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| TERM | DEFINITION |
| AGILITY | This Statistic represents foot speed, dodging ability, and quickness. See the Statistics section for more detail. |
| ASSESSMENT STATISTIC | This aggregate statistic is used as a base in your Assessment Roll (see GMG), the larger the number the slower you are to assess a situation. Assessment Statistic = 20 - Intellect |
| BASE HIT POINTS | Base Hit Points are used to determine the Character's Blood Points and the hit points for various body parts. For a breakdown of the Hit Points for each body part see page. Damage effects vary with the specific body part damaged. Damage effects are found on the Character Sheet and in the Operations Manual. Base Hit Points are calculated as follows: BHP = 3*Constitution + 2*Will |
| BLOOD POINTS | Blood Points are equal to the Character's Base Hit Points and represent the amount of blood the Character may lose before dying of blood loss. |
| BLOW | A Blow is the basic measurement of a Character's actions. An active use of a weapon, whether to parry or attack, will generally require one Blow. All Characters may use one Blow per Melee Round. Additional Blows are gained with specific weapons, or attack modes as the Character increases his or her Degree of Mastery in the relevant Discipline. |
| BOOSTING | Boosting is the procedure for modifying spell effects, such as reducing a target's Saving Throw or increasing Spell range, duration, or damage, by the expenditure of additional Spell Power Points (SPP), above and beyond the SPP needed to cast the Spell. To reduce a target's saving throw, a -1 penalty to the target's Saving Throw and to the Character's Cast Chance is assessed for every 2 additional SPP used to Boost the Spell. The amount that a Spell may be boosted is determined a Mage's DoM in Spell Casting. To increase range, duration or damage, the SPP cost of the Spell is doubled. The magnitude of the increase is dependent on the Caster's DoM in Spell Casting. Other effects that Boosting can have are explained in the particular spell lists. This is explained in further detail in the Mage section. |
| CAST CHANCE | This number refers to the probability the Character has of casting either a Clerical or Magical Spell. It is a d100 roll. The Cast Chance formulas is as follows: Cast Chance = ((Base Statistics Number) + Bonus) - (10% * DoM of Spell). The Bonus refers to the increased Cast Chance received from Prayer or Mystic Theory, as appropriate, as well as other pluses gained from spells and spell-casting aids. Mystic Theory is used for Mage Spells, and Theology is used for Clerical Spells. |
| CHARACTER | The term "Character" refers to the Player's fantasy individual or persona. |
| COMBAT RATING (CR) | Combat Rating (CR) is the measure of the Character's ability to strike an opponent in combat. It will vary from weapon to weapon, depending upon the Character's Degree of Mastery with the particular weapon's Discipline, the weapon's craftsmanship, magical bonuses, etc. Characters begin with a base CR of 0. |
| CONSTITUTION | Constitution represents the hardiness of a Character. See the Statistics section for more detail. |
| DAMAGE BONUS | Derived from the Character's Strength. Each point of Damage Bonus adds an additional dice of damage to hand-to-hand attacks and reduces the inherent DR penalty for wearing armor by 1/3 of a point. If the Character has a Damage Penalty, the reverse of above is true. See Strength for formula for calculating Damage Bonus. |
| DEFENSIVE RATING (DR) | Defensive Rating (DR) is the measure of a Character's ability to avoid being struck in combat. DR is increased in melee by the use of a shield, and by the Degree of Mastery (DoM) the Character has with his or her weapon Discipline. Characters begin with a base DR of 0. |
| DEGREE OF MASTERY (DoM) | The Degree of Mastery (DoM) refers to the relative degree of difficulty of skills or spells. Beginning difficulty skills or spells begin a DoM 1. DoM 3 and 4 are generally considered to be the normal level for practicing craftsmen, spellcasters and clerics. DoM 5 and 6 represent master level, while higher level DoMs represent very difficult and uncommon skills and spells. |
| DEXTERITY | Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. See the Statistics section for more details. |
| DISCIPLINE | The Disciplines are the heart of the system. A Discipline represents a body of knowledge that the Character will gain greater expertise with as the Character gains experience in the Discipline. Disciplines are grouped into skill and spell trees such as Clerical Healing, Fire Magics, CR Fighting Skill, and Confidence. |
| DODGE | A Dodge is a combat maneuver that expends one Blow, adds the Character's Dodge bonus to the Character's DR, and subtracts 3 from the Character's CR. A Character's Dodge bonus is equal to Agility/5. |
| EXPERIENCE | Experience points are the abstract measure of how much a Character has worked on, or been exposed to, a Discipline. A Character earns Experience by studying a, working in, or using a Discipline. All Disciplines require the same Base Experience per DoM. The Learning Rate will determine how Experience earned in a Discipline counts towards achieving the next DoM of a Discipline. |
| FAITH | Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. See the Statistics section for more details. |
| HANDEDNESS | The Character's "dominant" hand. When a Character uses his or her "off" hand, he or she is subject to a -3 penalty to CR and PR, and is at -2 Physical Strength. If the Character is ambidextrous, he or she suffers no penalty when using the "off" hand. |
| IMMEDIATE | An Immediate is a Spell that is Cast very quickly, with a word and/or a gesture. Mages may cast Spells as Immediates after learning the Powerword version of each Spell. Some cleric spells are naturally cast as Immediates. |
| INTELLECT | This Statistic represents the Character's IQ and problem solving ability. See the Statistics section for more details. |
| LEARNING RATE | The Learning Rate is a measure of how quickly one can learn a Discipline. Learning Rates are calculated as a sum of five Statistics expressed as a Percentage. A Learning Rate of 80% means that a DoM 2 Skill or Spell, which (under normal circumstances) requires 200 Base Experience Points to master, would require 200/0.80 or 250 Experience Points. More examples are given below in the Character Generation section. |
| MAGIC TALENT | This is the Character's ability to manipulate magical energy. See the Statistics section for more details. |
| MELEE | The 30 sub-phases of the Round during which a Character may perform Actions, expend Blows, or cast Spells. |
| PARRY | A parry is a defensive Blow which has a chance of deflecting successful melee attacks, and in case of some General Fighter skills, missile attacks can be deflected as well. |
| PARRY RATING (PR) | Parry Rating is the measure of an individual's ability to execute a parry. The Character's PR will vary depending upon the Character's DoM in the weapon's Discipline and on the particular weapon being used. Beginning Characters have a base PR of 0 |
| POISON ADJUSTMENT | A Character's Poison Adjustment is equal to 1/5 of the Character's Base Hit Points. It is subtracted from a poison's Toxicity Level (see Game Master's Handbook for handling of poisons). |
| ROUND | The Round is the basic unit of time in a fight. It represents 3 seconds and divided into 30 sections, also called subphases or pulses. A more complete description may be found in the Operations Manual. |
| SAVING THROW | A Saving Throw is a roll of a d20 against some Statistic to avoid some harmful effect. Saving Throws are usually made against Spell effects, and a Saving Throw can be modified by many factors. |
| SKILL ROLL | This is the number a Character must roll, equal to or less than, on a d100, in order to perform some action in a Discipline. The base Skill Roll is equal to the Base Statistics Number, as modified in the Discipline description. The Skill Roll will increase as the Character's DoM in the Discipline increases. The Roll may also be modified by the difficulty of the maneuver. Not all Disciplines require Skill Rolls. |
| SPELL | A Spell is a Magical or Clerical effect upon the normal world. Note when the term "magic" is used generically, it refers to both types of Spells. |
| SPELL FUMBLE | A Spell Fumble occurs when a Mage fails his or her Cast Chance by 25% or more (for Table see the Game Master's Handbook). It represents a severe lapse in concentration. Clerics are subject to fumbles only if they Boost a Spell. |
| SPELL POWER POINTS (SPP) | Spell Power Points (SPP) represent the quantity of magical (Mage) or divine (Cleric) power to which the Character has access. A Character receives Clerical or Mage SPP only if he or she has at least DoM 1 in Prayer/Mystic Theory. When a Character gets DoM 1 in either of these Disciplines he or she receives SPP equal to his or her Faith/Magic Talent. Thereafter, the Character receives an additional 50% of his or her Faith/Magic Talent in SPP per DoM of Theology/Magic Talent. SPP are used to pay the cost of the Spell, 1 SPP per DoM of the Spell attempted. If a Character is both a Mage and a Cleric, he or she has both sets of SPP. SPP are regained by prayer (Clerics) or meditation (Mages). A Character without Prayer or Mystic Theory has 50% of their Faith for Clerical SPP and 50% of their Magic Talent for Mage SPP and regain SPP at the rate of 1 SPP every 24 hours. |
| SPELL TREE | A Spell Tree is a Mage or Clerical Discipline consisting partially or entirely of Spells, generally related by a common theme. |
| STATISTIC | A Statistic is a numerical representation of some physical or mental attribute of a Character. There are eight Statistics that are initially determined in creating a Character: Strength, Dexterity, Agility and Constitution (the four physical Statistics) and Intellect, Magical Talent, Faith, and Will (the four mental Statistics). From these eight, a number of other Statistics are determined, including: Base Hit Points, Combat Rating (CR), Defensive Rating (DR), Parry Rating (PR), and Spell Power Points (SPP) if the Character is a Mage and/or Cleric. The eight Statistics also used to determine the Learning Rates for all of a Character's Disciplines. |
| STRENGTH | A measure of the characters physical power. See the Statistics section for more details. |
| SUBPHASE | A subphase (also called a pulse) is a subsection of a Round. There are 30 subphases in a Melee Round and actions may be taken at each subphase. Each subphase is 0.1 second. The Game Master's Handbook has a detailed list of actions and the number of subphases required to complete each action. |
| WILL | This Statistic represents the Character's willpower and mental strength. See the Statistics section for more detail. |
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| LEARNING/EXPERIENCE TABLE | ||||
|---|---|---|---|---|
| DoM | Base | 58% | 72% | 86% |
| 1 | 100 | 172 | 139 | 116 |
| 2 | 200 | 345 | 278 | 233 |
| 3 | 300 | 517 | 417 | 349 |
| 4 | 400 | 690 | 556 | 465 |
| 5 | 500 | 862 | 694 | 581 |
| 6 | 600 | 1034 | 833 | 698 |
| 7 | 700 | 1207 | 972 | 814 |
| 8 | 800 | 1379 | 1111 | 930 |
| 9 | 900 | 1552 | 1250 | 1047 |
| 10 | 1000 | 1724 | 1389 | 1163 |
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Damage Bonus: for every two points above 15 (round down) a damage bonus is gained. Damage bonuses transform into extra dice which are added to weapon based damage rolls. One damage bonus gives a character an extra d4, two an extra d6, three an extra d8, four an extra d10, and five an extra d10 + d4 (and continue in a like manner cycling the d4 up through the dice). So, a 16-17 Strength gives a d4 damage bonus, 18-19 gives d6, 20-21 gives d8, 22-23 gives d10, and 24-25 gives d10 + d4.
Damage Penalty: for every two points below 10 (round up) a Character suffers a damage penalty. Damage penalties transform into extra dice which are subtracted from weapon based damage rolls. One damage penalty causes a character to subtract d4, two to subtract d6, three to subtract d8, and four to subtract d10. So, a 9-8 Strength gives a d4 damage penalty, 7-6 gives d6, 5-4 gives d8, 3 gives d10 damage penalty.
Low Strength: if a character has a strength of less than three he or she is not able to move their naked body.
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Equip time modifiers: below are the modifiers to the time it takes to equip (become ready to strike with) a weapon for combat based on dexterity. These modifiers are also applied in the rules governing picking up a dropped weapon.
