The QuestFRP Player's Handbook

CLERIC SKILLS

BLESSINGS

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[5.3.1]

DoM 1) Bounty
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: SpecialD: 180 days ST: None
This Spell will increase the yield of gardens, farm fields, orchards, rivers, lakes and other agricultural areas by 10%. Only one instance of the Spell may be cast on an area at any one time. The Cleric may affect 10000 square meters per DoM of prayer.
Base:100
+10% to the harvest

Prerequisites: Fortune [Display prerequisites graphically]

[5.3.2]

DoM 1) Create Holy Water
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This ritual consecrates fresh water or sea water, creating a holy substance that can be used to annoint, heal or harm. A Cleric may create 1 liter of Holy Water per DoM of Prayer. A sprinkling of Holy Water on a follower of the faith will act as an Annoint Spell (Blessings, DoM 2) for 24 hours. A standard dose of Holy water (100 mls) will Clot a bleeding wound or heal 10 pts of damage if the recipient makes a Faith save. Used against a demon or undead, a standard dose will do 10 pts of damage to the affected body part (roll to hit on +3 column on the Melee Hit Chart).
Base:100
Create Holy Water; heal/harm 10 pts

Prerequisites: Prayer I [Display prerequisites graphically]

[5.3.3]

DoM 1) Fortune
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 30 days ST: None
Characters under the influence of this Spell will find that circumstances tend to favor them. There is less chance of unfavorable random encounters, and a greater chance of good things happening to the Character. For example, if shopping, the Character will be more likely to find things they are looking for, and be more likely pay less for it. If walking through a city, the Character is likely to have their purse stolen, or encounter hostile guards. This Spell does not affect Character skills or spells.
Base:100
+/-5% for chance encounters

Prerequisites: Prayer I [Display prerequisites graphically]

[5.3.4]

DoM 1) Guiding Hand
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: None
The recipient of this Spell will recieve +2 CR to melee and missile weapons.
Base:100
+2 CR

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

[5.3.5]

DoM 1) Reinforce
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 180 days ST: None
This Spell may be cast on any item to reinforce it and help prevent it from breaking. If the owner of the item makes a Faith save, an item that would normally break will remain intact. The Cleric may affect 10 items per DoM of Prayer.
Base:100
No break on Faith save

Prerequisites: Prayer I [Display prerequisites graphically]

[5.3.6]

DoM 2) Annoint
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This ritual will "mark" the followers of the faith in such a way that any cleric with DoM 3 prayer will recognize the recipient. The ritual normally requires a material component of Holy Water and/or special scented oils. Clerics of the same faith may cast Spells that are normally touch only as a ranged Spell (up to 10 meters). The annointed mark will disappear if the follower acts against the principles and edicts of the faith.
Base:200
Mark follower

Prerequisites: Reinforce, Create Holy Water [Display prerequisites graphically]

[5.3.7]

DoM 2) Endurance
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 24 hours ST: None
The recipient of this Spell will have incredible endurance. While the Spell is running, the recipient will not have to eat or sleep and may labor, walk, or trot tirelessly under normal conditions. The recipient is +3 Constitution, which will affect the Character's BHP. This may have consequences when the Spell ends. However, at the conclusion of the Spell, the recipient will pay no other penalties for the being under the influence of the Spell; they will be just as tired or hungry as they were before the Spell was cast.
Base:200
+3 Constitution; no need for food or sleep.

Prerequisites: Godspeed, Gods Arm [Display prerequisites graphically]

[5.3.8]

DoM 2) Gods Arm
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric receives +8 Strength.
Base:200
+8 Strength

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

[5.3.9]

DoM 2) Godspeed
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: None
The recipient of this Spell gains +8 Agility and +2 DR in combat.
Base:200
+8 Agility; +2 DR

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

[5.3.10]

DoM 2) Remove Curse
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This Spell will remove any curse currently on the target.
Base:200
Remove any curse

Prerequisites: Fortune, Create Holy Water [Display prerequisites graphically]

[5.3.11]

DoM 4) Last Rites
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 50 pulses R: SelfD: Permanent ST: Special
When cast upon a corpse, this Spell will prevent it from being re-animated, resurrected, or possessed. If cast upon a Minor undead, it will immediately destroy the target. Destroying moderate or greater undead requires a "Faith Challenge". Every second, both the Cleric and the target make a Faith Save. The Cleric and the target each calculate the difference between their d20 roll and their Faith, and add it to a cumulative total. Treat negative differences as zero. Whoever reaches a total of 100 first wins the Faith Challenge. If the Cleric makes reaches 100 first, the spirit is forced from the host body or the entity from this plane. If the target reaches a total of 100 first, the Cleric must make a Will Save or go unconscious. If either the Cleric or the target is involved in combat or has other distractions, their Faith Save will be at - 2 for each roll. The Cleric may choose to break off the Spell at any time.
Base:400
Destroy undead; prevent re-animation

