The QuestFRP Player's Handbook

INTRODUCTION

INTRODUCTION


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This fantasy role playing game, Quest, is designed to be an open-ended game system in which you, the Player, design your own Character conception. Virtually any fantasy concept is reproducible using Quest, although this may not seem to be the case at first glance. What makes Quest truly open-ended is the interaction between abilities. Imagination and cleverness are the watchwords for Quest. Along with some d6 and d20. We are constantly trying to improve the system, and any suggestions you have are welcome.

The precise effects of Spells and abilities are, for the most part, left up to the discretion of the Game Master. This philosophy will allow the Game Master to control the game more easily, and will allow the Game Master to tailor the rules to his or her campaign. Some of the effects are discussed in detail, because of their importance to game balance. The Game Master may use these as a guide for making decisions concerning other effects, but he or she should not feel constrained by these discussions.

Potential Players and Game Masters should note that unlike most fantasy role playing games, reasonably high levels of technology are possible within the system. If the Game Master or Players feel too uncomfortable, they may, of course, agree to eliminate the Technical skills, although this is NOT recommended. The Game Master could set the campaign upon a mineral-poor world as a limit the technological expansion, but technology adds a great deal to a game and is necessary when reproducing some fantasy concepts.

As the above paragraph implies, it is possible to eliminate whole sections of skills without too severely damaging the rules system. Another example of deleting bodies of skills would be to eliminate the fantasy elements and play in some historical time period (for the purposes of technological development) of the real world. A realistic representation of the European Middle Ages would require the Game Master to limit the Technical Disciplines to the third Degree of Mastery (see the glossary below) and delete Fencing, oriental Disciplines, and all Spell Lists from the game. Be prepared for a bloody game! There will be no magical healing and the medical services will be poor. There are good possibilities for tailoring the game to a specific campaign.

by Michael Greenholdt, Gene Masters, Todd Richmond, and Michael Behrman

A final word. Quest is the sort of game system that will absorb as much work as you want to put into it. It can function reasonably well with just a little time devoted to your world, but it also has the guidelines for letting the Game Master get as detailed as possible.

TABLE OF CONTENTS

  Discipline Location
INTRODUCTION[display section]
  INTRODUCTION 1.1
TABLE OF CONTENTS[display section]
  TABLE OF CONTENTS 2.1
GLOSSARY[display section]
  GLOSSARY 3.1
HOW TO CREATE A CHARACTER[display section]
  LEARNING SKILLS AND EXPERIENCE POINTS 4.1
  STATISTICS 4.2
  SPECIES 4.3
  CREATING A CHARACTER 4.4
CLERIC SKILLS[display section]
  INTRODUCTION TO CLERICAL SKILL CLASS 5.1
  BALANCE 5.2
  BLESSINGS 5.3
  COMBAT 5.4
  COMMUNICATIONS 5.5
  CREATION 5.6
  DARKNESS 5.7
  GENERAL CLERIC 5.8
  HEALING 5.9
  MAGIC 5.10
  NATURE 5.11
  PRAYER 5.12
  PROTECTION 5.13
  TRAVEL 5.14
  TRICKERY 5.15
  WAR 5.16
  WISDOM 5.17
FIGHTER SKILLS[display section]
  INTRODUCTION TO FIGHTER SKILL CLASS 6.1
  BOW WEAPON 6.2
  GENERAL FIGHTER SKILLS 6.3
  HANDHELD WEAPON 6.4
  MAGE CR 6.5
  MANIPULATION BLOWS 6.6
  MECHANICAL WEAPON 6.7
  STATISTICS IMPROVEMENTS 6.8
  THROWN WEAPON 6.9
MAGE SKILLS[display section]
  INTRODUCTION TO MAGE SKILL CLASS 7.1
  AIR 7.2
  BLIGHT 7.3
  CHAOS 7.4
  DETECTION 7.5
  DIMENSIONAL MAGIC 7.6
  EARTH 7.7
  ENCHANTMENTS 7.8
  ENHANCEMENT 7.9
  FIRE 7.10
  LIGHT/DARK 7.11
  MENTALISM 7.12
  MYSTIC THEORY 7.13
  ORDER 7.14
  PROTECTIONS 7.15
  SPELL CASTING 7.16
  SUMMONING 7.17
  TIME 7.18
  WATER 7.19
MUNDANE SKILLS[display section]
  INTRODUCTION TO MUNDANE SKILL CLASS 8.1
  ACROBATICS 8.2
  ANIMAL TRAINING 8.3
  ARTIST 8.4
  ASSASSIN 8.5
  ASTRONOMY AND NAVIGATION 8.6
  BARBER/CHIRURGEON 8.7
  BOWYER/FLETCHER 8.8
  BUSINESS 8.9
  CALLIGRAPHY 8.10
  CARTOGRAPHER 8.11
  CHEMISTRY 8.12
  CONFIDENCE 8.13
  CRAFTSMAN 8.14
  ELECTRICAL ENGINEERING 8.15
  EXPLORER 8.16
  FENCE 8.17
  GENERAL TECHNICIAN 8.18
  GENERAL THIEF 8.19
  GLASS WORKER 8.20
  HORSEMANSHIP 8.21
  JEWELER 8.22
  LANGUAGE 8.23
  LIFE SCIENCES 8.24
  MECHANICAL ENGINEERING 8.25
  METALLURGY 8.26
  MILITARY SCIENCE 8.27
  MUSIC 8.28
  NATURALIST 8.29
  NAUTICAL SCIENCE 8.30
  ORDNANCE ENGINEERING 8.31
  OUTDOORSMAN 8.32
  SECURITY SYSTEMS 8.33
  SIEGE ENGINEER 8.34
  SLEIGHT OF HAND 8.35
  SOCIAL SCIENCE 8.36
  STEALTH 8.37
  TERRESTRIAL SCIENCES 8.38
  THEATRICS 8.39
  BACKGROUND SKILLS 8.40
EQUIPMENT[display section]
  EQUIPMENT 9.1
  ARMOR 9.2
  ARMS 9.3
APPENDIX[display section]
  EXAMPLE CHARACTERS 10.1

GLOSSARY

GLOSSARY


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GLOSSARY

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.

