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Cleric - Base Class
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Cleric: Base Class


Description

Clerics are the backbone of a team of adventurers. They give strong support with their enchantment magic and keep the team alive with their healing skill. They have some small offensive ability as well. These characters come in many forms, from the dark Clerics that revel in the power that the path of evil has given them, to those who follow the path of pacifism and light. Regardless, the Clerics are a powerful addition to any force.

The Clerics of history have varied wildly from the priests of early Christian orders to modern ultra-scientific surgeons. Florence Nightingale was a powerful Cleric of her time and was a true worshiper of the power of good. There are other, more magical traditions of healing, though, from those that worship the earth, to those who believe in faith healing and inner wellness.

The fantastic Cleric comes from a tradition of god-worshiping magic-users whose abilities, granted by their gods, could heal the hurt and even raise the dead. The Clerics of Geas are just like this. They can gain their powers from deities, powers or aspects of any kind. Every Cleric should come up with a greater power that they give fealty and worship to, and from whom they are granted favors and power. Geas Clerics are a truly formidable force and make a powerful addition to any quest.

Clerics are usually found in either simple priest's robes or in shining battle armor. They can be found in an infinite variety of garb.

The Cleric is a Divine spell-caster. The Cleric should choose a special symbol that is their caster-sigil and mark their spellbook and packets with it.

Starting Skills

Multiclass Skills

Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.

Class Progression Table

Level

Cantrips

Spell Book*

Spell Preparations

Spell Slots

Class Bonuses

1

0

1

1

1/0/0/0

Refreshing Prayer

2

1

2

2

1/0/0/0

Innate Bonus Cantrip: Cancel, Healing Touch

3

1

3

3

2/0/0/0

Divine Ritual Affinity

4

2

4

3

3/0/0/0

-

5

2

5

4

4/0/0/0

Shield of Faith

6

3

6

5

4/1/0/0

+1 Base Max Life Points

7

3

7

5

5/1/0/0

-

8

4

8

6

5/2/0/0

Holy Armor

9

4

9

7

5/3/0/0

-

10

4

10

7

5/3/0/0

Faith’s Resilience

* This does not include the four other spells granted by the Basic Faith skill. Additionally, only spells you are able to cast can be added to your spellbook.

Note: Archetype Clerics gain 1 additional Cantrip and Novice Spell Slot per the Primary Training Archetype Power.

Note: Life Points and Maximum Spikes can be found in the Character Level Table.

Base Incant

“I call my faith: divine and right, I wield and shape creation's light,

With fervent plea and ardent zeal, I summon strength for woe and weal,

From realms beyond, my power's source, With prayer and faith I give it force,

As vessel for the will divine, I claim the power that is mine…”

Cleric Innate Powers

Refreshing Prayer [Innate]

Requirement: Cleric Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Refresh

This Power gives the Cleric a limited ability to Refresh spent spell-slots. The Cleric can spend a Short Rest in prayer, either alone or with others, re-focusing on their faith and religion.

 

Between Long Rests, the Cleric can refresh a number of Divine Novice spell-slots equal to two times their total levels in their Divine-casting Classes. This power may be used to refresh spells from any of this character’s Divine spellcasting classes, but this power does not stack with similar powers from those classes.

This can be done in any increment and the Cleric can refresh a Divine Adept spell-slot in the place of two Divine Novice spell-slots. Greater spell-slots take the place of three Novice spell-slots, and Master spell-slots take the place of four Novice spell-slots.

Additional benefits come if this Power is used in an area of sacred faith (such as consecrated ground), with a personal rite (determined by the Cleric). Up to three times per Long Rest, if the Cleric uses this Power in that way, they can Refresh a Divine Novice spell-slot that does not count toward the total Refresh limit between Long Rests. This may occur in addition to Refreshing other spell-slots as normal.

Divine Ritual Affinity [Innate]

Requirement: Cleric Level 3

Incantation: None

Call: None

Target: None                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

The Cleric can use their understanding of Divine magic to help navigate the complexities of Divine Ritual magic. The Apprentice Divine Ritual Magic skill costs them one fewer Character Point. Once they achieve 7th level Cleric, they can purchase Journeyman Divine Ritual Magic skill for one fewer Character Point. If they have already purchased either of these skills, they get one Character Point back for each.