Prerequisites: Annoint [Display prerequisites graphically]

[5.3.12]

DoM 4) Sanctify
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 8 hours ST: Faith-5
This Spell creates a temporary holy place that will repel undead and summoned creatures. Those creatures must make a Faith Save at -5 in order to enter the area. The Cleric may affect 25 square meters per DoM of Prayer.
Base:400
Faith Save-5 for undead/summoned to enter

Prerequisites: Holy Aura [Display prerequisites graphically]

[5.3.13]

DoM 5) Magic Abatement
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
The Cleric may attempt to dispel any magical effect. The Cast Chance is equal to the Cleric's Base cast chance - 50% - the DoM of the target spell or item * -10%. To abate a DoM 3 Spell, the Cleric's Cast Chance penalty would be -50% + -10% * 3 = -80%. Magical items cannot be dispelled, but a Magic Abatement will shut down continual Spell affects for 30 seconds. Potions and scrolls cannot be dispelled, though the Spell effects from them can be.
Base:500
Abate magic

Prerequisites: Remove Curse [Display prerequisites graphically]

[5.3.14]

DoM 6) Banish
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 60 seconds R: TouchD: Permanent ST: Special
This Spell is used to return demons, elementals, and other summoned creatures back to their original plane of existence. It will also expel spirits possessing a body and return the host spirit or soul to its original condition. To banish the entities requires a "Faith Challenge". Every second, both the Cleric and the target make a Faith Save. The Cleric and the target each calculate the difference between their d20 roll and their Faith, and add it to a cumulative total. Treat negative differences as zero. Whoever reaches a total of 100 first wins the Faith Challenge. If the Cleric makes reaches 100 first, the spirit is forced from the host body or the entity from this plane. If the target reaches a total of 100 first, the Cleric must make a Will Save or go unconscious. If either the Cleric or the target is involved in combat or has other distractions, their Faith Save will be at - 2 for each roll. The Cleric may choose to break off the Spell at any time.
Base:600
Banish spirits

Prerequisites: Forbiddance, Magic Abatement [Display prerequisites graphically]

[5.3.15]

DoM 6) Consecration
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 8 hours R: SpecialD: 360 days ST: None
This Spell requires at least three clerics to cast. It will create a holy place that will unconditionally bar the entrance of undead or summoned creatures. A sense of peace and tranquility will fill all within the area of effect, and no harm may be done to anyone within the Consecrated space. All Healing Spells have +2 to each die roll. The area covered by the Spell is delimited by the position of the casting clerics; it will cover 1000 cubic meters per cummulative DoM of Prayer of the clerics.
Base:600
No harm; +2 healing die

Prerequisites: Prayer VI, Forbiddance [Display prerequisites graphically]

[5.3.16]

DoM 6) Forbiddance
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 24 hours ST: None
This Spell creates a place of refuge where no living creature, undead or summoned creature may enter unless specifically invited by the casting Cleric. The Cleric may affect a fixed area equal to 10 square meters per DoM of Prayer.
Base:600
Enter by invitation only.

Prerequisites: Holy Aura [Display prerequisites graphically]

[5.3.17]

DoM 8) Holy Word
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 3 pulses R: 10 metersD: 30 minutes ST: None
With the utterance of a single word, the Cleric may bolster himself and his allies. Each person must make a Faith Save to see how the Spell affects them. Characters are either +1 to all Physical Stats, or +5% Cast Chance and +1 Saving Throw, for each point they make their Faith Save by (Character's choice), up to a maximum of +20. So a Character that makes a Faith Save by 10 would be +10 Strength, +10 Dexterity, +10 Agility and +10 Constitution, or +50% Cast Chance and +10 Saving Throws. Pluses to Constitution do not affect Blood Hit Points, but will increase resistance to poisons and increase Saving Throws.
Base:800
Pluses to Physical Stats or CC and Saving Throws

Prerequisites: Guiding Hand, Godspeed, Gods Arm, Holy Aura [Display prerequisites graphically]

[5.3.18]

DoM 10) Refuge
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 60 minutes R: SpecialD: 30 days ST: None
This Spell will allow the Cleric to create an item which may be given to others. When the item is activated, the possessor will be instantly transported to the current location of the creating Cleric. Nothing will imped the transport, and the possessor is guaranteed to arrive safely.
Base:1000
Instantly transport to cleric

Prerequisites: Banish, Consecration [Display prerequisites graphically]

[5.3.19]


Blessings Tree
Blessings Tree: displays prerequisite relationships.