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| EQUIP TIME MODIFIERS | |
|---|---|
| Dexterity | Modifier |
| 3 | +20 |
| 4 | +15 |
| 5 | +12 |
| 6 | +9 |
| 7 | +7 |
| 8 | +5 |
| 9 | +3 |
| 10 | +1 |
| 11-12 | +0 |
| 13-14 | -1 |
| 15-16 | -2 |
| 17 | -3 |
| 18 | -4 |
| 19 | -5 |
| 20 | -6 |
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| OVERLAND MOVEMENT | |
|---|---|
| Agility | Speed on Road |
| 3-4 | 1 km/hr |
| 5-6 | 2 km/hr |
| 7-9 | 3 km/hr |
| 10-12 | 4 km/hr |
| 13-15 | 5 km/hr |
| 16-18 | 6 km/hr |
| 19+ | 7 km/hr |
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| MAX TRAVELING TIME | |
|---|---|
| Constitution | Max Traveling Time |
| 3 | 1 hr |
| 4 | 2 hr |
| 5 | 3 hr |
| 6-7 | 4 hr |
| 8-9 | 5 hr |
| 10-11 | 6 hr |
| 12-13 | 7 hr |
| 14-15 | 8 hr |
| 16-17 | 9 hr |
| 18-19 | 10 hr |
| 20+ | 11 hr |
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| Species Statistics | ||||||||
|---|---|---|---|---|---|---|---|---|
| Species | Humans min | Humans max | Halflings min | Halflings max | Elves min | Elves max | Dwarves min | Dwarves max |
| Physical Strength | 3 | 18 | 3 | 16 | 3 | 14 | 3 | 20 |
| Manual Dexterity | 3 | 18 | 5 | 19 | 5 | 20 | 3 | 18 |
| Agility | 3 | 18 | 5 | 20 | 5 | 20 | 3 | 15 |
| Constitution | 3 | 18 | 3 | 18 | 3 | 16 | 9 | 20 |
| Intelligence | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Magic Talent | 3 | 18 | 5 | 20 | 9 | 22 | 3 | 18 |
| Faith | 3 | 18 | 3 | 16 | 3 | 12 | 3 | 14 |
| Will | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Height (cm) | 100 | 200 | 80 | 180 | 60 | 160 | 60 | 130 |
| Weight (kg) | 40 | 120 | 35 | 100 | 30 | 90 | 25 | 150 |
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Note: to raise a statistic to within one point of the species maximum you must pay two points. To raise a statistic to the species maximum costs four points. Other than by using magical means no statistic may be raised higher than the species maximum. To see your species minimum and maximum statistics reference the species section above.
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| HIT POINT DISTRIBUTION | |
|---|---|
| Body Part | Hit Points |
| Head | BHP * 0.15 |
| Chest | BHP * 0.40 |
| Abdomen | BHP * 0.30 |
| Groin | BHP * 0.20 |
| Right Leg | BHP * 0.20 |
| Left Leg | BHP * 0.20 |
| Weapon Arm* | BHP * 0.15 |
| Shield Arm* | BHP * 0.15 |
| Blood | BHP |
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| LANGUAGE POINT TABLE | |
|---|---|
| Intellect | Language Points |
| 4 or less | 1 |
| 5 to 8 | 2 |
| 9 to 11 | 3 |
| 12 to 15 | 4 |
| 16 to 19 | 5 |
| 20 or more | 6 |
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| CALCULATED STATISTICS | |
|---|---|
| Statistic Name | Calculation |
| Base Hit Points = | 3*Constitution + 2*Will |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) |
| Combat Rating (CR) = | 0 |
| Damage Bonus = | as per the Strength rules (see STATISTICS) |
| Defensive Rating (DR) = | 0 |
| Dodge Bonus = | Agility/5 |
| Mage Spell Power Point (SPP) = | Magic Talent + 0.5*Magic Talent per DoM of additional Mystic Theory (0.5*Magic Talent if no Mystic Theory) |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) |
| Parry Rating (PR) = | 0 |
| Poison Adjustment = | BHP/5 |
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| Elidora: Height and Weight Calculations | |||||||
|---|---|---|---|---|---|---|---|
| S: 11 | I: 11 | HT: 173 cm | |||||
| D: 11 | M: 11 | WT: 70 kg | |||||
| A: 11 | F: 11 | ||||||
| C: 11 | W: 11 | ||||||
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| Elidora: Adjusted Statistics | |||||||
|---|---|---|---|---|---|---|---|
| S: 16 | I: 14 | HT: 173 cm | |||||
| D: 15 | M: 17 | WT: 70 kg | |||||
| A: 14 | F: 8 | ||||||
| C: 16 | W: 14 | ||||||
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| Elidora: Disciplines | ||||||
|---|---|---|---|---|---|---|
| Skill | Learning Rate | Numbers | Base LR | DoM | Experience Calculation | Experience Required |
| Handheld Weapon - CR | S*2 + D*2 + A +10 | 16*2 + 15*2 + 14 +10 | 86% | 2 | (100 + 200) / 0.86 | 349 |
| Handheld Weapon - DR | S*2 + D*2 + A -15 | 16*2 + 15*2 + 14 -15 | 61% | 1 | 100 / 0.61 | 164 |
| Handheld Weapon - PR | S*2 + D*2 + A -25 | 16*2 + 15*2 + 14 -25 | 51% | 1 | 100 / 0.51 | 196 |
| Handheld Weapon - Blows | S*2 + D*2 + A +0 | 16*2 + 15*2 + 14 +0 | 76% | 2 | (300 + 600) / 0.76 | 1184 |
| Simple Self Healing | I + M + W*3 | 14 + 17 + 14*3 | 73% | 1 | 100 / 0.73 | 137 |
| Mystic Theory I | I*3 + M*2 | 14*3 + 17*2 | 76% | 1 | 100 / 0.76 | 132 |
| Mystic Shields | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 132 |
| Minor Bindings | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 263 |
| Mend | M*2 + W*3 | 17*2 + 14*3 | 76% | 1 | 100 / 0.76 | 132 |
| Detect Movement | I*3 + M + W | 14*3 + 17 + 14 | 73% | 1 | 100 / 0.73 | 137 |
| Total | 2957 | |||||
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| Elidora's Calculated Statistics | |||
|---|---|---|---|
| Statistic Name | Calculation | Sample Numbers | Value |
| Base Hit Points = | 3*C + 2*W | = 3*16 + 2*14 | = 76 |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) | = 0.5 * 14 | = 7 SPP |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) | = 0 | = 0 CC |
| Damage Bonus = | as per Strength rules (see STATISTICS) | = 16 PS | = +d4 damage douse |
| Dodge Bonus = | A/5 | = 14/5 | = 3 |
| Mage Spell Power Point (SPP) = | M + M*0.5 per DoM of additional Mystic Theory | = 17 +17*0.5*1 | = 25.5 SPP |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) | = 5*17 +10*1 | = 95% CC |
| Poison Adjustment = | BHP/5 | = 76/5 | = 15.2 = 15 |
| Combat Rating (CR) = | 0 +2 with Battle Axe | = 2 | = 2 |
| Defensive Rating (DR) = | 0 +1 with Battle Axe | = 1 | = 1 |
| Parry Rating = | 0 +1 with Battle Axe | = 1 | = 1 |
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| Elidora's Hit Point Distribution | |
|---|---|
| Body Part | Terry's Character |
| Head | 76 * 0.15= 11 |
| Chest | 76 * 0.40= 30 |
| Abdomen | 76 * 0.30= 23 |
| Groin | 76 * 0.20= 15 |
| Right Leg | 76 * 0.20= 15 |
| Left Leg | 76 * 0.20= 15 |
| Weapon Arm | 76 * 0.15= 11 |
| Shield Arm | 76 * 0.15= 11 |
| Blood | 76 * 1.00= 76 |
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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.
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ExampleFour 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.
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| DoM 1) Switch | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 30 seconds | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The target will exchange 2 points of CR for 2 points of DR (either direction). | ||||
| Base:100 | ||||
| Exchange 2 points of CR for DR. | ||||
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| DoM 2) Twist | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The target may exchange 2 hit points for 1 point of CR or DR, up to the total of the target's skill in CR plus DR (before any spell enhancements). Example: The target has 80 hit points, a CR of 5 and a DR of 4 with her sword. Desiring greater CR, she exchanges 8 HP, giving her a CR of 9, DR of 4, and 72 HP for the duration of the Spell. | ||||
| Base:200 | ||||
| Exchange hit points for CR or DR | ||||
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| DoM 3) Hold | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: 2 hours | ST: Faith | |
| Any foes within the radius of effect must save versus Faith or operate at a -2 or -10% penalty in any attack (including Spell Casting) against the Cleric or his or her minions. | ||||
| Base:300 | ||||
| Faith save or -2/-10% to rolls. | ||||
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| DoM 3) Toughen | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The target may add +4 to all Will, Intellect and Faith Saving Throws. | ||||
| Base:300 | ||||
| +4 to all Will, Intellect and Faith Saving Throws | ||||
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| DoM 4) Heal / Harm | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: None | ST: Faith | |
| This Spell represents the dual aspect of nature, both that of life and destruction. With this Spell the Cleric casts a bolt of lightning. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor. However much damage this bolt does through armor to the target acts as Healing on the Cleric. | ||||
| Base:400 | ||||
| Lightning hurts foe, heals cleric. | ||||
unedited: [5.2.6][Edit location][Edit 1810][Edit XSL]
| DoM 5) Reflect | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| As long as the target is under the influence of this Spell, any and all damage taken by the Character will be divided in half, with the Character taking 1/2 and the inflicter of the damage taking 1/2. The inflicter of the damage receives a Saving Throw to avoid taking the damage, although even if a Saving Throw is made, the target still takes only 1/2 damage. The damage is applied to the same body part on both the target and the inflicter of the damage. | ||||
| Base:500 | ||||
| Self damage is halved, rest reflected onto inflicter. | ||||
unedited: [5.2.7][Edit location][Edit 1811][Edit XSL]
| DoM 7) Form Change | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric may change his or her form into that of any other humanoid. Such duplication is near perfect. Individual magic powers are not duplicated, although generic species powers are duplicated. That is, if the Cleric takes on the form of a powerful Mage, the Cleric will gain none of the Mage's Spell abilities, but if the Cleric becomes a birdman, he or she will be able to fly. | ||||
| Base:700 | ||||
| Change to any humanoid, can use species abilities (like flight) | ||||
unedited: [5.2.8][Edit location][Edit 2128][Edit XSL]
| DoM 8) Archonize | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 pulses | R: 30 meters | D: None | ST: Faith | |
| This is a very risky Spell! The Cleric casts the Spell and then compares his or her current SPP (either Mage or Cleric) with that of the target. If the Cleric's is higher, then the target is destroyed. If the target's SPP total is higher, then the Cleric is destroyed. No Saving Throw is allowed in this case. If the target has no SPP (i.e., is not a spell Caster), then there is no comparison, but the target does receive a Saving Throw against either Magic Talent or Faith, whichever is higher. | ||||
| Base:800 | ||||
| Compare SPP to target, lesser is destroyed. | ||||
unedited: [5.2.9][Edit location][Edit 1536][Edit XSL]
| DoM 9) Freedom | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters | D: 60 minutes | ST: Faith | |
| When this Spell is thrown upon non-believers, and the target fails its Saving Throw, it will be paralyzed for the duration of the Spell. If cast upon a believer, it will release all bonds, both mental and physical, on the target. | ||||
| Base:900 | ||||
| Target paralyzed/freed. | ||||
unedited: [5.2.10][Edit location][Edit 1931][Edit XSL]
| DoM 10) Exchange Life | ||||
| Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Touch | D: None | ST: Faith | |
| The Cleric may raise any true follower of his/her beliefs from the dead, with no ill effects for the target, or any Saving Throws needed as long as a non-believer is sacrificed. The non-believer must be another humanoid. | ||||
| Base:1000 | ||||
| Believer raised, non-believer sacrificed. | ||||
unedited: [5.2.11][Edit location][Edit 7156][Edit XSL]
Balance Tree
preliminary: [5.3.1][Edit location][Edit 7296][Edit XSL]
| DoM 1) Bounty | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Special | D: 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 | ||||
preliminary: [5.3.2][Edit location][Edit 7302][Edit XSL]
| DoM 1) Create Holy Water | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.3][Edit location][Edit 7295][Edit XSL]
| DoM 1) Fortune | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.4][Edit location][Edit 7297][Edit XSL]
| DoM 1) Guiding Hand | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: 60 minutes | ST: None | |
| The recipient of this Spell will recieve +2 CR to melee and missile weapons. | ||||
| Base:100 | ||||
| +2 CR | ||||
preliminary: [5.3.5][Edit location][Edit 7294][Edit XSL]
| DoM 1) Reinforce | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.6][Edit location][Edit 7301][Edit XSL]
| DoM 2) Annoint | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.7][Edit location][Edit 7300][Edit XSL]
| DoM 2) Endurance | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: 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. | ||||
