The QuestFRP Player's Handbook

CLERIC SKILLS

INTRODUCTION TO CLERICAL SKILL CLASS


[5.1.1]

Casting Clerical Spells

Spells are cast by the expenditure of time and Spell Power Points. The more potent the Spell the more power it takes to cast. One Spell Power Point is expended per Degree of Mastery needed to cast the Spell (i.e., if a Spell of the fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To successfully cast a Spell, a d100 is rolled against Cast Chance which is calculated as follows:
Cast Chance = (Prayer Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Prayer, Spellcasting aids such as Enchanted Items, and any additional pluses from other Spells. A roll equal to or less than the Cast Chance results in the Spell being successfully cast. If the casting roll fails by 1% or more, the Spell fails to be cast, though the Spell Power Points are still expended. Regardless of final figured Cast Chance, a percentage roll of 100% always fails. A Cleric must be able to speak and have the free use of one hand in order to cast Spells. If a Cleric has a Focus on his or her person, the Cleric does not need a free hand.

Clerical SPP are regained by prayer. The Cleric regains one fifth of his or her total SPP per hour of prayer.

There are several basic differences between Clerical and Mage Magic. The Clerical Spells generally tend to take longer to cast, have longer durations, and often may affect multiple targets. While Cleric spells may not be Boosted, they cannot Fumble nor do they cause Spell Casting Fatigue.

There are several skills and Spells that can help a Cleric's usefulness. The first is the Bequest skill. After learning DoM 3 Prayer, a Cleric may elect to learn Bequest - a skill that allows the Cleric to cast Spells in the morning (during morning prayers, for example) and hold those Spells for quick release at some point in the next 24 hours. The second is the ability to declare individuals as Companions (see description below).

[5.1.2]

Touch Spells

Many of the Clerical Spell ranges are listed as "Touch or Companions". For clerical lists, Touch is as many people as the Cleric can touch with hands or Focus, or who can touch the Cleric's body or focus, up to the number of DoMs he or she has in Prayer. For example, a Cleric with DoM 5 Prayer could cast a "Touch" range Spell on up to 5 people, if they could manage to touch each other at the time the Spell is cast.

[5.1.3]

Companions

The Companion Symbol Spell allows the Cleric to "declare" a holy symbol as a clear identifier for his or her friends or fellow travelers. For example, if the Cleric's personal holy symbol was a circle with arrows crossing it, an amulet could be fashioned in that shape, as could a tattoo. The cleric does not have to make the symbol, merely consecrate the symbol using the Companions Symbol Spell. Once an individual bears the Cleric's personal symbol, all clerical Spells that have the terms "or companions" in the description may affect anyone bearing one of the symbols, if they are within 1 kilometer of the Cleric when the Spell is cast. A Cleric may affect as many Companions as they have DoMs of Prayer; a Cleric with DoM 5 Prayer could cast a "Touch or companions" Spell on any 5 of his or her Companions within a 1 kilometer radius.

[5.1.4]

Clerical magical items

Instead of permanent magic items, clerics can create holy objects (rosearys, mitres, rings, etc.) capable of storing Clerical Spells, which may be released quickly when needed. Each item may store Spells from only one Clerical Spell Tree such as Healing, Creation, Nature, etc. The creation of a such a storage item requires the Create Clerical Storage Item Skill (DoM 4, Prayer) and at least some knowledge of the desired Spell Tree. For each Spell DoM to be stored, the cleric must spend 100 hours in prayer. Additional Clerics may assist with the creation, each adding hours of prayer. As an extreme example, 100 Clerics praying together could create an item capable of holding a single Spell DoM in one hour. It would not be unusual for conclaves of Clerics to assemble to assist each other in the creation of such holy storage items. After the item is created, any Cleric can recharge it by simply casting the spells into the item. The Cleric must be of the same religion/pantheon as the creating Clerics. To release a stored Spell, the holder of the item must concentrate for a moment on the desired Spell. If the Spell is stored within the item, it will be released in 10 pulses. No roll is necessary to activate the item or release the Spell.

[5.1.5]

Example

Four Clerics begin the process of creating a shepherds crook capable of holding Spells of the Healing Spell Tree. They decide that they would like it to hold 10 DoMs of Healing Spells. This will require 1000 prayer hours. For the four Clerics, this means that each must devote 250 hours in prayer to creating the item, over a period of multiple weeks or months. Once finished, the crook can hold any combination of Healing Spells. That might be 10 Simple Heals (DoM 1) or 6 Simple Heals and 2 Clots (DoM 2), or 1 Knit Fracture (DoM 5), 2 Clots, and 1 Simple Heal, or any other combination that adds up to 10 total DoMs. Once any of the Spells are used, any Cleric with Healing Spells of the same religion may recharge the item with the same Spell, or any Healing Spell of an equivalent DoM or less.

[5.1.6]

Spell Explanations

If the Saving Throw has an additional subtraction after the Statistic (i.e. Will-4), this means that the Saving Throw Roll is that much harder.