Cleric Archetype Powers


Primary Training [Archetype]

Requirement: Level 2 Cleric

The Cleric gains an additional Cantrip from the Cleric Class list and an additional Novice Spell Slot.

Healing Touch [Archetype]

Requirement: Cleric Level 2

Incantation: "I call my faith, divine and right, to knit your wounds with healing light."

Call: “Heal [X] by Radiance”

Target: Other Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Immediate

Accent: Radiance                                Effect: Heal

The cleric gains a pool of healing that can be used between Long Rests called the Healing Touch Pool. This Healing Touch pool is equal to three times the Cleric’s class-level.

Each time this power is used, the Cleric can heal another Individual up to the Cleric’s class-level, subtracting the healing from the Healing Touch Pool. Healing Touch will not work on the caster themself.

For Example: a 4th level Cleric would have 12 total points of Healing to give out between Long Rests and could use this Power to Heal up to 4 points at a time. There is no limit to the number of points that can be in this pool; however, the pool resets to three times the Cleric’s class-level at the end of a Long Rest.

Note: While this Power is an Archetype Power, for purposes of Advanced Peacecaster, it counts as a Cantrip.

Shield of Faith [Archetype]

Requirement: Cleric Level 5, Basic Shields

Incantation: None

Call: “Counter, Shield”

Target: One attack by Weapon or Packet delivery        Duration: Instantaneous

Delivery: None                                                Refresh: Short Rest

Accent: None                                                Effect: Counter

The Cleric's faith protects them from those that seek to do them harm, forming a magical shield around any shield the Cleric wields in battle.

The Cleric may call “Counter, Shield” when the shield is hit by any attack with Weapon or Packet delivery - this negates the attack. Attacks that do not strike the Cleric's shield may not be countered in this way. This power refreshes every Short Rest.

Focused Results [Archetype]

Requirement: Level 6 Cleric, 0 Levels in any other Base Class

The Cleric gains an additional Cantrip from the Cleric Class list and an additional Novice Spell Slot.

Holy Armor [Archetype]

Requirement: Cleric Level 8

Incantation: None

Call: None

Target: Self                                         Duration: Passive

Delivery: None                                        Refresh: Passive

Accent: None                                        Effect: Grant Plus Armor

The Cleric's deity shows them favor through power infused into the Cleric's Summoned Armors. For every 3 points of Summoned Armor that the character creates with a Power (including Spells), the armor has one additional point. For example, if a 4 point armoring Power were used (such as Divine Armor), it would make 5 points of Armor.

This Archetype Power does not stack with other sources that add to Summoned Armor and has no effect on natural or physical armor.

Faith’s Resilience [Archetype]

Requirement: Cleric Level 10

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Resistance

The character may choose to Resist Effects with the Accent of their Devotion that strikes them. The character gains charges equal to half their Cleric Class Level, rounded down. They may expend a charge to Resist an effect with the Accent that is the same as their Devotion. The character regains all charges when they Long Rest.

Note: If the Cleric is Undevoted, they gain no benefit from this power as the Undevoted path has no Accent. 

Cleric Class Skills


Mantle of Faith - 3 CP [Class]

Requirement: Cleric Level 4

Incantation: None

Call: “Grant Protect vs [Devotion Accent]”

Target: Other Individual                                Duration: Until Used

Delivery: Touch                                         Refresh: Short Rest

Accent: None                                        Effect: Grant Protec

When taking a Short Rest, the Cleric may spend a quick moment reciting their prayers and the creed of their faith to draw the strength of their deity to them. In doing so, they may grant protection against those who would use the nature of their deity’s power against them.

When completing a Short Rest, they may “Grant Protect vs [Devotion Accent]” to an ally.

Note: If the Cleric is Undevoted, they gain no benefit from this power as the Undevoted path has no Accent.

Expand Focus - 3 CP [Class]

Requirement: Cleric Level 6

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

The Cleric may expend a Spike to alter the “to Undead” Qualifier and Accent on a spell they cast to “to Demon by Radiance” or “to Angel by Darkness.” The spell must come from the Base Class: Cleric Spell List.

