a Saving Throw against Will with a -6 penalty. The Summoned creatures may cast a spell, or use some other ranged attack, at anyone in the radius of the Spell's effect.
Base:400
Summoned creatures may not touch.

Prerequisites: Defense Against Undead [Display prerequisites graphically]

[5.13.14]

DoM 4) Defense Against Undead
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 3 meters @D: 60 minutes ST: Faith
No Undead creature may approach closer than 3 meters to the Cleric without a Saving Throw against Will with a -6 penalty. The Undead creatures may cast a spell, or use some other ranged attack, at anyone in the radius of the Spell's effect.
Base:400
Undeads may not touch.

Prerequisites: Defend [Display prerequisites graphically]

[5.13.15]

DoM 4) Holy Aura
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 50 pulses R: SelfD: 60 seconds ST: Faith-5
This Spell will surround the Cleric in a bright, white light that will force summoned creatures or undead to flee if they make a fail to Faith Save at -5. It will partially blind mundane opponents, effectively giving the Cleric +5 DR against missle and melee attacks. Only followers of the faith (those that have been Annointed) and the Cleric's Companions are immune to the effects of the Spell.
Base:400
Force summoned creatures/undead to flee; +5 DR

Prerequisites: Heroic Aura [Display prerequisites graphically]

[5.13.16]

DoM 4) Innocence
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the target does not perform any action that could be construed as an attack, any and all foes must save vs Faith to attack the target.
Base:400
Save vs Faith to attack the target.

Prerequisites: Prayer I [Display prerequisites graphically]

[5.13.17]

DoM 4) Mind Shield
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Recipient is immune to mental attacks and intrusions from DoM 6 spells or less, otherwise the Spell adds +8 to the recipient's Saving Throw
Base:400
+8 save or immune to mental attacks.

Prerequisites: Mind Screen [Display prerequisites graphically]

[5.13.18]

DoM 4) Protection from Electricity
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Protects the target completely from normal and magical lightning and electricity.
Base:400
Protection from Electricity

Prerequisites: Protection from Air [Display prerequisites graphically]

[5.13.19]

DoM 6) Barrier
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
Creates an impenetrable shell around the Cleric at a range up to 10 meters away. The dome will prevent any physical object or creature from approaching the Cleric, or anyone within the dome. The barrier is one-way and anyone within the dome may leave freely or fire physical projectiles through the barrier.
Base:600
One way protection against physical things.

Prerequisites: Missile Shield [Display prerequisites graphically]

[5.13.20]

DoM 6) Shimmer
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target's DR vs. missile weapons will increase by +10 for the duration of the Spell. It will effect area-of-effect missile spells.
Base:600
+10 DR vs. missile weapons.

Prerequisites: Defend [Display prerequisites graphically]

[5.13.21]

DoM 6) Summon Protector
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 5 pulses R: NoneD: None ST: None
The Cleric may request the assistance of any of a great spirit guardian. The Cleric would never summon a guardian frivolously or impose on it unless the situation is of the most critical nature. The guardian will aid the Cleric with some enhancement as decided by the Game Master, based on the guardian summoned. The guardians should fit the Cleric's emphasis on their religion and have powers similar to those of the Cherubim Demons.
Base:600
Summon spirit guardian.

Prerequisites: Shimmer [Display prerequisites graphically]

[5.13.22]

DoM 8) Magical Barrier
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 10 minutes ST: None
As with Barrier, but will prevent all magic from entering, as well as any creatures with non-corporeal form.
Base:800
Protection from everything.

Prerequisites: Barrier [Display prerequisites graphically]

[5.13.100]


Protection Tree
Protection Tree: displays prerequisite relationships.