final: [5.3.8][Edit location][Edit 7299][Edit XSL]
| DoM 2) Gods Arm | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| The Cleric receives +8 Strength. | ||||
| Base:200 | ||||
| +8 Strength | ||||
preliminary: [5.3.9][Edit location][Edit 7298][Edit XSL]
| DoM 2) Godspeed | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: 60 minutes | ST: None | |
| The recipient of this Spell gains +8 Agility and +2 DR in combat. | ||||
| Base:200 | ||||
| +8 Agility; +2 DR | ||||
preliminary: [5.3.10][Edit location][Edit 7307][Edit XSL]
| DoM 2) Remove Curse | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: Permanent | ST: None | |
| This Spell will remove any curse currently on the target. | ||||
| Base:200 | ||||
| Remove any curse | ||||
preliminary: [5.3.11][Edit location][Edit 7304][Edit XSL]
| DoM 4) Last Rites | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Self | D: 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 | ||||
preliminary: [5.3.12][Edit location][Edit 7305][Edit XSL]
| DoM 4) Sanctify | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.13][Edit location][Edit 7308][Edit XSL]
| DoM 5) Magic Abatement | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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 | ||||
preliminary: [5.3.14][Edit location][Edit 7309][Edit XSL]
| DoM 6) Banish | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 60 seconds | R: Touch | D: 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 | ||||
preliminary: [5.3.15][Edit location][Edit 7311][Edit XSL]
| DoM 6) Consecration | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 8 hours | R: Special | D: 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 | ||||
preliminary: [5.3.16][Edit location][Edit 7306][Edit XSL]
| DoM 6) Forbiddance | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 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. | ||||
final: [5.3.17][Edit location][Edit 7310][Edit XSL]
| DoM 8) Holy Word | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 3 pulses | R: 10 meters | D: 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 | ||||
preliminary: [5.3.18][Edit location][Edit 7312][Edit XSL]
| DoM 10) Refuge | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 60 minutes | R: Special | D: 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 | ||||
final: [5.3.19][Edit location][Edit 7166][Edit XSL]
Blessings Tree
final: [5.4.0][Edit location][Edit 1458][Edit XSL]
final: [5.4.2][Edit location][Edit 6953][Edit XSL]
| 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 | ||||
final: [5.4.3][Edit location][Edit 1852][Edit XSL]
| 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 | ||||
final: [5.4.4][Edit location][Edit 1853][Edit XSL]
| 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 | ||||
final: [5.4.5][Edit location][Edit 6954][Edit XSL]
| 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. | ||||
final: [5.4.6][Edit location][Edit 1854][Edit XSL]
| 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. | ||||
final: [5.4.7][Edit location][Edit 1855][Edit XSL]
| 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. | ||||
final: [5.4.8][Edit location][Edit 6955][Edit XSL]
| 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. | ||||
final: [5.4.9][Edit location][Edit 1856][Edit XSL]
| 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 | ||||
final: [5.4.10][Edit location][Edit 1857][Edit XSL]
| 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 | ||||
final: [5.4.11][Edit location][Edit 1858][Edit XSL]
| 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 | ||||
final: [5.4.12][Edit location][Edit 1859][Edit XSL]
| 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 | ||||
final: [5.4.13][Edit location][Edit 1860][Edit XSL]
| 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 | ||||
final: [5.4.14][Edit location][Edit 1861][Edit XSL]
| 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 | ||||
final: [5.4.15][Edit location][Edit 7167][Edit XSL]
Combat Tree
unedited: [5.5.1][Edit location][Edit 1648][Edit XSL]
| DoM 1) Pigeon | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Special | D: Special | ST: Faith | |
| The Cleric may summon any natural animal in the area, and imbue it with a message (up to 40 words). The animal will then travel to anyone the Cleric designates, and when in contact with the target, will deliver the message directly to the target's mind, reagrdless of language differences. This Spell in no way guarantees that the animal will survive to reach the target. | ||||
| Base:100 | ||||
| Summon animal,send 40 word message. | ||||
unedited: [5.5.2][Edit location][Edit 1726][Edit XSL]
| DoM 1) Rosetta Stone | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: 30 days | ST: None | |
| This Spell allows the Cleric to create a complex message on an inanimate object (like a scroll, signpost, rock face, or wall of a building). This message can appear differently to different groups of people (companions see the signpost pointing left to Far Rockaway, while others see it as Riverdale). | ||||
| Base:100 | ||||
| Differential message on object. | ||||
unedited: [5.5.3][Edit location][Edit 1677][Edit XSL]
| DoM 1) Truth Tell | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 8 hours | ST: None | |
| The Cleric will be able to discern if anyone speaking to him or her is telling the truth. This Spell will only indicate intentional falsehoods. | ||||
| Base:100 | ||||
| Detect intentional lies. | ||||
unedited: [5.5.4][Edit location][Edit 1678][Edit XSL]
| DoM 2) Clairaudience | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 8 hours | ST: None | |
| This Spell allows the Cleric to hear distant sounds up to 20m away as if he or she was standing at the focal point of the Spell. It will operate through solid matter, although materials imbued with magic, such as Enchanted items, or matter that has had a DoM 10 Elemental Command Spell cast on it, will block the Spell. The Cleric may increase the range by expending additional SPP; 20 meters for every additional 2 SPP expended | ||||
| Base:200 | ||||
| Remote hearing, 20m. | ||||
unedited: [5.5.5][Edit location][Edit 1780][Edit XSL]
| DoM 3) Teaching | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: 8 hours | ST: None | |
| When the Cleric is instructing a Clerical student, the student will gain 40 experience points per day. The teaching Cleric and the student must be fluent in a common language, and the Cleric and student must be in a quiet setting and remain reasonably undisturbed | ||||
| Base:300 | ||||
| Teach for 40 experience points/day. | ||||
unedited: [5.5.6][Edit location][Edit 1679][Edit XSL]
| DoM 4) Clairvoyance | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 8 hours | ST: None | |
| This Spell allows the Cleric to see as if he or she were standing at the focal point of the Spell for up to 20m in the direction of concentration. It will operate through solid matter, although materials imbued with magic, such as Enchanted items, or Elemental Commanded material, will block the spell. | ||||
| Base:400 | ||||
| Remote seeing, 20m. | ||||
unedited: [5.5.7][Edit location][Edit 1869][Edit XSL]
| DoM 6) Babel | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 60 minutes | R: 1 kilometer | D: 8 hours | ST: Faith | |
| This Spell completely disrupts communications in a radius up to 1 kilometer, except for touch or companions. No two beings will be able to understand each other through speech, signing, telepathy, or writing for the duration of the Spell. They have a 5% chance of being able to read materials written before the Spell was cast. | ||||
| Base:600 | ||||
| Completely disrupts communications. | ||||
unedited: [5.5.8][Edit location][Edit 1815][Edit XSL]
| DoM 6) Group Mind | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This is the Spell of unity and coordination. Any of the Cleric's comrades within 20 meters of him or her may communicate at any time, even during a fight, to consult and plan actions. Advice and suggestions may be freely given without penalty and without the Characters speaking. | ||||
| Base:600 | ||||
| Party shares thoughts. | ||||
unedited: [5.5.9][Edit location][Edit 1630][Edit XSL]
| DoM 6) Telepathy | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: 30 meters | D: 8 hours | ST: Faith | |
| This Spell allows the Cleric to read the mind of any sentient. Language differences are no barrier. In all other respects, this Spell acts as the DoM 8 Mage Spell from the Mentalism Spell List. | ||||
| Base:600 | ||||
| Read the mind of any sentient. | ||||
unedited: [5.5.10][Edit location][Edit 1660][Edit XSL]
| DoM 6) Tongues | ||||
| Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 days | ST: None | |
| The Cleric can use and understand all languages, whether spoken or written. | ||||
| Base:600 | ||||
| Use and understand all languages. | ||||
unedited: [5.5.11][Edit location][Edit 7168][Edit XSL]
Communications Tree
preliminary: [5.6.1][Edit location][Edit 1801][Edit XSL]
| DoM 1) Water | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: None | |
| The Cleric may create enough water to supply the needs of one human-sized individual per DoM of Prayer of the casting Cleric. | ||||
| Base:100 | ||||
| water/DoM Prayer | ||||
preliminary: [5.6.2][Edit location][Edit 6867][Edit XSL]
| DoM 2) Elemental Appeal | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: 5 minutes | ST: None | |
| The Cleric may create up to 1 kg (or 0.03 cubic meters, whichever is smaller) of a basic element (Air, Earth, Fire, Water). The fire, if created around a person will do 2d6 Fire damage (half armor), CR 3. Other elements will do similar damage if circumstances grant it at GM may use discretion. | ||||
| Base:200 | ||||
| Create 1kg/0.03m^3 | ||||
preliminary: [5.6.3][Edit location][Edit 1802][Edit XSL]
| DoM 2) Meal | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: Constition-2 | |
| This Spell will provide a human sized animal internally with a full, normal meal, including drink. If repeated within a minute the target will begin violently throwing up, forcing them to stop offensive activity, for 10 seconds. The target can still defend themselves, cast powerword or bequested spells, and dodge. Further spells during this time will be ineffective. | ||||
| Base:200 | ||||
| full meal, repeat disable 10 sec | ||||
unedited: [5.6.4][Edit location][Edit 6987][Edit XSL]
| DoM 3) Air Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 6 small air spirits who will protect the target by creating whirlwind around them. While the swarm is protecting the target they add +4 DR against missiles and +2 DR against melee attacks. They also halve all electrical and air based attacks. The Cleric (and only the Cleric) may also command his or her own swarm to distract a target. A target under attack by an air spirit suffers a -2 CR penalty (multiple spirits on one target do not increase this penalty). The air spirits have 10 HP, 6 DR, move at 60 kph, and may only be hurt by magic (but are immune to air magic). Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4 missile DR/+2 melee DR or -2 CR | ||||
unedited: [5.6.5][Edit location][Edit 6988][Edit XSL]
| DoM 3) Create Simple Being | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 10 minutes | R: 15 meters | D: 24 hours | ST: None | |
| The Cleric has been given the power to create simple life-forms. These beings are slug-like forms that attack via the toxic juices in their bodies. They move at 6 kph, weigh 20 kg, and have CR 3, DR 0, PR 0, and 30 BHP (all in the Chest). Their acid attack does 3d6, halve armor. After the duration of the spell these creatures fold in on themselves into puddles of muck, having used the energy the gods gave them to maintain life. | ||||
| Base:300 | ||||
| slug:30 BHP/CR 3/3d6 acid dmg/6 kph | ||||
unedited: [5.6.6][Edit location][Edit 6872][Edit XSL]
| DoM 3) Earth Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 4 small earth spirits who will protect the target by spreading their bodies over the targets body to create an armor of earth. While the swarm is protecting the target they add +4 to damage absorption and half damage from earth based attacks. The armor is considered normal, not magical, but will stack with other armor. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of his earth spirits to attack (a 3 pulse action). When the earth spirits attack they expend themselves by turning themselves into bolts of stone with CR 3 and doing 3d8 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4; attk:3d8 (-1 dfnd) | ||||