Greater Healing Touch - 3 CP [Class]

Requirement: Cleric Level 9

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

The depth of the Cleric’s devotion to their cause deepens, and with it, new boons are born from the mastery of novice skills. The Cleric now gains four points to their healing pool per cleric level for the Healing Touch Archetype Power Instead of three.

Cleric Cantrips

Incantation: “I call my faith…”


Black Candlelight [Cantrip]

Incantation: “... to endure in the shadows of heresy.”

Call: “Grant Protect vs [Darkness / Radiance]”

Target: Self                                        Duration: Until Used

Delivery: None                                        Refresh: Focus Quick 100

Accent: None                                        Effect: Grant Protect

The Cleric throws up a shield of divine energy to protect themself. The caster must choose either Darkness or Radiance at the time of casting.

Blade Blessing [Cantrip]

Incantation: “... to give this one a blade blessing.”

Call: "Grant Protect vs Uncalled Damage"

Target: Individual                                Duration: Until Used

Delivery: Touch                                        Refresh: Immediate

Accent: None                                        Effect: Grant Protect

This Protect can be used to stop any hit that has no Call. This is always going to be an attack with no Effects and no Accent that would do 1 point of damage.

Bright Bolt [Cantrip]

Incantation: "... for a bright bolt.”

Call: “1 Radiance”

Target:        Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Packet)                        Refresh: Immediate

Accent: Radiance                                Effect: None, only damage

This minor cantrip charges a spell-packet of materia with an explosive burst of tangible light which will do 1 point of damage to those that it hits.

Cancel [Cantrip]

Incantation: "... to reclaim my power.”

Call: None

Target: Packet (Spell-Ball), Self                        Duration: Instantaneous

Delivery: Touch                                        Refresh: Immediate

Accent: None                                        Effect: Refresh

This minor cantrip takes the power out of a spell-ball (or multiple spell-balls) that has already been charged and returns that power to the caster. The spell-ball becomes inert, and the caster refreshes the spell-slot that was used to charge the spell-ball. If the spell charges more than one spell-ball, all the spell-balls must still be charged in order to cancel the spell.

Curing Prayer [Cantrip]

Incantation: "... to cure you.”

Call: “Cure [Condition] By Radiance”

Target: Individual                                Duration: Instantaneous

Delivery: Packet                                Refresh: Immediate

Accent: Radiance                                Effect: Cure

This spell can only be cast out of combat. The Cleric may Cure any condition other than Taint, Resistance, and Immunity.

Note: During particular marshaled encounters, such as mods, planar travel, etc, this spell may not be available, as the entire encounter may be considered “In-combat.”

Detect Devotion [Cantrip]

Incantation: "... to detect the faithful.”

Call: “[Name or Description], Subtle Discern by Radiance: Are you a follower of [Devotion]?”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Immediate

Accent: None                                        Effect: Discern

This divination spell will let the Cleric know if a particular creature is a believer of a specific religion or deity, depending on how the spell is cast. The spell may not always result in information, due to the frenetic nature of combat. This spell may be cast upon a living, unconscious, or dead creature, or a spirit.

Revive [Cantrip]

Incantation: "...to revive you.”

Call: “Heal 1 to Dying”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Quick 100

Accent: None                                        Effect: Heal

The Cleric can Heal 1 Life Point to a Dying target. The call may not be altered.

Sense Supernatural [Cantrip]

Incantation: "... to sense the supernatural.”

Call: “[Name or Description], Subtle Discern by Radiance: Are you a/an [Undead/Demon/Angel]?”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Immediate

Accent: None                                        Effect: Discern

This divination cantrip will let the Cleric know if a particular creature is Undead, an Angel, or a Demon. Only one of the options can be detected by any single casting of the spell. The spell may not always result in information, due to the frenetic nature of combat.

Cleric Novice Spells

Incantation:

“I call my faith: divine and right, I wield and shape creation's light…”


Armor of Faith [Novice]

Incantation: "... to armor myself with faith.”