HOW TO CREATE A CHARACTER

LEARNING SKILLS AND EXPERIENCE POINTS


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How does a Character learn Skills: Disciplines, Degrees Of Mastery And Experience

When a Character is created, he or she receives a quantity of starting experience with which the Character may learn varying Degrees of Mastery (DoMs) in Disciplines. Thereafter, a Character may improve his or her current Disciplines, or learn new Disciplines, only by devoting experience towards a specific Discipline. All Disciplines have a Learning Rate based on the Character's Statisics. The Learning Rate is a numerical expression of how well a Character may understand and learn a specific Discipline. The Learning Rate is equal to the Base Statistics Number of the Discipline. Learning Rates may be improved by bonuses from other Disciplines, bonuses from Enchanted Items, Spells, or by other special circumstances. Disciplines that are relatively easy to learn have a Learning Rate/Base Statistics Number equal to the addition of 5 Statistics. For example, Hand Held Weapons has a Learning Rate of Strength*2+Dexterity*2+Agility. A human with perfect physical stats would have a Learning Rate of 100%. Most humans, however, will learn this list less effectively. More difficult Disciplines use four Statistics, and the most difficult Disciplines may use only three Statistics. Thus, for the most difficult Disciplines, even with perfect Statistics, a Character would have a beginning Learning Rate of 60%.

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LEARNING/EXPERIENCE TABLE
DoMBase58%72%86%
1100172139116
2200345278233
3300517417349
4400690556465
5500862694581
66001034833698
77001207972814
880013791111930
9900155212501047
101000172413891163

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Types Of Experience

There are three categories of awarded or earned experience. There is experience earned in a Discipline. This experience may only be used in the Discipline in which it was earned. The next type of experience is adventure experience. This experience may be used in any Discipline that one already posesses and has used during the adventure. Lastly, there is general experience. This experience may be used in any Discipline or in the General Disciplines. There are three major ways of gaining experience. A Character may study a Discipline, with a teacher who is more proficient in the Discipline, or by his- or herself. All such experience is Discipline specific. A Character will also gain experience working at some Disciplines, especially Technical or Mage Creation Disciplines. Again the experience is Discipline specific. The third manner is by adventuring, going out and risking life and limb in pursuit of some goal. It is usually this third way that Skill Class and General experience are earned. A detailed explanation of awarding experience and gaining experience from training and adventuring can be found in the Game Master's Handbook.

STATISTICS


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Overview of QuestFRP Statistics

The statistics are the center of a character. They indicate what the character does or does not do well well, and gives a framework for determining what these things are. Statistics, when well used, should indicate to a player how a character should be role-played - the use of the statistics are not just limited to the wrote rules given below.

There are many ways in which statistics are used in QuestFRP (refer to appropriate sections for in-depth discussion). These include determining special skills, or calculated statistics (such as cast chance or extra damage from great strength). Learning rates for disciplines are also based on statistics, as are many saving throws for getting through difficult situations. If you choose an extremely low or high value for a statistic there are likely to be effects. In QuestFRP the average adventurer has a 14, and the average person a 12 in their statistics. Species do have different highs and lows, but the averages are the same between species.

For an in-depth discussion of how to choose statistics for your character see the creating a character section.

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Strength

This Statistic represents the Character's ability to lift, carry and to impart force to a physical attack.

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.

In addition, every weapon has a minimum Strength needed to wield the weapon. If a Character's Strength is less than the minimum needed to wield the weapon, the Character loses one CR and one dice of damage for every point he or she is below that minimum. For example, a longsword requires an 11 Strength to wield normally, and it does a 3d6. A Character with a 10 Strength would suffer a -1 CR penalty and do a 2d6 for damage. A Character with a 17 Strength gains no CR bonus but does 3d6 plus d4 damage with a longsword.

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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Dexterity

Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. It is the Statistic used to determine all manual activities such as drawing weapons and retrieving fallen objects from the ground.

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
DexterityModifier
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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Agility

This Statistic represents foot speed, dodging ability, and quickness. Having an agility below 3 means that the Character is incapable of movement on their own power.

Agility determines movement speeds in combat (see Movement in GMG). It also determines movement speeds overland, though in general a person does not move at full walking speed on long journeys.

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OVERLAND MOVEMENT
AgilitySpeed on Road
3-41 km/hr
5-62 km/hr
7-93 km/hr
10-124 km/hr
13-155 km/hr
16-186 km/hr
19+7 km/hr

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Constitution

Constitution represents the hardiness of a Character. In concert with the Character's Will, it is used to generate the Character's Base Hit Points. It also determines how well a Character stands up to disease, fatigue, and injuries. A Character with a Constitution below 3 must live their lives in a bubble because exposure to the outside world is too dangerous to their health.

A Character's Constitution determines how long they are able to move above a walking speed in combat (see Movement in GMG). It also effects how many hours a day a character may walk (table below). For every hour a Character overwalks their max travel time the following day they travel and make Saving Throws as if they had 1 point less of Constitution.

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MAX TRAVELING TIME
ConstitutionMax Traveling Time
31 hr
42 hr
53 hr
6-74 hr
8-95 hr
10-116 hr
12-137 hr
14-158 hr
16-179 hr
18-1910 hr
20+11 hr

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Intellect

This Statistic represents the Character's IQ and problem solving ability as well as their instinctual abilities. Intellect determines the Assessment Statistic, of vital importance in combat, and is very important in calculating Cast Chance for Mages. More than anything else Intellect needs to be kept in mind while role-playing a Character. A Character with a 16 Intelligence is much more likely to come up with those great ideas, while one with an 8 Intelligence might be a bit on the slow side to make connections (even if you, as the Player, would make them). Try to make the Intellect roughly equal to some conception of the Character that you have so that it is not completely off base. If the GM feels a Player is overplaying a Character's Intellect a good way to curb the behavior is to enforce Intelligence saves.

In terms of concrete penalties a person with a 6 or 7 Intellect would be known as the "village idiot" and can only be told directly what to do (if it is not something they've practiced an Intelligence Save is needed). A person with an 8 or 9 Intellect can never learn to read well and is unlikely to come up with complex connections on their own. Having an Intellect of 5 makes you as smart as an average Bear or other large mammal, while something less than that puts you on par with a large mammalian grazer or a reptile. Such people may not be taken adventuring except as "pets" to be blindly loosed upon an enemy and can only understand simple queues and commands in the same way that a dog or cat might.