preliminary: [5.6.7][Edit location][Edit 1816][Edit XSL]
| DoM 3) Fire Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons a swarm of 6 small fire spirits who will protect the target. While the swarm is protecting the target they add +1 to his or her DR against all types of attacks, and anyone striking the target in melee with a weapon less than a meter in length (the length of a broadsword), will take a d8 worth of damage to the limb used in the attack, not stopped by non-magical armor. The Spell also halves all fire, and water-based damage. The Cleric (and only the Cleric) may also command his or her own swarm swarm to attack a target. The swarm will do 2d6 fire damage (half mundane armor) every 30 pulses until the target dies or the Cleric recalls them. The swarm must stay within 30 meters of the Cleric or it will lose contact and leave. The fire spirits have a 3 DR, 10 HP, and no armor when they are seperated from the Cleric and attacking. Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+1DR,d8; attk:2d6 | ||||
preliminary: [5.6.8][Edit location][Edit 1539][Edit XSL]
| DoM 3) Minor Pattern | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 3 meters | D: 30 minutes | ST: None | |
| The Mage may affect 300 kg of non-living material, temporarily changing the material's nature. The change cannot be extreme and should conform to the original nature of the material, such as sand into glass. The greater the change, the more difficult the Spell, and the Game Master should assign a penalty modifier to the Cast Chance based on the degree of difficulty. | ||||
| Base:300 | ||||
| Pattern 300 kg material. | ||||
unedited: [5.6.9][Edit location][Edit 6986][Edit XSL]
| DoM 3) Water Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 4 small water spirits who will protect the target by spreading their bodies over the targets body to create an ice shield. While the swarm is protecting the target they add +4 to damage absorption, half damage from water and fire based attacks, and allow the target to breath underwater. The armor is considered normal, not magical, but will stack with other armor. In addition, all creatures within a meter of the Mage take d6 of damage, with only magical damage absorption as protection, to the body part entering the field (a person standing unprotected in the cold field would take damage every 15 seconds). Creatures attacking the Mage should take damage to attacking limbs. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of her water spirits to attack (a 3 pulse action). When the water spirits attack they expend themselves by turning themselves into bolts of ice with CR 3 and doing 3d6 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple elemental types of spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4 dmg abs; attk:3d6 (-1 dfnd/atk) | ||||
preliminary: [5.6.10][Edit location][Edit 1538][Edit XSL]
| DoM 4) Minor Organic Creation | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: Permanent | ST: None | |
| The Cleric may create 1 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 3-fold. | ||||
| Base:400 | ||||
| Create 1kg, 3X | ||||
preliminary: [5.6.11][Edit location][Edit 1540][Edit XSL]
| DoM 5) Patternings | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 3 meters | D: 30 minutes | ST: None | |
| This Spell operates as Minor Pattern, but can affect 300 kg of animate material or 3000 kg of inanimate material. This Spell will repair breaks in the target's bones, as the Clerical Healing Spell, Knit Simple Fracture, and can also act as the Clerical Healing Spell, Bodily Healing I. | ||||
| Base:500 | ||||
| Pattern 300 kg animate/3000 kg inanimate | ||||
preliminary: [5.6.12][Edit location][Edit 6866][Edit XSL]
| DoM 5) Poison | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: Faith-5 | |
| This Spell will create poison within the targets stomache, bypassing external defenses. The poison created is "Death" poison (see GM, Poison). | ||||
| Base:500 | ||||
| poisons target | ||||
preliminary: [5.6.13][Edit location][Edit 1543][Edit XSL]
| DoM 6) Organic Creation | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: Permanent | ST: None | |
| The Cleric may create 30 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 30-fold. | ||||
| Base:600 | ||||
| Create 30kg, 30X | ||||
unedited: [5.6.14][Edit location][Edit 1817][Edit XSL]
| DoM 7) Elemental Command | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell combines the Elemental Appeal (DoM 2) and the four Elemental Spirits (DoM 3). When the Cleric casts this Spell, he or she has Elemental Appeal operating and has summoned each of the four Elemental Spirits to protect the target simultaneously. The Cleric (and only the Cleric) may also command the spirits summoned to her or himself, as described in each Elemental Spirit Spell. | ||||
| Base:700 | ||||
| All Elemental Appeals/Spirits | ||||
unedited: [5.6.15][Edit location][Edit 2179][Edit XSL]
| DoM 8) Golem | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 7 days | R: Touch | D: Permanent | ST: None | |
| The Cleric must first create a giant humanoid figure out of clay. This will require 1 week. The creature (a Golem) will be brought to life when the Cleric writes the cosmic word for Truth (emet) on the Golem's brow. This requires 30 seconds. To deactivate the Golem, the Cleric must erase the first letter of (emet), converting the word to (met) (dead). This also requires 30 seconds. The Golem is 275 cm tall with 300 Basic Hit Points and a Strength of 24. Its CR is 7, DR is 2, PR is 5, and armor value equal to 10. It will strike three Blows per Round for 3d10 damage. The Golem is considered to have a Saving Throw of 18, unless a Strength Saving Throw is called for, in which case the Golem uses its 24 Strength. The Golem will only fight for a cause aligned with the religion of the creating cleric. Only the creating Cleric can heal the Golem. | ||||
| Base:800 | ||||
| Create Golem. | ||||
unedited: [5.6.17][Edit location][Edit 1639][Edit XSL]
| DoM 10) Change True Name | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: Permanent | ST: Faith | |
| This formidable Spell will alter the True Name of any creature or object. The target will conform in all respects to its new True Name. The Cleric must know both the target's old and new True Name in order to throw the Spell. | ||||
| Base:1000 | ||||
| Alter the True Name of creature/object. | ||||
unedited: [5.6.18][Edit location][Edit 1818][Edit XSL]
| DoM 10) Elemental Shield | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| All Elemental damage (Air, Earth, Fire, or Water) is stopped, and the shield may emulate any one of the four elemental Shield Spells (DoM 2). The Cleric must decide what shield effects will be expressed at the start of the casting of the Spell. | ||||
| Base:1000 | ||||
| One shield,stops all elemental dmg | ||||
unedited: [5.6.19][Edit location][Edit 7169][Edit XSL]
Creation Tree
unedited: [5.7.1][Edit location][Edit 1914][Edit XSL]
| DoM 1) Begin the Dark Road | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 60 minutes | R: Self | D: Special | ST: None | |
| No Demon will harm the Cleric, even involuntarily. This protection does not, of course, extend to the Cleric's companions. The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person. Or, The Cleric formally makes a pact with Hell. Once a Cleric has pacted with these powers, he or she may never be raised from the dead. In return, the Cleric receives a familiar (a specialized imp in the form of a small animal). As long as the familiar is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the familiar. | ||||
| Base:100 | ||||
| You be bad. No soup for you. | ||||
unedited: [5.7.2][Edit location][Edit 7674][Edit XSL]
| DoM 2) Contact Minor Demon | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: None | D: None | ST: None | |
| The Cleric may contact any of the minor demons (Demon warriors, imps, succubi, etc.) and bargain for its aid. If agreeable, the demon will always appear in person. | ||||
| Base:200 | ||||
| Bargain with minor demon. | ||||
unedited: [5.7.3][Edit location][Edit 1821][Edit XSL]
| DoM 2) Dark Armor | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| As long as the Cleric is in darkness, his or her armor absorption is increased by +4. If the Cleric is in normal light (indoors, cloudy day), his or her armor value is increased by +1. When in bright light, the Cleric's armor value is decreased by -1. In addition, any light-based Spells do an additional +2 points of damage, or the Cleric incurs a Saving Throw penalty of -2. | ||||
| Base:200 | ||||
| +4 Armor in dark | ||||
unedited: [5.7.4][Edit location][Edit 1542][Edit XSL]
| DoM 2) Disease | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters | D: Permanent | ST: Faith | |
| The Cleric may inflict any disease the Caster knows of on the target. The disease will be at an advanced state and will generally be non-communicable. The effects of the disease are left to the discretion of the Game Master, although there is a section in the GameMaster's Manual. | ||||
| Base:200 | ||||
| Inflict any known disease on target. | ||||
preliminary: [5.7.5][Edit location][Edit 1526][Edit XSL]
| DoM 2) Minor Curse | ||||
| Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 60 minutes | ST: Faith | |
| Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell. | ||||
| Base:200 | ||||
| Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell. | ||||
unedited: [5.7.6][Edit location][Edit 1628][Edit XSL]
| DoM 3) Blind | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: 60 minutes | ST: Faith | |
| This Spell will strike any one sighted foe completely blind. | ||||
| Base:300 | ||||
| Blind foe | ||||
unedited: [5.7.7][Edit location][Edit 7675][Edit XSL]
| DoM 3) Contact Demon Knight | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: None | D: None | ST: None | |
| The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person. | ||||
| Base:300 | ||||
| Bargain with Demon Knight. | ||||
unedited: [5.7.8][Edit location][Edit 1537][Edit XSL]
| DoM 3) Sloth | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters | D: 60 minutes | ST: Faith | |
| When cast upon a foe, this Spell will slow the opponent down. The foe will move at half speed and will lose a Blow. If the opponent only receives one Blow per Round, then it receives one Blow every other Round. | ||||
| Base:300 | ||||
| Foe moves at 1/2 speed and -1 Blow. | ||||
unedited: [5.7.9][Edit location][Edit 1819][Edit XSL]
| DoM 4) Attunement | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric becomes attuned to the powers of darkness and night. He or she is not harmed or hampered by anything that is darkness-based. Darkness Attunement gives immunity to several dark-related Spells and the ability to see in total darkness. In addition, the Cleric may add +3 to his or her Stealth Rolls when in darkness, even if he or she lacks the Stealth Discipline. | ||||
| Base:400 | ||||
| Darkness powers | ||||
unedited: [5.7.10][Edit location][Edit 1657][Edit XSL]
| DoM 4) Contact Power | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: None | D: None | ST: None | |
| The Cleric may contact one of the Powers detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person. | ||||
| Base:400 | ||||
| Bargain for aid of a Power. | ||||
unedited: [5.7.11][Edit location][Edit 1820][Edit XSL]
| DoM 4) Fear | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Any and all creatures which come within 3 meters of the Cleric must make a Saving Throw or flee from the Cleric's presence (so that the creature can no longer see or be affected by the Cleric). Creatures which are Undead or nocturnal will ignore this Spell. | ||||
| Base:400 | ||||
| 3m Fear | ||||
unedited: [5.7.12][Edit location][Edit 1751][Edit XSL]
| DoM 4) Pain | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 60 minutes | ST: Will-6 (to halve effects) | |
| The touch of the Caster causes great pain in the target. If the target fails its initial Saving Throw, the target must make a Saving Throw against Will at -6 to act (even then acting with a -3 penalty to CR and Cast Chance). | ||||
| Base:400 | ||||
| Will at -6 to act, with -3 CR/Cast Chance. | ||||
unedited: [5.7.13][Edit location][Edit 1524][Edit XSL]
| DoM 4) Weakness | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 60 minutes | ST: None | |