Call: “Long Grant 2 Summoned Armor to Self By Radiance” or “Long Grant +1 Armor to Self by Radiance”

Target: Self                                        Duration: Long Rest

Delivery: None                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Summoned Armor, Grant Plus Armor

The caster grants themself 2 Summoned Armor Points. This is considered a new “suit” of armor and is not stackable with other sources of Summoned Armor. If the Cleric is wearing Physical Armor, they may instead grant themself +1 Armor, increasing their Maximum Armor Points.

Augury [Novice]

Incantation: "... to see the wisdom of my choices.”

Call: “Obey to Marshal Spirit: Tell me if it is a good idea or bad idea to [suggested immediate action] by answering ‘boon’, ‘bane’ or ‘unknown’.”

Target: Individual                                Duration: Instantaneous

Delivery: None                                        Refresh: Spell

Accent: None                                        Effect: Obey

The spell lets the Cleric determine whether an action they are about to take will be, on the whole, harmful or beneficial, to them and their goals. They might, for example, ask if it is boon or bane to walk down the apparently empty hallway in front of them. Or they might ask if it is boon or bane to open the chest they are holding. If successfully cast, the Cleric’s greater power will find a way to answer the question. If there is no good answer, the answer is unknown, or there are bad assumptions in the question (“Boon or bane to trust the emissary of the Korstone Dwarves?” when there is not an emissary of Korstone Dwarves) will all give “Unknown” as an answer. If the answer is Unknown, it will immediately refresh the spell-slot used to cast it, if it were a Novice spell-slot.

Note: The Cleric will only be able to successfully cast this spell if there is a Marshal Spirit available.

Benediction [Novice]

Incantation: "... to grant a boon to my allies.”

Call: “Heal 2 By Radiance” or “Mend 2 By Radiance”

Target: Self and up to six Individuals                Duration: Instantaneous

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Heal, Mend

This spell can be cast on a group of people who are within Touch range of the caster and can only be cast out of combat. The Cleric can either Heal each target for 2 Life Points, or Mend the armor of each target for 2 points. The same option must be chosen for all targets. If the caster has the Peacecaster skill, instead the entire effect is improved, making the call “Heal 3 by Radiance” to all affected targets. If the caster expends a Spike in the casting of this spell, they may call “Mend 3 by Radiance.”

Burn [Novice]

Incantation: "... to burn my enemies with divine heat.”

Call: “Quick Disarm [Left/Right/Both] Arm(s) by Flame.”

Target: Individual                                Duration: Quick 100

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Flame                                        Effect: Disarm

The Cleric calls down holy flame to cause another’s equipment to burn. Any hand that is holding an item will cause that equipment to be disarmed. The caster should only call out arms that they can tell are holding items. If the caster cannot tell whether the hand is empty or not, that arm shouldn’t be called. If the caster expends a Spike an additional Spell ball is charged.

Cure [Novice]

Incantation: "... to cure you of your ills.”

Call: “Cure [Condition] By Radiance” x3

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Cure

This spell charges three spell balls with the ability to Cure any Condition. What Condition is cured is chosen when the spell ball hits the target. Casting this spell will add two points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead the caster will add three points into their Healing Touch pool if they have one.

Disable Undead [Novice]

Incantation: "... to hold the unholy dead.”

Call: “Disable [Right/Left] Arm to Undead by Radiance” x2

Target: Undead        Individual                         Duration: Permanent

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Disable

With the power of their faith, the Cleric can destroy the arms of an undead attacker. This spell charges two spell-balls, which must be thrown separately. If the caster expends a Spike three Spell balls are charged, and the Cleric may target an undead’s legs, in addition to the arms.

Faith’s Lash [Novice]

Incantation: “... to strike with faith.”

Call: “Short Grant Radiance to Self”

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Spell

Accent: Radiance                                Effect:  Grant Accent

Calling on their Devotion, this spell allows the caster to add the Radiance Accent to otherwise unaccented melee attacks.

Fortress of Faith [Novice]

Incantation:"... to save myself in times of need.”