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Magic Talent

This is the Character's ability to manipulate magical energy. It is used to generate initial SPP for Mage Spells, determines how many SPP the Mage receives per DoM of Mystic Theory, and is of great importance in determining Mage Discipline Check Rolls. For non-magic users it is important in a number of Saving Throws against various spells and other magical effects.

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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. Faith is used to generate initial SPP for Clerics, determine how many SPP the Cleric receives per DoM of Theology, and is of great importance in determining Clerical Discipline Check Rolls. For Characters who are not Clerics, Faith is important in defending against Clerical attacks. Faith is also important in a number of resurrection methods, and having a Faith below 6 may stop such attempts altogether - after all, why should a god care whether or not you're alive?

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Will

This Statistic represents the Character's willpower and mental strength. It is of prime importance in determining a Character's Base Hit Points. It is also often a constituent in Mage and Clerical Check Rolls. A Will Saving Throw is usually needed to avoid the more dire consequences of injury (unconsciousness versus death). Furthermore Will plays into how capable a Mage is in regaining their SPP. Will is also often a component in Learning Rates, and as such having an especially low Will generally causes a character to be a slow learner.

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Calculated Statistics

Calculated Statistics are all based upon the core Statistics outlined above. Calculated statistics that appear at the top of the Character Sheet such as Base Hit Points, Damage Bonus, and Poison Adjustment are explained in the Glossary and detailed for in-game use in the Game Master's Guide.

SPECIES


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Dwarf

As a species, Dwarves are noted for building in stone and for fine craftsmanship. They delight in creating magic and Dwarven Mages are by no means rare. For fighting, Dwarves favor heavy armor and axes. Dwarves have excellent night vision and can see in all but total darkness. Dwarves live to be about 250 years old. Players should note that basic Statistics and abilities might vary, depending on the Game Master and campaign.

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Half-Elves

Half-Elves are the result of matings between Fairie/Elves and Humans. They will breed true, depending on their mates. Half-Elf/Human alliances produce Humans, Half-Elf/Fairie alliances produce Fairie, and two Half-Elves produce Half-Elves. Half-Elves are too diverse to make any generalizations about species preferences, although they will generally adopt the habits of their parent Human race, unless they are raised among Fairie.

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Elves/Fairie

Elves are the Elder Race of the world. They have slight builds, are extremely skilled in handwork, and are close to nature. Traditionally, they are fair skinned and fair haired, nimble and quick. Elves have excellent night vision and can see in all but total darkness. Elves may be immortal, as none are known to have died of old age. Players should note that these Statistics and abilities may vary depending upon the Game Master and the campaign.

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Humans

Humans are the base species in Quest. All of their statistics are limited to a maximum of 18 and a minimum of 3 for starting characters. GameMasters may choose to have different races or cultures in their campaigns/worlds, with different Statistic modifiers or limitations.

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Minimum and Maximum Statistics

The following table lists the species minimum and maximum values for each statistic as well as the height and weight ranges for each species. The minimum and maximums are absolute unless magical means are used to go beyond them for the given race.

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Species Statistics
SpeciesHumans minHumans maxHalflings minHalflings maxElves minElves maxDwarves minDwarves max
Physical Strength318316314320
Manual Dexterity318519520318
Agility318520520315
Constitution318318316920
Intelligence318318318318
Magic Talent318520922318
Faith318316312314
Will318318318318
Height (cm)100200801806016060130
Weight (kg)4012035100309025150

CREATING A CHARACTER


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The process of creating a character in Quest is not designed to reflect the population as a whole. The assumption is that Characters have above average Statistics and talents, and are not representative of the general public. The adjustment of Statistics and application of Floating Statistics Points represent the Character's natural talents and aptitudes.

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Beginning The Character Generation Process: Form A Character Concept

Looking at the Skill Classes, Disciplines, and species, you should determine what you want your Character to be, i.e., form a Character conception. Think about the skills and spells you want your Character to have, keeping in mind that your Character will grow. Try to determine all of the Disciplines that you think your Character may want to learn in his or her lifetime. This will be important in adjusting your Character's Statistics. For example, your Character may start out with only one or two Fighter and Open Disciplines, but your eventual goal may be for the Character to learn some Mage Skills. It is important to make sure that your Character has a reasonable Intellect and Magic Talent, even though they may not be important for the starting Disciplines, so that learning those skills is not prohibitively difficult in the future.

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Species, Sex, And Beginning Statistics

Choose your species. There are four base species in Quest, although individual campaigns may have more or less. The four species are Human, Elf, Half-Elf, and Dwarf. Any limits resulting from belonging to a certain species are detailed above, in the section on Species and Races.

No matter what species you choose, start with an 11 for each of the following Statistics: Strength, Dexterity, Agility, Constitution, Intellect, Magic Talent, Faith, and Will. Choose the sex of your character as well. This is for role-playing only, as the basic rules do not impose any statistic differences between males and females, although individual Game Masters may come up with their own advantages/disadvantages based on sex. If adjustments are used they should not result in Statistics of less than the minimum specie statistic or greater than maximum species statistic.

Next determine your Character's age. Most beginning characters should start at age 18 to 20 years (young adults). There are presently no age-based Statistics modifiers in Quest.

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Choose and Adjust Your Statistics

Adjust your Statistics to fit your character concept (i.e. adjust your Statistics so that the Character's Learning Rates are optimized for your chosen Disciplines - see the learning skills and experience point section above). Each character is given 30 floating statistic points (floaters). These extra statistic points represent the difference between you - a future Hero - and the average peasant scum. You may add these points to your eight base Statistics (Strength, Dexterity, Agility, etc.). In addition, you may switch points between statistics. To do so, take one point out of any statistic or out of your floaters and add one to any other statistic. It is a good idea to reference the Statistics section above while doing this since there are various good and bad effects to having high and low numbers in any given statistic.

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.

The Character may also become ambidextrous by expending 3 floating points.