| Waves of weakness emanate from the Caster. Anyone in the radius of effect when the Spell is first cast and any who enter the radius during the Spell duration must make a Saving Throw or have their Strength drop to 2, leaving them too weak to move | ||||
| Base:400 | ||||
| Saving throw or STR drops to 2. | ||||
unedited: [5.7.14][Edit location][Edit 7666][Edit XSL]
| DoM 5) Contact Principality | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: 60 minutes | ST: Faith | |
| The Cleric may contact one of the Principalities detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person. | ||||
| Base:500 | ||||
| Bargain with a Principality | ||||
unedited: [5.7.15][Edit location][Edit 1506][Edit XSL]
| DoM 5) Drain Strength | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 10 meters | D: 60 minutes | ST: Faith | |
| When this Spell is cast, the target must save or lose 1/3 of its Strength for the duration of the Spell (e.g. a target with a 15 Strength would lose 5 points of Strength, and would operate with a 10 Strength for the duration of the spell. | ||||
| Base:500 | ||||
| Target loses 1/3 STR. | ||||
unedited: [5.7.16][Edit location][Edit 7668][Edit XSL]
| DoM 6) Contact Dominion | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: Special | ST: None | |
| The Cleric may contact one of the Dominions detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person. | ||||
| Base:600 | ||||
| Bargain with Dominion | ||||
unedited: [5.7.17][Edit location][Edit 7669][Edit XSL]
| DoM 7) Contact Throne | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric may contact one of the Thrones detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person. | ||||
| Base:700 | ||||
| Bargain with Throne | ||||
unedited: [5.7.18][Edit location][Edit 1541][Edit XSL]
| DoM 8) Bleed | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters | D: None | ST: Faith | |
| The target must make a Saving Throw or lose half of his or her total blood points. Two applications of this Spell (with failed Saving Throws) will kill the target. | ||||
| Base:800 | ||||
| Target loses 1/2 of total blood points. | ||||
unedited: [5.7.19][Edit location][Edit 7670][Edit XSL]
| DoM 8) Contact Cherub | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric may contact one of the Cherubim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person. | ||||
| Base:800 | ||||
| Bargain with Cherub. | ||||
unedited: [5.7.20][Edit location][Edit 1733][Edit XSL]
| DoM 8) Life Drain | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 10 seconds | ST: Faith-6 | |
| Once the Caster touches the target, the Witch begins to drain 1/10 of the vitality of the target per second. The target must make a Saving Throw against Faith-6 when the Caster first touches them in order to act. If the target fails to make his or her Saving Throw, they are helpless to act for the remainder of the Spell. The drained blood points will replenish the Witch's blood (up to the normal maximum) and if the target has any Spell Power Points, these will be drained as well, adding to the Caster's total (up to the normal maximum). When the target is totally drained, it dies and the Spell ends. If the Spell is interrupted, by being abated or by someone forcing the Caster away from their target, the Spell ends at whatever stage of draining was attained. | ||||
| Base:800 | ||||
| Absorb blood/SPP from target. | ||||
unedited: [5.7.21][Edit location][Edit 7671][Edit XSL]
| DoM 9) Contact Seraph | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric may contact one of the Seraphim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person. | ||||
| Base:900 | ||||
| Bargain w/Seraph. | ||||
unedited: [5.7.22][Edit location][Edit 1485][Edit XSL]
| DoM 10) Slay Living | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: 50 kilometer | D: Permanent | ST: Faith | |
| With this Spell the Cleric may slay any living creature by touching them. If he or she has some example of the target's body (i.e. fingernail, hair, etc.) the witch may slay the target from as far as 50 km away. Note that the remote application of this Spell will not work against targets which are Cloaked (Illusions, DoM 8), hidden from Divinatory Magic, or shielded by Elementally Commanded or Enchanted material. | ||||
| Base:1000 | ||||
| Target w/in 50 km, save or die. | ||||
unedited: [5.7.23][Edit location][Edit 7172][Edit XSL]
Darkness Tree
unedited: [5.8.1][Edit location][Edit 1766][Edit XSL]
| DoM 1) Light | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 8 hours | ST: None | |
| The Cleric may create a 10 cm diameter ball of cool, white light that will shine with the strength of a 60-watt light bulb. The sphere of light is almost weightless and may not be thrown any distance. This Spell may be Boosted for both duration and effect. When Boosting for duration, every 2 additional SPP put into the Spell will increase the duration by two-fold. For every 2 additional SPP spent Boosting the Spell for effect, an additional 60-watt light bulb equivalent is added. If the Spell is Boosted nine times for effect, the resulting sphere of light will be equivalent to a 600 watt light bulb. As with other Spells, the Cleric is limited to the number of Boosts equal to their DoM in Prayer and suffers an additional -1 Cast Chance for each Boost. | ||||
| Base:100 | ||||
| 60-watt light bulb. | ||||
unedited: [5.8.2][Edit location][Edit 1671][Edit XSL]
| DoM 2) Learn Heal | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| The Cleric's God enables the Cleric to add +10% Cast Chance and +10% Learning Rate to the Clerical Healing List, and add +2 to all healing die (this includes all healing Spells). | ||||
| Base:200 | ||||
| +10% CC, +10% LR, +2 healing die. | ||||
unedited: [5.8.3][Edit location][Edit 1717][Edit XSL]
| DoM 3) Information (sk) | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: None | ST: None | |
| The god will pass on information that is relevant to the Cleric. To receive the information, the Cleric must roll under his or her Base Statistic number on a d20. | ||||
| Base:300 | ||||
| The god gives relevant information. | ||||
unedited: [5.8.4][Edit location][Edit 1647][Edit XSL]
| DoM 4) Curse/Remove Curse | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: Special | ST: Faith | |
| The Cleric actually learns two Spells at this DoM. He or she may blight fields and cattle, make a woman barren or a man impotent, make anyone hideous in appearance, or curse the target with -2 to CR, DR or cast chance. Alternatively, the Cleric could cause three targets to suffer from the effects of a Minor Curse (see General Mage). A target may not be cursed more than once for any given attribute, though multiple attributes may be cursed. The Cleric may also attempt to remove any type of curse using the second set of Spell parameters. When attempting to remove a curse, the Cleric must subtract the DoM of the Curse from his or her Cast Chance, in addition to any other penalties. | ||||
| Base:400 | ||||
| Inflict bad things/stop bad things. | ||||
unedited: [5.8.5][Edit location][Edit 1824][Edit XSL]
| DoM 4) Magic Weapon | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell will make any weapon perform as if it were a +1 Damage, +1 CR magic weapon. In addition, the weapon's wielder may once during the duration of the Spell, cast one DoM 3 missile Spell from any Mage Elemental Spell List. The casting takes no time and no Spell Cast Chance is made. The DoM 3 Spell is automatically fired. | ||||
| Base:400 | ||||
| +1 Damage, +1 CR magic weapon. | ||||
unedited: [5.8.7][Edit location][Edit 1823][Edit XSL]
| DoM 3) Practice | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| As long as the Cleric is under the influence of this Spell, he or she will accrue a cumulative +1 or +5% bonus when repeating an action (i.e., attacking the same opponent or casting the same Spell). If a Cleric, for example, attempts the same Spell four times, failing the first three times, the fourth attempt would be at +15%. | ||||
| Base:300 | ||||
| Gain bonuses to repeated tasks. | ||||
preliminary: [5.8.8][Edit location][Edit 2129][Edit XSL]
| DoM 8) Holy Word | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 pulses | R: 30 meters | D: None | ST: Faith | |
| When the Cleric utters this potent phrase, he or she may direct it against any target that is not of the Cleric's religion. If the target fails its Saving Throw, it will be stunned for 9 seconds plus 3 additional seconds per point by which the target failed its Saving Throw. That is, if the target needed a 9 or less to Save, and rolled a 12, it would be stunned for 18 seconds. | ||||
| Base:800 | ||||
| Stun for 9 seconds plus save miss * 3. | ||||
unedited: [5.8.9][Edit location][Edit 1651][Edit XSL]
| DoM 9) Wrath of God | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: None | ST: None | |
| The Cleric calls down the wrath of his or her god or goddess upon a specified area. The Spell acts as one of the four area-of-effect Elemental Magic Spells (Tornado (Air), Flechettes (Earth), Fire Storm (Fire), Tsunami (Water)). The specific Spell is determined by the Cleric's religion, and the Game Master should choose appropriately. The Elemental Magic Spell will function exactly as the Mage Spell of the same type. A Cleric of a pacifistic religion may elect to receive Bodily Healing II (DoM 7 Healing) here for all companions instead of Wrath of God. | ||||
| Base:900 | ||||
| God lays waste/heals an area. | ||||
unedited: [5.8.10][Edit location][Edit 1932][Edit XSL]
| DoM 10) Restore True Name | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Touch | D: None | ST: Faith | |
| With this Spell, the Cleric can restore the target's True Name and dissolve any and all magical Spells/Spells that are currently affecting the target. | ||||
| Base:1000 | ||||
| Restore target to factory specs. | ||||
unedited: [5.8.11][Edit location][Edit 7174][Edit XSL]
General Cleric Tree
preliminary: [5.9.1][Edit location][Edit 1793][Edit XSL]
| DoM 1) Simple Healing | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: None | ST: None | |
| The Cleric may heal 3d6 worth of damage to any one injured body part. This Spell will not restore lost Blood Points and will not heal fractures. Any excess healing is lost after the selected body part is healed. For example, if the Cleric were to heal a Character's arm which has taken 4 point of damage, and rolls a 6 the extra points are lost. | ||||
| Base:100 | ||||
| Heals 3d6 | ||||
preliminary: [5.9.2][Edit location][Edit 2124][Edit XSL]
| DoM 2) Clot | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 pulses | R: 3 meters | D: None | ST: None | |
| The Cleric may stop one wound from bleeding. This Spell will stop the blood flow, no matter how severe the injury, even amputation. Note a bleeding wound must be stanched somehow, before any other healing can be done to that body part. Violent actions or further injury may reopen a clotted wound. | ||||
| Base:200 | ||||
| Clot wound. | ||||
unedited: [5.9.3][Edit location][Edit 6970][Edit XSL]
| DoM 2) Healing Touch | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 3 pulses | R: Touch | D: None | ST: None | |
| The Cleric may heal 2d6 worth of damage to any one injured body part. This Spell will not restore lost Blood Points and will not heal fractures. Any excess healing is lost after the selected body part is healed. For example, if the Cleric were to heal a Character's arm which has taken 4 point of damage, and rolls a 6 the extra points are lost. | ||||
| Base:200 | ||||
| Heals 2d6 | ||||
unedited: [5.9.4][Edit location][Edit 2125][Edit XSL]
| DoM 3) Anti-Shock | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 pulses | R: 3 meters | D: None | ST: None | |
| This Spell will cancel any stun time (as detailed in the Damage Effects Chart) the target has remaining. It will also halve the time the target remains unconscious. Successive casting will continue to halve the time remaining. For example, if a Character were knocked unconscious for 5 minutes, a Cleric could cast Anti-Shock seven times on the Character and reduce the time spent unconscious to less than 3 seconds (150 seconds to 75 to 37.5 to 18.25 to 9 to 4.5 to 2.25 seconds). | ||||
| Base:300 | ||||
| Remove stun. 1/2 KO time. | ||||
unedited: [5.9.5][Edit location][Edit 2047][Edit XSL]
| DoM 3) Cure Disease | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 30 seconds | R: Touch | D: None | ST: Special | |