Call: “Imprison to Self by Force”, “Cure Imprisoned

Target: Self                                        Duration: Long Rest

Delivery: None                                        Refresh: Spell

Accent: Force                                        Effect: Imprison, Cure Imprisoned

After the incantation is successfully completed, the caster gains the power to cross their hands in front of their chest once and call “Imprison to Self by Force.” to lock themself into a prison of power, ideally protecting themselves from harm. At any time after imprisoning themself, the Cleric can call “Cure Imprisoned” to drop the Fortress. The ability to put up the Fortress will only last until the completion of the next Long Rest once the spell is cast.

Heal [Novice]

Incantation: "... to heal you.”

Call: “Heal 3 by Radiance”

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Heal

The caster heals the target of the spell for 3 Life Points. Casting this spell will add two points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead the caster will add three points into their Healing Touch pool if they have one.

Heretics’ Brand [Novice]

Incantation: “... to cull the heretic.”

Call: “2 Radiance to [Devotion]” or “Wounding 2 by Radiance to [Devotion]”

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Wounding

Tapping into the depths of their Devotion, the caster pulls forth a spark of power to harm followers of other Devotions. This spell charges 2 spell balls which must be thrown separately. If the caster expends a Spike, they may call “Wounding 2 by Radiance to [Devotion].

Note: Undevoted is a legal Devotion.

Intercession [Novice]

Incantation: "... to restore the power of the good works.”

Call: “Add [X] points of Healing Touch to Cleric By Radiance”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Refresh

With this spell, the caster can add four points to a Cleric’s Healing Touch pool if they have one. If this spell is cast with an Adept spell-slot it will add eight points. A Greater spell-slot will add twelve points. A Master spell-slot will add twenty points. If the caster has the Peacecaster skill, each of these numbers is increased by 1.

Lucent Guard [Novice]

Incantation: "... to grant protection from weapons.”

Call: “Grant Protect vs Melee Weapons By Radiance”, “Grant 3 Barrier to Self”

Target: Individual, Self                                Duration: Until Used

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Protect, Grant Barrier

This spell grants a single Protection from Melee Weapons. The recipient should call out “Protect” to counter a melee weapon attack. The Cleric also gains 3 points of Barrier themselves on casting this spell.

Prayer of Rest [Novice]

Incantation: "... to grant you rest.”

Call: “Grant Power: Holy Rest by Radiance”, Explanation

Target: Other Individual                                Duration: Until Used

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Power

This spell can only be cast out of combat on a willing target and the Cleric cannot cast it on themself. The recipient and the caster must sit facing one another while the Incantation is completed. Once the spell has been complete, the recipient is granted the Holy Rest Power below:

Holy Rest

Call: Heal 1 to Self by [X]

Target: Self                                        Duration: Instantaneous

Delivery: None                                         Refresh: None

Accent:        X                                              Effect: Heal

After the character has been Dying for a Slow Count of 120, they can Heal themself for 1 Life Point. The Accent of this power is the Accent that was used by the Cleric who granted this Power (default is Radiance).

Note: This Power can be used at any time after the user has been Dying for at least 120 seconds. This ability will last until used, or the end of an Event, whichever occurs first.

Rekindle [Novice]

Incantation: "... to rekindle the precious flame of life.”

Call: “Grant Life to Corpse 5th level or Lower by Radiance”

Target: Corpse                                        Duration: Instantaneous        

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Life

This spell will return the target to life if they are 5th level or lower. If the spell is successful, the Cleric can add five points into their Healing Touch pool if they have one. Characters returned to life in this way will have 1 Life Point.

Spirit Speak [Novice]

Incantation: “... to speak with the Spirits.”

Call: “Short Root to Spirit by Will”, “[Name or Description] Short Obey to Spirit: Converse with me for at least one minute and speak only the truth. You are not required to answer questions.”, “[Name or Description] Cure Root to Spirit”

Target: Individual Spirit                                Duration: Short, Instantaneous

Delivery: Packet (Spell-ball), Verbal                Refresh: Spell

Accent: Will                                        Effect: Root, Obey, Cure

The Cleric can require a Spirit to stop and talk with them, forcing them to speak the truth. The Spirit is not required to answer questions, but cannot lie when they do speak. When the Cleric is done with their conversation, they must call “[Name or Description of Spirit] Cure Root to Spirit” to end the spell and release the Spirit. Until the Spirit is released, the Cleric cannot cast additional spells.