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Calculate Your Base Hit Points (BHP)

Your Base Hit Points are how much damage your character can sustain before injury or death. Your Hit Points are calculated using the following formula: BHP = 3*Constitution + 2*Will

The hit point distribution table below is used to calculate how many hit points each limb gets (round the calculated figure), based on your BHP. It is useful to see whether gaining an extra BHP will effect an important limb statistic, such as your head, when you are deciding your Constitution and Will statistic values.

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HIT POINT DISTRIBUTION
Body PartHit Points
HeadBHP * 0.15
ChestBHP * 0.40
AbdomenBHP * 0.30
GroinBHP * 0.20
Right LegBHP * 0.20
Left LegBHP * 0.20
Weapon Arm*BHP * 0.15
Shield Arm*BHP * 0.15
BloodBHP

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Choose Height, Weight, and Body Build Type

Choose any combination of height and weight that fits your Character conception (short and thick, tall and thin, medium, whatever) limited only by the species maximum and minimum. QuestFRP deliberately disassociates height and weight from BHP and how much damage a Character can take so as to allow the most flexibility in character concept.

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Choose Handedness

Choose your Character's handedness, either left-handed or right-handed. To become ambidextrous you must expend 3 of your floaters.

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Language

Your Character also receives a number of "Language Points" to buy language Discipline(s). Each point is the equivalent of 1 DoM in a language. If possible, a Character must begin the game fluent (DoM 3) in a language, this being his or her native tongue. The remainder of the language points may be used as the Player sees fit. Any unused Language points are lost.

For more information, see the Language discipline in Mundane Skills.

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LANGUAGE POINT TABLE
IntellectLanguage Points
4 or less1
5 to 82
9 to 113
12 to 154
16 to 195
20 or more6

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Calculated Statistics

Using your Character's Statistics, calculate Base Hit Points, Dodge, Poison Adjustment, Damage Bonus/Penalty, and SPP for Mage and/or Cleric (see STATISTICS above, or the example of Character generation below).

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CALCULATED STATISTICS
Statistic NameCalculation
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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Choosing Disciplines and Calculating Learning Rates

Chose the disciplines that you want your Character to start with and examine the Learning Rates for the skills/spells within those Disciplines. You will want to have an idea of what Statistics are important for the beginning Disciplines, as well as future Disciplines that the Character may wish to learn.

Determine the Learning Rates for the various starting skills/Spells in those Disciplines and decide what Degree of Mastery to obtain. A Character starts with 3000 experience points. For a detailed example of calculating Learning Rates, choosing Degrees of Mastery, and allotting experience see 'How does a Character learn Skills' section above. No character should start with a list higher than DoM 3 with starting experience. At this time, the Character must also choose a specific weapon for each weapon Discipline. Unused starting experience is saved as general experience.

The player may also pick up to five background skills from the MUNDANE SKILLS - BACKGROUND SKILLS section. These are not deep skills (perhaps on the level of a high school course) and should reflect the character's background to some extent. (Coming from a fishing village would give Knot Tying and Small Boat Sailing, a pig farmer would know Animal Science and Mammal Studies, etc)

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Outfitting The Character

Generate your Character's starting funds, and outfit him or her. The average starting funds for a Character are equal to about 3000 Copper Pence. Equipment lists can be found at the end of the Player's Handbook. The Player should not expect this amount, this is a guideline and the Game Master may alter starting funds with impunity.

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Adjustments To DR Due To Shields And Armor

When your Character wears armor and/or uses a shield, his or her DR will change. Penalties for wearing armor are noted in the Armor section. Shields add a DR bonus; these are noted in the Arms section. There are lines on the Character record sheet for adjusted DR while using shield and armor.

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Example of Character Generation

What follows is a comprehensive example of an individual's efforts to create a QuestFRP Character, using the Character generation process described above. We will call our example player Terry. The paragraph headings correspond with the descriptive paragraphs above, and show step-by-step how to put together a beginning QuestFRP Character

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Character Concept

Terry forms her Character conception. Terry decides she wants her Character, Elidora, to be an half-elven woodsman/ranger. She wants Elidora to have a wide range of skills, but mostly Mage skills to start with. Terry has no plans for her Character to become a Cleric, or learn Clerical Spells, so she decides to start Elidora with a low Faith when allocatting Statistics Points later.

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Species, Sex And Beginning Statistics

As stated above, Terry chooses to be a Half-Elf. This has no effect on her starting Statistics so she starts with a 11 for each of the eight Statistics, which are: Strength = S; Dexterity = D; Agility = A; Constitution = C; Intellect = I; Magic Talent = M; Faith = F; Will = W. Terry chooses her sex as female since she feels more comfortable playing a female Character. With the consent of the GM, she chooses her Character's age to be 18.

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Height And Weight Determination

Since body weight and height do not influence her Character's Physical Statistics or ability to take damage, Terry decides she would like her Half-elf to be tall and of medium build. She chooses a height of 173 cm, and a weight of 70 kg. Elidora now looks like this, where HT = height and WT = weight:

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Elidora: Height and Weight Calculations
S: 11I: 11HT: 173 cm
D: 11M: 11WT: 70 kg
A: 11F: 11
C: 11W: 11

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Choosing Disciplines, Calculating Learning Rates, And Adjusting Statistics

Terry starts with a total of 30 Floating Statistic Points (known as "floaters", among Quest Players). Looking over the Disciplines she knows she wants her Character to start with and those that she eventually wants her Character to learn, she decides to add points to Physical Statistics, in order to boost her effectiveness as a fighter, and add points to Magic Talent and Intellect to boost her Mage skills. Terry now allocates her "floaters" and redistributes her statistics. She uses her "floaters" as follows: +9 points to Strength (+3 from 11 to 14, +2 from 14 to 15, and +4 from 15 to 16, since the species maximum strength for a halfling is 16); +4 points to Dexterity; +3 points to Agility; +5 points to Constitution; +3 points to Intelligence; +6 point to Magic Talent; and +3 points to Will. She also subtracts 3 points from Faith, swapping them into Strength. Terry could have reserved one or more floaters to use later in the process. Elidora now look like this:

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Elidora: Adjusted Statistics
S: 16I: 14HT: 173 cm
D: 15M: 17WT: 70 kg
A: 14F: 8
C: 16W: 14

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Terry must now determine the handedness of Elidora. Terry chooses to have her be left handed, having not reserved 3 floaters to become ambidextrous.