| The Cleric may cure any one disease the target may suffer from, including blood poisoning and magically induced diseases. Note that some Game Masters may have magic-resistant diseases in their campaigns. | ||||
| Base:300 | ||||
| Cure one disease. | ||||
unedited: [5.9.6][Edit location][Edit 6424][Edit XSL]
| DoM 3) Detoxify | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: None | ST: None | |
| The Cleric may reduce the toxicity of poisons by 5d10+5, with each pip on the dice reducing the toxicity level by 1. The points are first used to reduce poison points in the victims body, and secondarily applied to reduce the toxicity of the dose unless explicitly declared otherwise. Blood damage due to Death poisons can be cured with this Spell. | ||||
| Base:300 | ||||
| 5d10+5 poison reduction. | ||||
unedited: [5.9.7][Edit location][Edit 1794][Edit XSL]
| DoM 4) Bodily Healing I | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: None | ST: None | |
| The Cleric may heal 4d6+4 worth of damage. The cure affects the entire body and will heal different body parts with the same Spell, starting with the most badly damaged portion and healing wounds until none of the initially rolled points are left unused (this includes Blood Points). Bodily Healing may be used to stop bleeding wounds, 1 point of healing stopping 1 point of bleeding. The Cleric must give this Spell one of two priorities when casting the Spell: 1) Heal body damage and any left over points restore Blood Points; 2) Restores lost Blood Points and any remainder heals body damage. | ||||
| Base:400 | ||||
| 4d6+4 healing. | ||||
unedited: [5.9.8][Edit location][Edit 2046][Edit XSL]
| DoM 5) Knit Fracture | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 30 seconds | R: Touch | D: None | ST: None | |
| This Spell allows the Cleric to heal any fracture, in any limb, including the head. When the fracture is repaired, the healed limb will regain hit points equal to the amount required to fracture the limb. For example, if a 4 point arm is compound fractured by 10 points of damage, the Knit Fracture Spell will heal the fracture and replace 8 hit points in the arm, leaving an additional 2 points that must be healed by other means. This Spell will have no effect on a non-fractured limb. | ||||
| Base:500 | ||||
| Heal fracture. | ||||
preliminary: [5.9.9][Edit location][Edit 1795][Edit XSL]
| DoM 6) Bodily Healing II | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: None | ST: None | |
| This Spell operate as Bodily Healing I save that it cures 8d6+8 worth of damage. | ||||
| Base:600 | ||||
| Heal 8d6+8. | ||||
unedited: [5.9.10][Edit location][Edit 1929][Edit XSL]
| DoM 6) Limb Restoration | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Touch | D: None | ST: None | |
| The Cleric may re-attach, repair, or regenerate any mangled or severed limb (as per the Damage Effects Table) so that the limb will regain full function in one day. This Spell will heal brain damage, out eyes, etc. | ||||
| Base:600 | ||||
| Repairs limbs. | ||||
unedited: [5.9.11][Edit location][Edit 1481][Edit XSL]
| DoM 8) Group Health | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: None | ST: None | |
| With this spell, a group of adventurers share their overall health, whether the change is caused by damage or healing. The sharing of damage happens after any special damage effects (such as stun, break, etc). For example, the Cleric casts the spell on herself and four others (therefore five total in the group). The fighter bravely stands in front and takes 12 points to his weapon arm. This does no special damage, so the damge is spread thoughout the group as follows: 3 people in the group take 2 points of damage, and 2 people (the fighter and the person nearest him) take 3 points of damage to their weapon arms. The fighter's damage therefore reduces to 3. The Cleric casts Simple Healing on any member of the group (such as herself). She rolls a 9 for the amount of healing, doing 2 points to 4 people in the group, and 1 point to 1 person for a total of 9 distributed healing points. Later in the combat, the fighter takes 22 points to his shield arm (he has 12 point arms). His arm breaks. He keeps all the damage needed to break his arm ( 12 x 1.5 = 18) and the remaining points ( 22 - 18 = 4) are distributed among the group, with 4 people taking 1 point. The Cleric will need to cast Fracture Repair on the fighter to heal the fighter's arm. | ||||
| Base:800 | ||||
| Group shares healing and damage. | ||||
unedited: [5.9.12][Edit location][Edit 6423][Edit XSL]
| DoM 9) Full Heal | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 10 minutes | R: Touch | D: None | ST: None | |
| The Cleric may heal all of the target's physical and mental ills. No saving throw. | ||||
| Base:900 | ||||
| Heal everything but death. | ||||
unedited: [5.9.13][Edit location][Edit 1988][Edit XSL]
| DoM 10) Raise Dead | ||||
| Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 10 minutes | R: Touch | D: None | ST: Faith/Constitution | |
| The Cleric may revive any one target from the dead, healing all damage the target may have suffered. The target must make two Saving Throws, one against Faith and one against Constitution. The target subtracts -1 from both Saving Throws each time this Spell fails through Saving Throw failure, and subtracts an additional -1 from the Constitution Saving Throw for every three full days the target has been dead. A variable penalty to the Constitution Saving Throw may be assessed depending on the physical damage the body has suffered. A Cleric of a differing religion from the caster suffers a -4 Faith penalty. A body cannot be revived if the brain has been destroyed. No DoM penalties or Saving Throw bonuses apply. This Spell may be Boosted to INCREASE the target's Saving Throw. | ||||
| Base:1000 | ||||
| Restore life to the dead. | ||||
unedited: [5.9.14][Edit location][Edit 7175][Edit XSL]
Healing Tree
preliminary: [5.10.1][Edit location][Edit 7678][Edit XSL]
| DoM 1) Enhance Mage Casting | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Self | D: 8 hours | ST: None | |
| The Cleric will add +10% to the Cleric's Mage Cast Chance. | ||||
| Base:100 | ||||
| +10% Mage CC | ||||
preliminary: [5.10.2][Edit location][Edit 746][Edit XSL]
| DoM 1) Enhance Magical Learning | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Self | D: Permanent | ST: None | |
| The Cleric will add +10% to the Learning Rate for Mystic Theory and Spell Casting. | ||||
| Base:100 | ||||
| +10% LR for Mystic Theory and Spell Casting | ||||
preliminary: [5.10.3][Edit location][Edit 1754][Edit XSL]
| DoM 2) Transfer SPP | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 5 minutes | ST: None | |
| may transfer Mage or Clerical SPP to another target, up to 10 SPP per casting. The Cleric may cast the Spell on his or her own person, or facilitate the transfer between two volunteers. Thus a Cleric with both Mage and Clerical SPP could effectively transfer 8 SPP between Mage or Cleric SPP pools per casting. | ||||
| Base:200 | ||||
| Transfer 10 SPP per casting. | ||||
preliminary: [5.10.4][Edit location][Edit 1680][Edit XSL]
| DoM 3) Atmospherics | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 seconds | R: 10 m radius | D: 60 minutes | ST: None | |
| When this Spell is cast, the Cleric will detect the presence of any evil, magical, or spiritual entities, and its approximate power. Storage Wards and operating Spells are included. Different types of magic may (at the discretion of the Game Master) appear differently, such as Enchanted items glowing green, and Wards glowing yellow. | ||||
| Base:300 | ||||
| Detect evil, magical, or spiritual entities, and approximate power. | ||||
preliminary: [5.10.5][Edit location][Edit 1825][Edit XSL]
| DoM 4) Contemplation | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell is one of perfect contemplation. While under its influence, the Cleric may ignore any penalties to Cast Chance from damage taken, distractions, or poison. | ||||
| Base:400 | ||||
| No penalties to Cast Chance. | ||||
preliminary: [5.10.6][Edit location][Edit 7681][Edit XSL]
| DoM 4) Reverse Spell | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 100 meters | D: None | ST: None | |
| The Cleric may reverse (or if not applicable, negate) the effects of a single Mage Spell that he or she knows. In addition, to the normal Cast Chance penalty, the Cast Chance penalty of the base Mage Spell is subtracted as well. | ||||
| Base:400 | ||||
| Reverse or negate Mage Spell. | ||||
preliminary: [5.10.7][Edit location][Edit 7680][Edit XSL]
| DoM 4) Store SPP | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: 12 hours | ST: None | |
| This Spell allows the Cleric to temporarily store SPP in Blessed item. The Cleric may store 5 SPP per DoM of Prayer. | ||||
| Base:400 | ||||
| Temporarily store SPP; 5 SPP/DoM Prayer. | ||||
preliminary: [5.10.8][Edit location][Edit 7679][Edit XSL]
| DoM 5) Buffer | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 seconds | R: Self | D: 60 minutes | ST: None | |
| Under the influence of this Spell, the Cleric cannot fumble Mage Spells. The Cleric's diety will absorb the consequences of a magical spell fumble and prevent harm coming to the mage. | ||||
| Base:500 | ||||
| No Mage Spell fumbles. | ||||
preliminary: [5.10.9][Edit location][Edit 7682][Edit XSL]
| DoM 6) Cloak Magic | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 meters | D: 60 minutes | ST: None | |
| This Spell will allow Cleric to mask the presence of magic from detection in a 10 meter radius of effect. | ||||
| Base:600 | ||||
| Mask magic from detection. | ||||
preliminary: [5.10.10][Edit location][Edit 1586][Edit XSL]
| DoM 6) Magic Abatement | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 seconds | R: 20 meters | D: Permanent | ST: Faith | |
| When a Cleric attempts to dispel a magical effect, he or she must subtract the DoM of the Spell from his or her Cast Chance, in addition to any other penalties. If the Cleric successfully casts the Magic Abatement, the target Spell is dispelled. Enchanted Items cannot be dispelled, although their effects can be negated for 30 seconds. Alchemy potions and Runic scrolls cannot be dispelled, but once they are activated, the Spell effect can be dispelled as if it were a normal Spell. | ||||
| Base:600 | ||||
| Dispel a magical effect. | ||||
preliminary: [5.10.11][Edit location][Edit 1525][Edit XSL]
| DoM 7) Limit | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 meters @ | D: 60 minutes | ST: None | |
| No Spell or skill of higher than the 6th DoM may be employed in the radius of effect of this Spell. It applies to all within the radius, including the Cleric. | ||||
| Base:700 | ||||
| No Spell or skill of higher than the 6th DoM. | ||||
unedited: [5.10.12][Edit location][Edit 7177][Edit XSL]
Magic Tree
final: [5.11.1][Edit location][Edit 1670][Edit XSL]
| DoM 1) Animal Enhancement | ||||
| Learning Rate: + ( Strength )+ ( Dexterity )+ ( Agility )+ ( Constitution )+ ( Faith ) | ||||
| CT: 100 pulses | R: Touch | D: 60 minutes | ST: None | |
| This Spell will also allow the target to assume the one most characteristic aspect of any mammal known to the Cleric. Some examples of the effect are: Squirrel: +3 Agility; Cat: +15% Stealth; Bear: +3 Strength; Monkey: +3 Dexterity. The effect will generally be +3 to a Physical Statistic or +15% to a Skill. The Spell may be cast multiple times for multiple effects. | ||||
| Base:100 | ||||
| +15% Skill or +3 to Physical Stat | ||||
final: [5.11.2][Edit location][Edit 1682][Edit XSL]
| DoM 1) Attune | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| The Cleric is brought into harmony with the natural world. No natural animal, plant or phenomenon will voluntarily harm the Cleric. Likewise, the Cleric may not harm such creatures. This Spell will not effect supernatural creatures or phenomenon, nor will the Cleric be aware of such through this Spell. | ||||
| Base:100 | ||||
| Nothing natural will harm caster. | ||||
final: [5.11.3][Edit location][Edit 1822][Edit XSL]
| DoM 1) Predict Weather | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 100 kilometers | D: None | ST: None | |
| This Spell grants the Cleric knowledge of all weather phenomena for 100 kilometers surrounding the casting point for the following 72 hours. | ||||
| Base:100 | ||||
| Know weather for 3 days. | ||||
final: [5.11.4][Edit location][Edit 1483][Edit XSL]
| DoM 1) Summon Animal Companion | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 1 kilometer | D: 24 hours | ST: None | |