Cleric Adept Spells

Incantation:

“I call my faith: divine and right, I wield and shape creation's light,

With fervent plea and ardent zeal, I summon strength for woe and weal…”


Bless Shield [Adept]

Incantation: "... to bless this shield.”

Call: “Short Grant Wounding Resistance to Shield until Broken by Radiance”

Target: Shield                                        Duration: Short Rest

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Resistance

Bless Shield makes one shield resistant to Wounding Effects. The wielder of the shield should call “Resist” when the shield is hit with such an Effect, and should take one point of damage. This resistance lasts only until the wielder completes a Short Rest or the Shield is reduced to zero shield points.

Blessing [Adept]

Incantation: "... to bless you.”

Call: “Short Grant +1 Maximum Spike by Radiance” or “Grant 3 Barrier by Radiance”

Target: Self and up to six Individuals                Duration: Short Rest, Instantaneous

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Spike, Grant Barrier

This spell can be cast on the caster and up to six people who are within Touch range of the caster and can only be cast out of combat. This spell can be cast one of two ways: offensive or defensive. An offensive Bless will grant each beneficiary an additional Maximum Spike. A defensive Bless will grant each target three points of Barrier. Either casting will add two points into their Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead the caster will add three points into their Healing Touch pool if they have one.

Cleanse [Adept]

Incantation: "... to cleanse you of all corruption.”

Call: “Cure all Conditions By Radiance”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Cure

The Cleric ends all Conditions on the character, including those that might be beneficial to the target. Casting this spell will add three points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead the caster will add four points into their Healing Touch pool if they have one.

Disrupt [Adept]

Incantation: "... to disrupt the undead.”

Call: “By My Voice 3 to Undead by Radiance”

Target: Undead Individuals                        Duration: Instantaneous

Delivery: Voice                                        Refresh: Spell

Accent: Radiance                                Effect: None

A powerful pulse of energy comes from the Cleric, washing over all nearby Undead. If a Greater spell-slot is used to cast Disrupt, it will do 5 points. A Master spell-slot will do Piercing 5 by Radiance to Undead.

Divine Armor [Adept]

Incantation: "... to grant me divine armor.”

Call: “Long Grant 3 Summoned Armor to Self by Radiance” or “Long Grant +2 Armor to Self by Radiance”, “Grant Protect vs Melee Weapons”

Target: Self                                        Duration: Long Rest, Until Used

Delivery: None                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Summoned Armor, Grant Plus Armor, Grant Protect

The caster grants themself 3 Summoned Armor Points. This is considered a new “suit” or armor and is not stackable with other sources of Summoned Armor. This spell also grants a single Protection from Melee Weapons to the Cleric. The recipient should call out “Protect” to Counter a melee weapon attack. If instead of granting Summoned Armor the Cleric is wearing Physical Armor, this spell instead grants the Cleric +2 Maximum Armor.

Flame of Faith [Adept]

Incantation: "... to burn the creatures of the night.”

Call: “Wounding 6 to Undead by Radiance”

Target: Undead        Individual                        Duration: Instantaneous        

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Wounding

There are few spells as good for destroying the undead as Flame of Faith. Summoning righteous fire, the Cleric causes 6 points of damage to Undead. Casting this spell adds two points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead the caster will add three points into their Healing Touch pool if they have one.

Gift of Life [Adept]

Incantation: "... to grant the Gift of Life.”

Call: “Grant Life by Radiance”

Target: Individual                                Duration: Instantaneous        

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Life

This powerful spell washes the target in life-energy. If the target is a corpse, it will bring it back to the living with 1 Life Point. If Gift of Life is used on an Undead, it will cause the creature to immediately discorporate and take Spirit Form. This spell can only be used to bring one corpse back from the dead once per Long Rest. If a power refreshes a Long Rest ability, it can target the “once per Long Rest” limitation of this spell, allowing one more individual to be brought back to life by this spell. Casting this spell adds seven points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead they will add eight points into their Healing Touch pool if they have one.

Holy Blade [Adept]

Incantation: "... to infuse this warrior with holy power.”