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Next Terry chooses Elidora's Disciplines. She chooses a Battle Axe as her weapon, and chooses to learn 2 DoMs of CR, 1 DoM of DR, 1 DoM of PR, and 2 DoMs of blows with the Battle Axe. The Battle Axe has a modification to her learning rates (see the weapons tables) of: +10% to CR, -15% to DR, -25% to PR (it is not a good parrying weapon) and 0% to Blows.

She wishes Elidora to have three Mage Spells: Simple Self Healing, Detect Movement, and Mystic Shields. All three of these spells have prerequisites. When Terry looks at the "Display Prerequisites Graphically" link in the spell description, she sees that both Simple Self Healing and Detect Movement have a single prerequisite of Mystic Theory I, while Mystic Shields has a string of prerequisites: Minor Bindings, Mend and Mystic Theory I. Of course, Elidora only has to learn Mystic Theory I once.

Terry now calculates the Learning Rates for Elidora's starting Disciplines (see table below). She has 3000 starting experience, and uses 2957 experience to give Elidora the Disciplines that she wants. Terry records the extra 43 experience as General Experience, which she may use to help learn another Skill or Spell at a later time.

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Elidora: Disciplines
SkillLearning RateNumbersBase LRDoMExperience CalculationExperience Required
Handheld Weapon - CRS*2 + D*2 + A +1016*2 + 15*2 + 14 +1086%2(100 + 200) / 0.86349
Handheld Weapon - DRS*2 + D*2 + A -1516*2 + 15*2 + 14 -1561%1100 / 0.61164
Handheld Weapon - PRS*2 + D*2 + A -2516*2 + 15*2 + 14 -2551%1100 / 0.51196
Handheld Weapon - BlowsS*2 + D*2 + A +016*2 + 15*2 + 14 +076%2(300 + 600) / 0.761184
Simple Self HealingI + M + W*314 + 17 + 14*373%1100 / 0.73137
Mystic Theory II*3 + M*214*3 + 17*276%1100 / 0.76132
Mystic ShieldsM*2 + W*317*2 + 14*376%2200 / 0.76132
Minor BindingsM*2 + W*317*2 + 14*376%2200 / 0.76263
MendM*2 + W*317*2 + 14*376%1100 / 0.76132
Detect MovementI*3 + M + W14*3 + 17 + 1473%1100 / 0.73137
Total2957

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For Elidora's Background Skills, Terry chooses to have them all fit with Elidora's background of coming from a seashore village. So she chooses: Rowing, Small Boat Sailing, Fishing, Knot Tying, and Weather.

For her Language skills, Elidora's Intellect of 14 gives her 4 language points. Terry uses those points to give Elidora DoM 3 (Fluent) in the common language of her Character's world, and DoM 1 (Tyro) in Elvish, as she hopes to have Elidora travel in the Elven lands.

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Terry now calculates the calculated Statistics for her Character.

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Elidora's Calculated Statistics
Statistic NameCalculationSample NumbersValue
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 PartTerry's Character
Head76 * 0.15= 11
Chest76 * 0.40= 30
Abdomen76 * 0.30= 23
Groin76 * 0.20= 15
Right Leg76 * 0.20= 15
Left Leg76 * 0.20= 15
Weapon Arm76 * 0.15= 11
Shield Arm76 * 0.15= 11
Blood76 * 1.00= 76

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Outfitting The Character

Elidora starts out with 250 silver shilling (2500 copper). She buys a leather cuirass (100 SS), arming bracers and buskins (30 SS), a leather cap (25 copper), a kite shield (50 SS), and a battle axe (50 SS). These basic accoutrements costs her 2325 copper, leaving her 175 copper for backpacks, camping gear, food, living expenses, etc.

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Adjustments To DR Due To Shields And Armor

Terry must now calculate her Elidora's DR while wearing armor and using her shield. While using a kite shield, she has a base DR of 3. None of her armor has any DR penalties, so her Base DR remains 3. With her Battle Axe in hand, which gives her a 1 weapons DR, she has a total DR of 4.

Elidora's DR from the front and left side is a 4, because of her kite shield and Battle Axe. Her PR with a Battle Axe is a 1, because of her DoM 1 PR skill with the weapon. She has 4 points of armor on her chest, abdomen, and groin, and 4 points of armor on her head, arms and legs. Her kite shield adds 2 points of armor on her shield arm (and on 3 other conjoined body parts against missile attacks, such as chest, abdomen, groin).

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Elidora's Character Sheet

Check the Player's Handbook Appendix: Example Character Sheets for Elidora's final Character Sheet.

CLERIC SKILLS

INTRODUCTION TO CLERICAL SKILL CLASS


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Casting Clerical Spells

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

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

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

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

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Touch Spells

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

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Companions

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

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Clerical magical items

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

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Example

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

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Spell Explanations

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

BALANCE

[Display Tree]


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DoM 1) Switch
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 30 seconds R: Touch And/Or CompanionsD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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DoM 2) Twist
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 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

Prerequisites: Switch [Display prerequisites graphically]

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DoM 3) Hold
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 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.

Prerequisites: Twist [Display prerequisites graphically]

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DoM 3) Toughen
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 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

Prerequisites: Twist [Display prerequisites graphically]

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DoM 4) Heal / Harm
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 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.

Prerequisites: Toughen [Display prerequisites graphically]

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DoM 5) Reflect
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 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.

Prerequisites: Heal / Harm [Display prerequisites graphically]

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DoM 7) Form Change
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 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)

Prerequisites: Hold [Display prerequisites graphically]

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DoM 8) Archonize
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: 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.

Prerequisites: Form Change [Display prerequisites graphically]

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DoM 9) Freedom
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: 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.

Prerequisites: Archonize [Display prerequisites graphically]

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DoM 10) Exchange Life
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: 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.

Prerequisites: Heal / Harm [Display prerequisites graphically]

unedited: [5.2.11][Edit location][Edit 7156][Edit XSL]


Balance Tree
Balance Tree: displays prerequisite relationships.