| the Cleric may attract one animal to him or herself and make this animal serve the Cleric faithfully for the duration of the Spell. The creature will obey any reasonable command or request from the Cleric. This Spell will establish basic communication between the Cleric and the animal. Alternatively, this Spell will allow the Cleric to summon his or her totem animal as a permanent companion. This animal will be a prime specimen. It is intelligent, will obey all of the Cleric's commands, and act as a familiar. As long as the totem animal is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the companion. | ||||
| Base:100 | ||||
| Summon totem animal, +3 MT/FTH. | ||||
final: [5.11.5][Edit location][Edit 1669][Edit XSL]
| DoM 2) Nature's Cloak | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| This Spell will completely protect the target from all natural effects of weather, including heat, cold, rain, hail, snow and lightning. The Spell will not completely stop extreme heat or cold, as from fires or Spells, but it will still half the damage. | ||||
| Base:200 | ||||
| Protect target from natural effects. | ||||
final: [5.11.6][Edit location][Edit 6981][Edit XSL]
| DoM 2) Nature's Shroud | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| In a natural setting, this Spell will make the target extremely difficult to detect without Spells or extraordinary means. Normal senses will find the target only 1% of the time. | ||||
| Base:200 | ||||
| Hide target in natural setting. | ||||
final: [5.11.7][Edit location][Edit 6976][Edit XSL]
| DoM 2) Nature's Trail | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may easily forge a trail through any natural setting at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing. | ||||
| Base:200 | ||||
| Forge trail through natural setting. | ||||
final: [5.11.8][Edit location][Edit 6980][Edit XSL]
| DoM 2) Repel Common Creatures | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 100 meters | D: 60 minutes | ST: Faith | |
| This Spell will repel any combination of common creatues from the vicinity of the Cleric. Upon casting, up to 15*Cleric's Will number of creatures will begin moving away from the Cleric at maximum speed. The Spell does not affect sentient creatures. | ||||
| Base:200 | ||||
| Repel 15*Will natural creatures. | ||||
final: [5.11.9][Edit location][Edit 6982][Edit XSL]
| DoM 2) Shelter | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may weave vegetation and/or shape earth or rock into a secure, weatherproof shelter. The shelter may accomodate up to 6 people plus 1 additional person per DoM of prayer. The Cleric is assisted in the creation of the shelter by various nature spirits. | ||||
| Base:200 | ||||
| Create shelter. | ||||
final: [5.11.10][Edit location][Edit 6979][Edit XSL]
| DoM 2) Summon Common Creatures | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 8 hours | ST: None | |
| This Spell will allow the Cleric to summon natural creatures. Upon the casting of the Spell, natural creatures of the Cleric's choosing within the range of the Spell will begin to make their way to the Cleric. The animals will gather at the point of casting, before being released to their own free will. The Spell grants no control to the Cleric, just brings the creatures to a single point. | ||||
| Base:200 | ||||
| Summon natural creatures. | ||||
final: [5.11.11][Edit location][Edit 6977][Edit XSL]
| DoM 3) Spirit Trail | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may easily forge a trail through any natural or supernatural setting, including a magically entangled forest, at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing. | ||||
| Base:300 | ||||
| Forge trail through all settings. | ||||
final: [5.11.12][Edit location][Edit 6975][Edit XSL]
| DoM 3) Summon Nature Spirit | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| With this Spell the Cleric can summon and control a nature minor spirit. It is invisible, has 10 Base Hit Points, no armor, and may cast the first four DoMs of one of the four Mage Elemental Magic Spell Lists. The spirit has 27 SPP and a 15 Magic Talent with +5 bonus from Mystic Theory. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain. | ||||
| Base:300 | ||||
| Summon minor nature spirit | ||||
final: [5.11.13][Edit location][Edit 6984][Edit XSL]
| DoM 4) Entangle | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 24 hours | ST: None | |
| With the help of nature spirits, the Cleric may create a barrier of vines and vegetation, which will slow and entangle anyone who attempt to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. Every 3 meters, there is a 25% chance of the creature being ensnared and held. If cast in combination with Thorns, the chance of being ensnared rises to 50%. To break free, the creature must make a Strength Save at -5 to break free. An attempt to break free may be made every 30 seconds. There must be some natural vegetation present for the Spell to operate. The vines will not be obvious until creatures attempt to force their way through the barrier. | ||||
| Base:400 | ||||
| Entangling vegetation. | ||||
final: [5.11.14][Edit location][Edit 1549][Edit XSL]
| DoM 4) Fog | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 500 meters | D: 8 hours | ST: Faith | |
| When the Cleric casts this Spell, a heavy ("pea-soup") fog is created within a radius of 500 meters surrouding the Cleric. This fog may only be seen through by the Cleric and his/her Companions. | ||||
| Base:400 | ||||
| Heavy fog; clear to Cleric and companions. | ||||
final: [5.11.15][Edit location][Edit 1847][Edit XSL]
| DoM 4) Shape Change | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch And/Or Companions | D: 8 hours | ST: None | |
| Upon casting this Spell, the targets may assume the shape and abilities of any natural mammal, bird, fish or tree for the duration of the Spell. The targets will retain human intelligence. The targets will be able to alter their shapes repeatedly while under the influence of this Spell, with each alteration taking 30 seconds. The animal may be no larger than 2 times the size of the Cleric and no smaller than 25% of the Clerics size. | ||||
| Base:400 | ||||
| Shape Change to natural organism. | ||||
final: [5.11.16][Edit location][Edit 6983][Edit XSL]
| DoM 4) Thorns | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 24 hours | ST: None | |
| With the help of nature spirits, the Cleric may create a barrier of thorny vegetation, which will slow and possibly damage anyone attempting to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. The thorns move with the Cleric and will do 2 points of damage for each DoM of Prayer of the casting cleric for every 3 meters of barrier thickness that an approacher passes through. In addition, forward progress through the thorns will be a one quarter speed. There must be some natural vegetation present for the Spell to operate. The thorns will not be obvious until creatures attempt to force their way through the barrier. | ||||
| Base:400 | ||||
| Barrier of thorns. | ||||
final: [5.11.17][Edit location][Edit 1546][Edit XSL]
| DoM 4) Thunderclap | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters @ | D: None | ST: Faith | |
| When this Spell is cast, everyone within 15 meters of the Cleric, including the Cleric, must make a Saving Throw as a tremendous thunderclap goes off. If the Saving Throw is made, the target experiences a ringing in the ears. If the Saving Throw is failed, the target is deafened for 15 to 30 minutes. If the target fails its Saving Throw by 5 or more, then the target is knocked unconscious for 15 to 30 minutes, and has a 30% chance of waking up permanently deafened. | ||||
| Base:400 | ||||
| Deafen area. | ||||
final: [5.11.18][Edit location][Edit 1848][Edit XSL]
| DoM 5) Become Great Beast | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 8 hours | ST: None | |
| Upon casting this Spell, the targets may assume the shape and abilities of any of the great Beasts as detailed in the Monstrous Manual, for the duration of the Spell. These include the Great Wolf, Great Lion, and Great Bear. The targets will retain human intelligence. | ||||
| Base:500 | ||||
| Become great Beast. | ||||
final: [5.11.19][Edit location][Edit 1484][Edit XSL]
| DoM 6) Summon Great Beast | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 24 hours | ST: Will | |
| The Cleric may summon and control one of the great Beasts as detailed in the Monstrous Manual. These include the Great Wolf, Great Lion, and Great Bear. The summoned animal will obey all of the Cleric's commands. The Cleric can also use this Spell to attempt to control a normally occurring Great Beast. In this case, the Great Beast gets a Saving Throw vs. Will. | ||||
| Base:600 | ||||
| Summon great Beast | ||||
final: [5.11.19][Edit location][Edit 1638][Edit XSL]
| DoM 6) Organic Manipulation | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 100 meters | D: 30 minutes | ST: None | |
| The Cleric may affect 100 kg of the natural world per DoM of Prayer per minute and the material affected will remain in the shape chosen by the Cleric until dispelled or reworked. This Spell will allow the Mage to do things like create dwellings inside living trees, fashion mazes of carnivorous plants, and other items of fantasy. This Spell may be used to heal diseased vegetation. | ||||
| Base:600 | ||||
| Shape 100 kg of natural world per Prayer DoM per min. | ||||
final: [5.11.20][Edit location][Edit 1488][Edit XSL]
| DoM 7) Control Weather | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 8 hours | ST: None | |
| The Cleric may control the weather in a 10 kilometer radius around the Cleric. He or she may speed up or slow down natural patterns. | ||||
| Base:700 | ||||
| Control weather in 10 km radius. | ||||
final: [5.11.21][Edit location][Edit 1849][Edit XSL]
| DoM 7) Lycanthropy | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 8 hours | ST: None | |
| This Spell imparts true, controllable Lycanthropy to the target. While in animal form, the targets may only be harmed by silver, fire, and magic. The target may choose the form of any animal that is not more than four times or less than one-quarter the weight of the targets' natural form. | ||||
| Base:700 | ||||
| True, controllable Lycanthropy | ||||
final: [5.11.22][Edit location][Edit 7331][Edit XSL]
| DoM 8) Summon Great Nature Spirit | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| With this Spell the Cleric can summon and control a great nature spirit. It is invisible, has 100 Base Hit Points, no armor, and may cast up to 30 DoMs of one of the four Mage Elemental Magic Spell Lists (see example in Monster Manual). The spirit has 120 SPP, a 20 Magic Talent, and a Base Cast Chance of 160%. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain. | ||||
| Base:800 | ||||
| Summon great nature spirit | ||||
final: [5.11.23][Edit location][Edit 1882][Edit XSL]
| DoM 10) Nature's Wrath | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 2 kilometers @ | D: 24 hours | ST: None | |
| The Cleric calls upon the natural world to attack his/her enemies. This can generate an enchanted forest where all the plants and animals attempt to destroy intruders, or cause quicksand to appear throughout the area, or cause rocks to roll about tripping, breaking shins, etc. | ||||
| Base:1000 | ||||
| Nature attacks. | ||||
final: [5.11.24][Edit location][Edit 7173][Edit XSL]
Nature Tree
unedited: [5.12.0][Edit location][Edit 1441][Edit XSL]
unedited: [5.12.2][Edit location][Edit 267][Edit XSL]
| DoM 1) Prayer I | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +50% SPP, +10% Cast Chance | ||||
| Base:100 | ||||
| +50% SPP, +10% CC | ||||
unedited: [5.12.3][Edit location][Edit 541][Edit XSL]
| DoM 2) Prayer II | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +100% SPP, +20% Cast Chance | ||||
| Base:200 | ||||
| +100% SPP, +20% CC | ||||
unedited: [5.12.4][Edit location][Edit 6655][Edit XSL]
| DoM 3) Bequest | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| This skill allows the Cleric to cast Spells and hold them for up to 24 hours. The Cleric may hold up to 2 times her DoM in Prayer Spell DoMs ready at Bequest, so a Cleric with DoM 6 Prayer could hold 12 DoMs at Bequest. The held Spells take 3 pulses to cast once they are wanted. | ||||
| Base:300 | ||||
| 2*Prayer DoMs with CT=3 | ||||
unedited: [5.12.5][Edit location][Edit 543][Edit XSL]
| DoM 3) Prayer III | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +150% SPP, +30% Cast Chance | ||||