Call: “Short Grant Power: Wounding Sunblade by Radiance”, Explanation

Target: Individual                                Duration: Short Rest

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Power

The Cleric blesses the recipient to become an avenger of life against the corruption of undeath. The recipient is granted the Wounding Sunblade Power below:

Wounding Sunblade
Call
: “Wounding 1 to Undead”

Target: Undead Individual                         Duration: Instantaneous

Delivery: Weapon                                Refresh: Immediate

Accent: None                                          Effect: Wounding

The Character may do “Wounding 1 to Undead” with basic weapon attacks until their next Short Rest. If the character is dropped to 0 Life Points or uses another Power, this spell ends.

Judgment [Adept]

Incantation: "... to judge friend and foe alike.”

Call: “Quick Imprison by Will”, “[Name or Description] Heal 2 by Radiance to Imprisoned”, “[Name or Description] 2 by Radiance to Imprisoned

Target: Individual                                Duration: Quick 100

Delivery: Packet (Spell-Ball), Verbal                Refresh: Spell

Accent: Will                                        Effect: Imprison, Heal, Wounding

Wrapping their target in iron bands of willpower, the Cleric captures a creature and locks it away. While the creature is Imprisoned, the Cleric may charge harming or healing powers to use on that creature. After focusing for a Quick 30, the Cleric may either do “[Name or Description] 2 by Radiance to Imprisoned” as a verbal, or may do “[Name or Description] Heal 2 by Radiance to Imprisoned” as a verbal. This may be done as often as desired until the target ceases to be Imprisoned by this spell.

Note: If the caster has the Peacecaster skill, instead the Call becomes “[Name or Description] Heal 3 by Radiance to Imprisoned”, and if the caster has the Warcaster skill, instead the Call becomes “[Name or Description] 3 by Radiance to Imprisoned.” This is an exception to normal Peacecasting / Warcasting rules.

Lightstorm [Adept]

Incantation: "... to sear my foes.”

Call: “Wounding 2 by Radiance to Undead”, “Quick Drain to Self”

Target: Undead Individual, Self                        Duration: Instantaneous, Quick 100

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Radiance                                Effect: Wounding, Drain

Lightstorm charges spell-balls with a dreadful divine light. As long as the Cleric does not move their right foot, or use another non-Counter Power, they can charge additional spell-balls to do the same thing by using the incantation “I call for the Lightstorm.”

At-will, the caster may expend a Spike to charge a single spell-ball with “Wounding 4 by Radiance to Undead” while this spell is active. Once the Cleric moves their right foot or uses a non-Counter Power, the power flows out of them, the spell ends, and they are drained for a Quick Count of 100. Each Lightstorm ball thrown at an opponent will add one point to the Cleric’s Healing Touch pool to a maximum of 3 if they have one.

Minor Circle [Adept]

Incantation: "... to seal this circle against the night.”

Call: None

Target: Self                                        Duration: Short Rest, Special

Delivery: None                                        Refresh: Spell

Accent: None                                        Effect: Immunity

        

This spell must be cast while inside a white cord, rope, or the like that is no longer than 10 feet long that has been laid down to make a continuous shape (usually a circle). At the completion of the Incantation, the lain rope cannot be purposefully moved by anyone other than the caster, and anyone who attempts to do so should be informed by use of “Instruction: You may not move the rope.” or similar. This does not prevent people from crossing the threshold of the cord, rope, or the like. 

Should the rope be moved purposefully by the caster, the spell ends. This should be communicated to others trying to touch or manipulate it. As long as the caster is completely inside the circle, they have immunity to all Effects and Damage.

If the caster uses Power on anyone whose feet are both outside the Circle, causes damage to another creature, or if the caster steps out of the Circle, the immunity granted by the Circle is removed. In addition, they must pick up the circle and end the spell. The Circle can be Dispelled by Dispel Magic and similar magic.

Note: The caster may only have one Circle active at any given time, regardless of origin.

Punish [Adept]

Incantation: "... to punish the unrighteous.”

Call: “Wounding 5 to [Devotion] by Radiance”

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-ball)                        Refresh: Spell

Accent: Radiance                                Effect: Wounding, Piercing

It allows the Cleric to punish those with an alternate world-view, and thus may not be cast with the qualifier of the Cleric’s own Devotion. The damage will increase to 8 if it is cast as a Greater-tier spell, and to Piercing 10 if cast as a Master-tier spell.