BLESSINGS

[Display Tree]


preliminary: [5.3.1][Edit location][Edit 7296][Edit XSL]

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

Prerequisites: Fortune [Display prerequisites graphically]

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

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.3][Edit location][Edit 7295][Edit XSL]

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

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.4][Edit location][Edit 7297][Edit XSL]

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

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.5][Edit location][Edit 7294][Edit XSL]

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

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.6][Edit location][Edit 7301][Edit XSL]

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

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

preliminary: [5.3.7][Edit location][Edit 7300][Edit XSL]

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

Prerequisites: Godspeed, Gods Arm [Display prerequisites graphically]

final: [5.3.8][Edit location][Edit 7299][Edit XSL]

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

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.9][Edit location][Edit 7298][Edit XSL]

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

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.10][Edit location][Edit 7307][Edit XSL]

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

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

preliminary: [5.3.11][Edit location][Edit 7304][Edit XSL]

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

Prerequisites: Annoint [Display prerequisites graphically]

preliminary: [5.3.12][Edit location][Edit 7305][Edit XSL]

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

Prerequisites: Holy Aura [Display prerequisites graphically]

preliminary: [5.3.13][Edit location][Edit 7308][Edit XSL]

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

Prerequisites: Remove Curse [Display prerequisites graphically]

preliminary: [5.3.14][Edit location][Edit 7309][Edit XSL]

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

Prerequisites: Forbiddance, Magic Abatement [Display prerequisites graphically]

preliminary: [5.3.15][Edit location][Edit 7311][Edit XSL]

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

Prerequisites: Prayer VI, Forbiddance [Display prerequisites graphically]

preliminary: [5.3.16][Edit location][Edit 7306][Edit XSL]

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

Prerequisites: Holy Aura [Display prerequisites graphically]

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

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

preliminary: [5.3.18][Edit location][Edit 7312][Edit XSL]

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

Prerequisites: Banish, Consecration [Display prerequisites graphically]

final: [5.3.19][Edit location][Edit 7166][Edit XSL]


Blessings Tree
Blessings Tree: displays prerequisite relationships.


COMBAT

[Display Tree]


final: [5.4.0][Edit location][Edit 1458][Edit XSL]

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

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: SelfD: 30 minutes ST: None
This Spell gives the punches and hand strikes of the Cleric the equivalent of 1-handed club damage. In addition the Cleric will take no damage when striking rigid and/or metal armor.
Base:100
Treat punch as club

Prerequisites: Combat III [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
This Spell will increase the Cleric's CR, DR and PR by +1. The Cleric's ability to assess a combat situation is increased (-2 to Assessment rolls). The Cleric also has a chance to treat a damage result calling for the Cleric to become stunned or unconscious as no effect. Ignore Stun: 10%; Ignore Unconscious:5%.
Base:100
+1 CR,DR,PR;Ignore Stun;10%;Unc:5%;-2 Assess

Prerequisites: Prayer I [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 4 from Assessment rolls. Ignore Stun: 20%; Ignore Unconscious: 10%.
Base:200
+1 CR,DR,PR; +1 S,D,A; Ignore Stun:20%;Unc:10%; -4 Assess

Prerequisites: Combat I [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
This Spell will allow the Cleric to kick with the damage of a 1-handed battle-axe. In addition the Cleric will take no damage when striking rigid and/or metal armor.
Base:300
Treat kick as battle-axe.

Prerequisites: Combat III [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 6 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 30%; Ignore Unconscious: 15%.
Base:300
+1 CR,DR,PR; +1 S,D,A; Ignore Stun:30%;Unc:15%; -6 Assess; Heal 2 pts/3 seconds.

Prerequisites: Combat II [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 8 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 40%; Ignore Unconscious: 20%.
Base:400
+2 CR,DR,PR; +1 S,D,A; Ignore Stun:40%;Unc:20%; -8 Assess; Heal 2 pts/3 seconds.

Prerequisites: Combat III [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The skin of the Cleric is magically hardened to chain mail equivalent. Normal physical armor may be worn as well, but the additional protection does not layer with the Spell; only the best protection applies.
Base:400
Chain mail skin.

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

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: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 10 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. Ignore Stun: 50%; Ignore Unconscious: 25%.
Base:500
+2 CR,DR,PR; +2 S,D,A; Ignore Stun:50%;Unc:25%; -10 Assess; Heal 2 pts/3 seconds; Clot

Prerequisites: Combat IV [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 12 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 60%; Ignore Unconscious: 30%.
Base:600
+2 CR,DR,PR; +2 S,D,A; Ignore Stun:60%;Unc:30%; -12 Assess; Heal 3 pts/3 seconds; Clot; Senses

Prerequisites: Combat V [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 14 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 70%; Ignore Unconscious: 35%.
Base:700
+3 CR,DR,PR; +2 S,D,A; Ignore Stun:70%;Unc:35%; -14 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood

Prerequisites: Combat VI [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 16 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 80%; Ignore Unconscious: 40%.
Base:800
+3 CR,DR,PR; +3 S,D,A; Ignore Stun:80%;Unc:40%; -16 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood

Prerequisites: Combat VII [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 18 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 90%; Ignore Unconscious: 45%.
Base:900
+3 CR,DR,PR; +3 S,D,A; Ignore Stun:90%;Unc:45%; -18 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures

Prerequisites: Combat VIII [Display prerequisites graphically]

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: SelfD: 30 minutes ST: None
The Cleric may add +4 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may add +1 Blow. The Cleric may substract 20 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 100%; Ignore Unconscious: 50%.
Base:1000
+4 CR,DR,PR; +3 S,D,A; +1 Blow; Ignore Stun:100%;Unc:50%; -20 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures

Prerequisites: Combat IX [Display prerequisites graphically]

final: [5.4.15][Edit location][Edit 7167][Edit XSL]


Combat Tree
Combat Tree: displays prerequisite relationships.


COMMUNICATIONS

[Display 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: SpecialD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Pigeon [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.5.4][Edit location][Edit 1678][Edit XSL]

DoM 2) Clairaudience
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Truth Tell [Display prerequisites graphically]

unedited: [5.5.5][Edit location][Edit 1780][Edit XSL]

DoM 3) Teaching
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 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.

Prerequisites: Truth Tell [Display prerequisites graphically]

unedited: [5.5.6][Edit location][Edit 1679][Edit XSL]

DoM 4) Clairvoyance
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Clairaudience [Display prerequisites graphically]

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 kilometerD: 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.