| Base:300 | ||||
| +150% SPP, +30% CC | ||||
final: [5.12.6][Edit location][Edit 7333][Edit XSL]
| DoM 4) Create Clerical Storage Item | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Touch | D: Permanent | ST: None | |
| This skill allows the Cleric to participate in the creation of items that can store Clerical spells. For details, see the introduction to the Clerical Skill Class. | ||||
| Base:400 | ||||
| Create clerical storage item | ||||
unedited: [5.12.7][Edit location][Edit 545][Edit XSL]
| DoM 4) Prayer IV | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +200% SPP, +40% Cast Chance | ||||
| Base:400 | ||||
| +200% SPP, +40% CC | ||||
unedited: [5.12.8][Edit location][Edit 547][Edit XSL]
| DoM 5) Prayer V | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +250% SPP, +50% Cast Chance | ||||
| Base:500 | ||||
| +250% SPP, +50% CC | ||||
final: [5.12.9][Edit location][Edit 2101][Edit XSL]
| DoM 6) Companion Symbol | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 60 minutes | R: Touch | D: Permanent | ST: None | |
| This Spell allows the Cleric to "declare" a holy symbol which becomes a clear identifier for his fellow companions. All clerical Spells that have the terms "or companions" in the description may affect a person bearing one of the symbols, if they are within 1 kilometer of the Cleric when the Spell is cast. The Cleric will also know the location of those symbols within the 1 kilometer radius, unless blocked by Cloak, Commanded Materials, etc. | ||||
| Base:600 | ||||
| Create holy symbol | ||||
unedited: [5.12.10][Edit location][Edit 6971][Edit XSL]
| DoM 6) Greater Bequest | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| As Bequest except that the Cleric may now hold 4 times their DoM in Prayer. | ||||
| Base:600 | ||||
| 4*Prayer DoMs with CT=3 | ||||
unedited: [5.12.11][Edit location][Edit 548][Edit XSL]
| DoM 6) Prayer VI | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +300% SPP, +60% Cast Chance | ||||
| Base:600 | ||||
| +300% SPP, +60% CC | ||||
unedited: [5.12.12][Edit location][Edit 549][Edit XSL]
| DoM 7) Prayer VII | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +350% SPP, +70% Cast Chance | ||||
| Base:700 | ||||
| +350% SPP, +70% CC | ||||
unedited: [5.12.13][Edit location][Edit 550][Edit XSL]
| DoM 8) Prayer VIII | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +400% SPP, +80% Cast Chance | ||||
| Base:800 | ||||
| +400% SPP, +80% CC | ||||
unedited: [5.12.14][Edit location][Edit 551][Edit XSL]
| DoM 9) Prayer IX | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +450% SPP, +90% Cast Chance | ||||
| Base:900 | ||||
| +450% SPP, +90% CC | ||||
unedited: [5.12.15][Edit location][Edit 552][Edit XSL]
| DoM 10) Prayer X | ||||
| Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 ) | ||||
| CT: None | R: None | D: None | ST: | |
| The Cleric may add +500% SPP, +100% Cast Chance | ||||
| Base:1000 | ||||
| +500% SPP, +100% CC | ||||
unedited: [5.12.16][Edit location][Edit 7178][Edit XSL]
Prayer Tree
unedited: [5.13.1][Edit location][Edit 1826][Edit XSL]
| DoM 1) Shielding Hand | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The shielding hand Symbol will add +1 to the target's DR. | ||||
| Base:100 | ||||
| +1 DR. | ||||
unedited: [5.13.2][Edit location][Edit 1910][Edit XSL]
| DoM 2) Mind Screen | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 60 minutes | R: Self | D: 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. | ||||
unedited: [5.13.3][Edit location][Edit 1843][Edit XSL]
| DoM 2) Protection from Cold | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.4][Edit location][Edit 1844][Edit XSL]
| DoM 2) Protection from Heat | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.5][Edit location][Edit 1829][Edit XSL]
| DoM 3) Aid | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.6][Edit location][Edit 1827][Edit XSL]
| DoM 3) Defend | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell will increase the target's DR by +4. | ||||
| Base:300 | ||||
| +4 DR | ||||
unedited: [5.13.7][Edit location][Edit 1814][Edit XSL]
| DoM 3) Heroic Aura | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.8][Edit location][Edit 7702][Edit XSL]
| DoM 3) Missile Shield | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 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. | ||||
unedited: [5.13.9][Edit location][Edit 7698][Edit XSL]
| DoM 3) Protection from Air | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.10][Edit location][Edit 7697][Edit XSL]
| DoM 3) Protection from Earth | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.11][Edit location][Edit 7696][Edit XSL]
| DoM 3) Protection from Water | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.12][Edit location][Edit 7705][Edit XSL]
| DoM 4) Defense Against Chaos | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.13][Edit location][Edit 7701][Edit XSL]
| 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. | ||||
unedited: [5.13.14][Edit location][Edit 1622][Edit XSL]
| 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. | ||||
preliminary: [5.13.15][Edit location][Edit 7303][Edit XSL]
| DoM 4) Holy Aura | ||||
| Learning Rate: + ( Faith* 3 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Self | D: 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 | ||||
preliminary: [5.13.16][Edit location][Edit 1833][Edit XSL]
| DoM 4) Innocence | ||||
| Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.17][Edit location][Edit 7700][Edit XSL]
| DoM 4) Mind Shield | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.18][Edit location][Edit 7699][Edit XSL]
| DoM 4) Protection from Electricity | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Protects the target completely from normal and magical lightning and electricity. | ||||
| Base:400 | ||||
| Protection from Electricity | ||||
unedited: [5.13.19][Edit location][Edit 7703][Edit XSL]
| DoM 6) Barrier | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 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. | ||||
unedited: [5.13.20][Edit location][Edit 1828][Edit XSL]
| DoM 6) Shimmer | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 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. | ||||
unedited: [5.13.21][Edit location][Edit 2136][Edit XSL]
| DoM 6) Summon Protector | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 5 pulses | R: None | D: 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. | ||||
unedited: [5.13.22][Edit location][Edit 7704][Edit XSL]
| DoM 8) Magical Barrier | ||||
| Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 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. | ||||
unedited: [5.13.100][Edit location][Edit 7179][Edit XSL]
Protection Tree
preliminary: [5.14.1][Edit location][Edit 7662][Edit XSL]
| DoM 1) Fortitude | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 24 hours | ST: None | |
| This Spell prevents common traveler ailments related to food or water. It will prevent food poisoning, allegeries, and other adverse reactions to food or water. It will half the toxicity of real poisons. While it will not change the taste or appearance of exotic food and drink, it will prevent the target from being adversely affected by them. | ||||
| Base:100 | ||||
| Prevent traveler ailments. | ||||
preliminary: [5.14.2][Edit location][Edit 1476][Edit XSL]
| DoM 1) Guide | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 8 hours | ST: None | |
| While under the influence of this Spell, the Cleric knows the direction and distance to any familiar location. | ||||
| Base:100 | ||||
| Guide to known location. | ||||
preliminary: [5.14.3][Edit location][Edit 7665][Edit XSL]
| DoM 1) Lock | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 12 hours | ST: None | |
| This Spell will lock a door, window, pouch, backpack, trunk, etc. preventing opening by anyone other than the Cleric. This Spell will not prevent entry by other means like breaking through the door or a wall, slicing open a pouch or backpack, or smashing a trunk. | ||||
| Base:100 | ||||
| Open only by Cleric. | ||||
preliminary: [5.14.4][Edit location][Edit 7661][Edit XSL]
| DoM 1) Pest Defense | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 24 hours | ST: None | |
| This Spell will prevent insects, rodents, snakes, and other pests from approaching within 3 meters of the recipient of the Spell. If the recipient moves into an area with existing pests, the pests will immediately attempt to move out of range. | ||||
| Base:100 | ||||
| Keeps small pests away. | ||||
preliminary: [5.14.5][Edit location][Edit 7663][Edit XSL]
| DoM 1) Stability | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 24 hours | ST: None | |
| This Spell prevents common traveler ailments related to motion or heights. It will prevent motion sickness, nausea, and vertigo. | ||||
| Base:100 | ||||
| Prevent motion sickness. | ||||
preliminary: [5.14.6][Edit location][Edit 1804][Edit XSL]
| DoM 2) Canter | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell will allow the target to move at the same speed as a light warhorse, giving the target an effective Agility for movement purposes of 36. | ||||
| Base:200 | ||||
| Movement Agility of 36. | ||||
preliminary: [5.14.7][Edit location][Edit 1850][Edit XSL]
| DoM 2) Endurance | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 12 hours | ST: None | |
| This Spell imparts incredible endurance to the target. The target will have neither to sleep nor eat for the duration of the Spell. In addition, the target's stamina becomes superhuman. He or she may hold his or her breath for 10 or 15 minutes, fight for hours, or walk continuously. | ||||
| Base:200 | ||||
| Superhuman stamina. | ||||
preliminary: [5.14.8][Edit location][Edit 560][Edit XSL]
| DoM 2) Lands | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 24 hours | ST: None | |
| The Cleric always knows where he or she is located on land and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported. | ||||
| Base:200 | ||||
| Cleric cannot get lost on land. | ||||
final: [5.14.9][Edit location][Edit 7664][Edit XSL]
| DoM 3) Shelter | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch And/Or Companions | D: 12 hours | ST: None | |
| This Spell will create a small hut out of available materials which is waterproof and maintains a comfortable environment for the Cleric. The durability of the hut will depend on the available materials (stone, wood, sod, etc.). When the Spell ends, the hut will remain, though the water exclusion and environmental control will end. The hut will comfortably sleep two individuals. | ||||
| Base:300 | ||||
| Small, comfortable hut. | ||||
preliminary: [5.14.10][Edit location][Edit 562][Edit XSL]
| DoM 3) Water | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 24 hours | ST: None | |
| The Cleric always knows where he or she is located on water and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported. | ||||
| Base:300 | ||||
| Cleric cannot get lost on water. | ||||
preliminary: [5.14.11][Edit location][Edit 1805][Edit XSL]
| DoM 3) Water Walking | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| The Cleric may walk on liquid water as if it were solid ground. Note that disturbances in the water's surface will not upset the Cleric's balance. | ||||
| Base:300 | ||||
| Cleric may walk on liquid water. | ||||
preliminary: [5.14.12][Edit location][Edit 7676][Edit XSL]
| DoM 4) Swim | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell will allow the target to breathe underwater and move effortlessly under the water at 20 kph. The target and their possessions will be protected from the water and will emerge dry from the water. | ||||
| Base:400 | ||||
| Swim effortlessly; 20kph. | ||||
preliminary: [5.14.13][Edit location][Edit 1654][Edit XSL]
| DoM 5) Location | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: 50 kilometers | D: 24 hours | ST: None | |
| The Caster can sense the exact location of any distinctive object, animal or person. The Cleric must either know the object, animal or person very well, or must have a piece of the thing, animal or person to be located. The caster will continue to be aware of the exact location of the target for the next 24 hours, or until the target moves out of range of the Spell. Note that several Spells (Atmospherics, Sensitivity) may alert a person being Located (and allow them to track down the Cleric locating them). Only one Location Spell may be cast at a time. | ||||
| Base:500 | ||||
| Sense the exact location. | ||||