Retributive Protection [Adept]

Incantation: "... to harm those who would harm me.”

Call: “Counter, Retributive Protection”, “[Name or Description] Piercing 2 by Radiance”

Target: Self                                        Duration: Until Used, Instantaneous

Delivery: None                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Counter, Piercing

This spell allows the Cleric to protect themself from damage, giving two “Retributive Protection” defenses, which Prevent two damaging attacks of any kind. In order to prime the retributive part of this spell, the Cleric must point at a creature and say “I call my faith to warn you against harming me.” Only the last creature that they warned will be a valid target for retribution.

When the Cleric uses a Counter defense from this spell to stop damage from the last warned creature, they may call out a Verbal Effect against that attacker: “[Name or Description], Piercing 2 by Radiance.” This can be done for each Counter defense that is used. This spell ends early if the Cleric causes harm to another with Damage or Effects other than the Damage from this spell.

Safe Return [Adept]

Incantation: "... to return to safety.”

Call: “Grant Insubstantial” “Cure Insubstantial

Target: Self                                        Duration: Special

Delivery: None                                        Refresh: Spell

Accent: None                                        Effect: Grant Insubstantial, Cure

After completing the incantation, the caster will become Insubstantial. They can then walk directly to a nearby area (within 10 minutes walk) which they have previously been to, that is consecrated or holy to their Greater Power. Alternatively, they can go to an area protected by a Haven to which they are connected (as per the Haven Ritual).

When they arrive and enter they lose their Insubstantial Condition and should call “Cure Insubstantial.” They should carefully read the Haven information card before entering a Haven, as some have special requirements or prohibitions.

If they are unable to enter the Haven (if it is proofed against Insubstantial creatures, for example) and have no other viable options (i.e. is only connected to one Haven) they must immediately call the “Cure Insubstantial and end the spell, leaving them outside the Haven. If they are connected to multiple Havens, they can choose, walk to, and attempt to enter the next one, until all possibilities have been exhausted.

Salvation [Adept]

Incantation: "... to save those who need it.”

Call: “By My Voice Heal 1 to Dying by Radiance”

Target: Individuals                                Duration: Instantaneous

Delivery: Voice                                        Refresh: Spell

Accent: Radiance                                Effect: Heal

This spell will save all those who might be dying, bringing them to 1 Life Point. Casting this spell adds three points to the Cleric’s Healing Touch pool if they have one. If the caster has the Peacecaster skill, instead they will add four points into their Healing Touch pool if they have one.

Speak With The Dead [Adept]

Incantation: "... to command this corpse to speak.”

Call: “Discern to Corpse by Radiance: [Yes/No Question]”

Target: One corpse                                Duration: Special        

Delivery: Touch                                        Refresh: Spell

Accent: Radiance                                Effect: Discern

After completing the incantation while touching a corpse, the Cleric can cause the corpse to temporarily animate and truthfully answer questions posed by the Cleric. The Cleric can ask 3 questions. This spell may be cast with a higher-tier slot to allow more questions. A Greater slot will allow 5 questions, and a Master spell-slot will allow 7 questions. The questions must be yes/no questions and the call for each question is “Discern to Corpse by Radiance: [yes/no question]”. Once a corpse has been asked the questions, the Cleric cannot cast this spell on that same corpse again. The spell will end immediately if the Cleric gets out of Touch range of the corpse or speaks for any reason other than to ask more Speak With Dead questions of the corpse.

Spell-Warding [Adept]

Incantation: "... to draw a curtain against arcane forces.”

Call: “Grant Protect vs Packets by Radiance”

Target: Individual                                Duration: Until Used

Delivery: Packet (Spell-ball)                                        Refresh: Spell

Accent: Radiance                                Effect: Grant Protect

This spell allows the Cleric to protect up to two individuals from packet attacks. When cast, the Cleric gains two charges of the spell. Each charge may be used to give Protection vs Packets to a target. If the caster uses any other Power before using the charges to give a Protect, the unused charges are lost. The target should call out “Protect” when they use this protection.