Prerequisites: Rosetta Stone [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Telepathy [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Clairvoyance [Display prerequisites graphically]

unedited: [5.5.10][Edit location][Edit 1660][Edit XSL]

DoM 6) Tongues
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 30 days ST: None
The Cleric can use and understand all languages, whether spoken or written.
Base:600
Use and understand all languages.

Prerequisites: Telepathy, Babel [Display prerequisites graphically]

unedited: [5.5.11][Edit location][Edit 7168][Edit XSL]


Communications Tree
Communications Tree: displays prerequisite relationships.


CREATION

[Display 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: TouchD: 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

Prerequisites: Prayer I [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Water [Display prerequisites graphically]

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: TouchD: 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

Prerequisites: Water [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Elemental Appeal [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

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 CompanionsD: 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)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Elemental Appeal [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Prayer III [Display prerequisites graphically]

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 CompanionsD: 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)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Meal [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Minor Pattern [Display prerequisites graphically]

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: TouchD: 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

Prerequisites: Meal [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Fire Spirits, Earth Spirits, Water Spirits, Air Spirits [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Minor Organic Creation, Elemental Command [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Organic Manipulation [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Golem [Display prerequisites graphically]

unedited: [5.6.19][Edit location][Edit 7169][Edit XSL]


Creation Tree
Creation Tree: displays prerequisite relationships.


DARKNESS

[Display 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: SelfD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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: NoneD: 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.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Minor Curse [Display prerequisites graphically]

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.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

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 metersD: 60 minutes ST: Faith
This Spell will strike any one sighted foe completely blind.
Base:300
Blind foe

Prerequisites: Disease [Display prerequisites graphically]

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: NoneD: 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.

Prerequisites: Contact Minor Demon [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Minor Curse [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Dark Armor [Display prerequisites graphically]

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: NoneD: 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.

Prerequisites: Contact Demon Knight [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Attunement [Display prerequisites graphically]

unedited: [5.7.12][Edit location][Edit 1751][Edit XSL]

DoM 4) Pain
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 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.

Prerequisites: Blind [Display prerequisites graphically]

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.

Prerequisites: Sloth [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Contact Power [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Weakness [Display prerequisites graphically]

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 metersD: 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

Prerequisites: Contact Principality [Display prerequisites graphically]

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 CompanionsD: 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

Prerequisites: Contact Dominion [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Drain Strength, Pain [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Contact Throne [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Bleed [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Contact Cherub [Display prerequisites graphically]

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 kilometerD: 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.

Prerequisites: Life Drain [Display prerequisites graphically]

unedited: [5.7.23][Edit location][Edit 7172][Edit XSL]


Darkness Tree
Darkness Tree: displays prerequisite relationships.


GENERAL CLERIC

[Display 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: TouchD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Light [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Learn Heal [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Information (sk) [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Atmospherics [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Light [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Curse/Remove Curse [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Holy Word [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Wrath of God [Display prerequisites graphically]

unedited: [5.8.11][Edit location][Edit 7174][Edit XSL]


General Cleric Tree
General Cleric Tree: displays prerequisite relationships.


HEALING

[Display 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: TouchD: 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

Prerequisites: Prayer I [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Simple Healing [Display prerequisites graphically]

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: TouchD: 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

Prerequisites: Simple Healing [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Simple Healing [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Simple Healing [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Simple Healing [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Clot [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

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: TouchD: None ST: None
This Spell operate as Bodily Healing I save that it cures 8d6+8 worth of damage.
Base:600
Heal 8d6+8.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Knit Fracture [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Bodily Healing II, Cure Disease, Anti-Shock, Detoxify [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Group Health [Display prerequisites graphically]

unedited: [5.9.14][Edit location][Edit 7175][Edit XSL]


Healing Tree
Healing Tree: displays prerequisite relationships.


MAGIC

[Display 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: SelfD: 8 hours ST: None
The Cleric will add +10% to the Cleric's Mage Cast Chance.
Base:100
+10% Mage CC

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

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: SelfD: 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

Prerequisites: Prayer I [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

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 radiusD: 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.

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Enhance Mage Casting [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Magic Abatement [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Transfer SPP [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Contemplation [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Reverse Spell [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Atmospherics [Display prerequisites graphically]

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.

Prerequisites: Magic Abatement [Display prerequisites graphically]

unedited: [5.10.12][Edit location][Edit 7177][Edit XSL]


Magic Tree
Magic Tree: displays prerequisite relationships.


NATURE

[Display 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: TouchD: 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

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.2][Edit location][Edit 1682][Edit XSL]

DoM 1) Attune
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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 kilometersD: 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.

Prerequisites: Attune [Display prerequisites graphically]

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 kilometerD: 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.

Prerequisites: Summon Common Creatures [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Predict Weather [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Nature's Cloak [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.9][Edit location][Edit 6982][Edit XSL]

DoM 2) Shelter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 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.

Prerequisites: Nature's Cloak, Summon Nature Spirit [Display prerequisites graphically]

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 kilometersD: 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.

Prerequisites: Attune [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Nature's Trail [Display prerequisites graphically]

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: SelfD: 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

Prerequisites: Summon Common Creatures [Display prerequisites graphically]

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: SpecialD: 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.

Prerequisites: Nature's Trail [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Spirit Trail [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Animal Enhancement [Display prerequisites graphically]

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: SpecialD: 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.

Prerequisites: Entangle [Display prerequisites graphically]

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.

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

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: TouchD: 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.

Prerequisites: Shape Change [Display prerequisites graphically]

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 kilometersD: 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

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

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 metersD: 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.

Prerequisites: Thorns [Display prerequisites graphically]

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 kilometersD: 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.

Prerequisites: Summon Great Nature Spirit [Display prerequisites graphically]

final: [5.11.21][Edit location][Edit 1849][Edit XSL]

DoM 7) Lycanthropy
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: TouchD: 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

Prerequisites: Become Great Beast [Display prerequisites graphically]

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: SelfD: 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

Prerequisites: Summon Great Beast [Display prerequisites graphically]

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.

