[5.4.0]
[5.4.2]
| DoM 1) Club Fist | ||||
| Learning Rate: + ( Strength )+ ( Constitution )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Self | D: 30 minutes | ST: None | |
| This Spell gives the punches and hand strikes of the Cleric the equivalent of 1-handed club damage. In addition the Cleric will take no damage when striking rigid and/or metal armor. | ||||
| Base:100 | ||||
| Treat punch as club | ||||
[5.4.3]
| DoM 1) Combat I | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| This Spell will increase the Cleric's CR, DR and PR by +1. The Cleric's ability to assess a combat situation is increased (-2 to Assessment rolls). The Cleric also has a chance to treat a damage result calling for the Cleric to become stunned or unconscious as no effect. Ignore Stun: 10%; Ignore Unconscious:5%. | ||||
| Base:100 | ||||
| +1 CR,DR,PR;Ignore Stun;10%;Unc:5%;-2 Assess | ||||
[5.4.4]
| DoM 2) Combat II | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 4 from Assessment rolls. Ignore Stun: 20%; Ignore Unconscious: 10%. | ||||
| Base:200 | ||||
| +1 CR,DR,PR; +1 S,D,A; Ignore Stun:20%;Unc:10%; -4 Assess | ||||
[5.4.5]
| DoM 3) Axe Kick | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 50 pulses | R: Self | D: 30 minutes | ST: None | |
| This Spell will allow the Cleric to kick with the damage of a 1-handed battle-axe. In addition the Cleric will take no damage when striking rigid and/or metal armor. | ||||
| Base:300 | ||||
| Treat kick as battle-axe. | ||||
[5.4.6]
| DoM 3) Combat III | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 6 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 30%; Ignore Unconscious: 15%. | ||||
| Base:300 | ||||
| +1 CR,DR,PR; +1 S,D,A; Ignore Stun:30%;Unc:15%; -6 Assess; Heal 2 pts/3 seconds. | ||||
[5.4.7]
| DoM 4) Combat IV | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 8 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 40%; Ignore Unconscious: 20%. | ||||
| Base:400 | ||||
| +2 CR,DR,PR; +1 S,D,A; Ignore Stun:40%;Unc:20%; -8 Assess; Heal 2 pts/3 seconds. | ||||
[5.4.8]
| DoM 4) Iron Skin | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The skin of the Cleric is magically hardened to chain mail equivalent. Normal physical armor may be worn as well, but the additional protection does not layer with the Spell; only the best protection applies. | ||||
| Base:400 | ||||
| Chain mail skin. | ||||
[5.4.9]
| DoM 5) Combat V | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 10 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. Ignore Stun: 50%; Ignore Unconscious: 25%. | ||||
| Base:500 | ||||
| +2 CR,DR,PR; +2 S,D,A; Ignore Stun:50%;Unc:25%; -10 Assess; Heal 2 pts/3 seconds; Clot | ||||
[5.4.10]
| DoM 6) Combat VI | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 12 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 60%; Ignore Unconscious: 30%. | ||||
| Base:600 | ||||
| +2 CR,DR,PR; +2 S,D,A; Ignore Stun:60%;Unc:30%; -12 Assess; Heal 3 pts/3 seconds; Clot; Senses | ||||
[5.4.11]
| DoM 7) Combat VII | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 14 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 70%; Ignore Unconscious: 35%. | ||||
| Base:700 | ||||
| +3 CR,DR,PR; +2 S,D,A; Ignore Stun:70%;Unc:35%; -14 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood | ||||
[5.4.12]
| DoM 8) Combat VIII | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 16 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 80%; Ignore Unconscious: 40%. | ||||
| Base:800 | ||||
| +3 CR,DR,PR; +3 S,D,A; Ignore Stun:80%;Unc:40%; -16 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood | ||||
[5.4.13]
| DoM 9) Combat IX | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 18 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 90%; Ignore Unconscious: 45%. | ||||
| Base:900 | ||||
| +3 CR,DR,PR; +3 S,D,A; Ignore Stun:90%;Unc:45%; -18 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures | ||||
[5.4.14]
| DoM 10) Combat X | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | |
| The Cleric may add +4 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may add +1 Blow. The Cleric may substract 20 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 100%; Ignore Unconscious: 50%. | ||||
| Base:1000 | ||||
| +4 CR,DR,PR; +3 S,D,A; +1 Blow; Ignore Stun:100%;Unc:50%; -20 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures | ||||
[5.4.15]
Combat Tree