The QuestFRP Player's Handbook

CLERIC SKILLS

COMBAT

[Display Tree]


[5.4.0]

Unlike the other Cleric Spell Trees, Combat Spells may be maintained without recasting the Spell. When the Spell is initially cast, the duration is 30 minutes. The Cleric may continue the Spell's effects without recasting the Spell, by paying the DoM of the Spell in SPP to gain another 30 minutes at any time during the last few seconds of the spell. The Cleric may extend the Spell's duration until he or she runs out of SPP. Note that Combat spells are not cumulative. The Spells in Combat Spell Tree are Internal Spells. That is, the Cleric does not have to chant or move his or her hands to cast a Combat Spell. Only concentration is required.

[5.4.2]

DoM 1) Club Fist
Learning Rate: + ( Strength )+ ( Constitution )+ ( Faith )+ ( Will* 2 )
CT: 50 pulses R: SelfD: 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

Prerequisites: Combat III [Display prerequisites graphically]

[5.4.3]

DoM 1) Combat I
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Prayer I [Display prerequisites graphically]

[5.4.4]

DoM 2) Combat II
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat I [Display prerequisites graphically]

[5.4.5]

DoM 3) Axe Kick
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 50 pulses R: SelfD: 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.

Prerequisites: Combat III [Display prerequisites graphically]

[5.4.6]

DoM 3) Combat III
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Combat II [Display prerequisites graphically]

[5.4.7]

DoM 4) Combat IV
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Combat III [Display prerequisites graphically]

[5.4.8]

DoM 4) Iron Skin
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Club Fist, Axe Kick [Display prerequisites graphically]

[5.4.9]

DoM 5) Combat V
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat IV [Display prerequisites graphically]

[5.4.10]

DoM 6) Combat VI
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat V [Display prerequisites graphically]

[5.4.11]

DoM 7) Combat VII
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat VI [Display prerequisites graphically]

[5.4.12]

DoM 8) Combat VIII
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat VII [Display prerequisites graphically]

[5.4.13]

DoM 9) Combat IX
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat VIII [Display prerequisites graphically]

[5.4.14]

DoM 10) Combat X
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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

Prerequisites: Combat IX [Display prerequisites graphically]

[5.4.15]


Combat Tree
Combat Tree: displays prerequisite relationships.