Prerequisites: Organic Manipulation [Display prerequisites graphically]

final: [5.11.24][Edit location][Edit 7173][Edit XSL]


Nature Tree
Nature Tree: displays prerequisite relationships.


PRAYER

[Display Tree]


unedited: [5.12.0][Edit location][Edit 1441][Edit XSL]

A Cleric's Cast Chance (CC) is equal to 5*Faith + 10*[DoM in Prayer]. Their SPP is equal to Faith + 0.5*Faith*[DoM in Prayer]

There is no upper limit to Prayer. The Cleric may continue to gain DoMs after DoM 10, gaining 50% of his or her Faith (F) in SPP and adding +10% to his or her Cast Chance (CC) per DoM.

unedited: [5.12.2][Edit location][Edit 267][Edit XSL]

DoM 1) Prayer I
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: 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: NoneD: None ST:
The Cleric may add +100% SPP, +20% Cast Chance
Base:200
+100% SPP, +20% CC

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.12.4][Edit location][Edit 6655][Edit XSL]

DoM 3) Bequest
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: 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

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.12.5][Edit location][Edit 543][Edit XSL]

DoM 3) Prayer III
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +150% SPP, +30% Cast Chance
Base:300
+150% SPP, +30% CC

Prerequisites: Prayer II [Display prerequisites graphically]

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: TouchD: 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

Prerequisites: Prayer IV, Bequest [Display prerequisites graphically]

unedited: [5.12.7][Edit location][Edit 545][Edit XSL]

DoM 4) Prayer IV
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +200% SPP, +40% Cast Chance
Base:400
+200% SPP, +40% CC

Prerequisites: Prayer III [Display prerequisites graphically]

unedited: [5.12.8][Edit location][Edit 547][Edit XSL]

DoM 5) Prayer V
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +250% SPP, +50% Cast Chance
Base:500
+250% SPP, +50% CC

Prerequisites: Prayer IV [Display prerequisites graphically]

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: TouchD: 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

Prerequisites: Prayer V [Display prerequisites graphically]

unedited: [5.12.10][Edit location][Edit 6971][Edit XSL]

DoM 6) Greater Bequest
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: 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

Prerequisites: Bequest [Display prerequisites graphically]

unedited: [5.12.11][Edit location][Edit 548][Edit XSL]

DoM 6) Prayer VI
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +300% SPP, +60% Cast Chance
Base:600
+300% SPP, +60% CC

Prerequisites: Prayer V [Display prerequisites graphically]

unedited: [5.12.12][Edit location][Edit 549][Edit XSL]

DoM 7) Prayer VII
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +350% SPP, +70% Cast Chance
Base:700
+350% SPP, +70% CC

Prerequisites: Prayer VI [Display prerequisites graphically]

unedited: [5.12.13][Edit location][Edit 550][Edit XSL]

DoM 8) Prayer VIII
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +400% SPP, +80% Cast Chance
Base:800
+400% SPP, +80% CC

Prerequisites: Prayer VII [Display prerequisites graphically]

unedited: [5.12.14][Edit location][Edit 551][Edit XSL]

DoM 9) Prayer IX
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +450% SPP, +90% Cast Chance
Base:900
+450% SPP, +90% CC

Prerequisites: Prayer VIII [Display prerequisites graphically]

unedited: [5.12.15][Edit location][Edit 552][Edit XSL]

DoM 10) Prayer X
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +500% SPP, +100% Cast Chance
Base:1000
+500% SPP, +100% CC

Prerequisites: Prayer IX [Display prerequisites graphically]

unedited: [5.12.16][Edit location][Edit 7178][Edit XSL]


Prayer Tree
Prayer Tree: displays prerequisite relationships.


PROTECTION

[Display 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 CompanionsD: 60 minutes ST: None
The shielding hand Symbol will add +1 to the target's DR.
Base:100
+1 DR.

Prerequisites: Prayer I [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Shielding Hand [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Shielding Hand [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Protection from Cold [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Shielding Hand [Display prerequisites graphically]

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 CompanionsD: 60 minutes ST: None
This Spell will increase the target's DR by +4.
Base:300
+4 DR

Prerequisites: Aid [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Shimmer [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Protection from Air [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Protection from Earth [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Protection from Water [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Shielding Hand [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Protection from Electricity, Defense Against Summoned Creatures [Display prerequisites graphically]

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.

Prerequisites: Defense Against Undead [Display prerequisites graphically]

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.

Prerequisites: Defend [Display prerequisites graphically]

preliminary: [5.13.15][Edit location][Edit 7303][Edit XSL]

DoM 4) Holy Aura
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 50 pulses R: SelfD: 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

Prerequisites: Heroic Aura [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Mind Screen [Display prerequisites graphically]

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 CompanionsD: 60 minutes ST: None
Protects the target completely from normal and magical lightning and electricity.
Base:400
Protection from Electricity

Prerequisites: Protection from Air [Display prerequisites graphically]

unedited: [5.13.19][Edit location][Edit 7703][Edit XSL]

DoM 6) Barrier
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Missile Shield [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Defend [Display prerequisites graphically]

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: NoneD: 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.

Prerequisites: Shimmer [Display prerequisites graphically]

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: SelfD: 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.

Prerequisites: Barrier [Display prerequisites graphically]

unedited: [5.13.100][Edit location][Edit 7179][Edit XSL]


Protection Tree
Protection Tree: displays prerequisite relationships.


TRAVEL

[Display 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 CompanionsD: 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.

Prerequisites: Guide [Display prerequisites graphically]

preliminary: [5.14.2][Edit location][Edit 1476][Edit XSL]

DoM 1) Guide
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.14.3][Edit location][Edit 7665][Edit XSL]

DoM 1) Lock
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 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.

Prerequisites: Pest Defense [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Guide [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Guide [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Endurance [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Fortitude [Display prerequisites graphically]

preliminary: [5.14.8][Edit location][Edit 560][Edit XSL]

DoM 2) Lands
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 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.

Prerequisites: Stability [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Lock [Display prerequisites graphically]

preliminary: [5.14.10][Edit location][Edit 562][Edit XSL]

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

Prerequisites: Lands [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Water [Display prerequisites graphically]

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 CompanionsD: 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.

Prerequisites: Water Walking [Display prerequisites graphically]

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 kilometersD: 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.

Prerequisites: