|
Aid |
|
|
|
Clerical |
|
Affected character gets +1 to skill checks, and +1D body points for the duration of the spell. |
|
|
Sample Effect Difficulties |
|
|
25 |
Same effect, but to multiple targets within a 5 meter radius. |
|
|
|
Bless Item |
|
|
|
Clerical |
|
Bless a non-holy item, such as a weapon or some other object. The object gains +1 to whatever die rolls are relevant, and does 1D6 damage on contact to beings in opposition of the caster's deity. |
|
|
Holy Aura |
|
|
|
Clerical |
|
The affected character and all within a 5 meter radius have divine protection. They get +1 per DL (min 5) to all defensive skill rolls. Unlike protection from good/evil, this bonus protects from any opponent. |
|
|
Holy Smite |
|
|
|
Clerical |
|
Rains divine fire down upon the heathen, blasphemers, or anyone who doesn't interpret the scriptures the same way you do. The blast radius is 3/6/9 meters, and damage is 2D * DL/ 1D * DL/ 1D per 2 DL. (Using base difficulty, damage is 8D/4D/2D.)
Additionally, those caught in the blast must make a fortitude skill check versus the spell DC or be blinded for 1 minute. |
|
|
Protection from Elements |
|
|
|
Clerical |
|
Provides added protection to character from energy of the chosen element (cold, fire, electricity, air). The character gets an additional 1D when rolling to resist damage. |
|
|
Sample Effect Difficulties |
|
|
15 |
+2D to resist elemental damage |
|
|
|
Bless |
|
|
|
Clerical |
|
Grants a +1 bonus to skill checks for the caster and allies.
Depending on the deity, this may or may not be granted when opposing other followers of the deity. |
|
|
Bless Holy Item |
|
|
|
Clerical |
|
Same as Bless Item, but the object must be something with religious significance. Often used to bless holy symbols or create holy water. |
|
|
Curse |
|
|
|
Clerical |
|
-1D to an ability score, or -1 to all skill checks. |
|
|
Exorcise |
|
|
|
Clerical |
|
This spell is useful for removing a character from the influence of any enchantment spell, not just possession. Upon completion of the spell, the character gets to make another willpower skill roll, adding half the Exorcise spell's DC to their roll. If the cleric casts Exorcise at DC20, then the character gets an additional 3D+1 to their willpower attempt.
If the willpower attempt fails, Exorcise may be cast again, but with a +5DC and -5 penalty to the result. |
|
|
Miracle |
|
|
|
Clerical |
|
The cleric calls on his deity for direct intervention. Since the deity can alter reality to one degree or another, the actual result of this spell is up to the GM. The deity is under no obligation to grant the cleric's request, but is almost guaranteed to do something (good or bad) given the influence the cleric must have just to attempt this action. |
|
|
Protection from Good/Evil |
|
|
|
Clerical |
|
Wards against evil creatures. An evil creature must first make a successful willpower skill check versus the spell's difficulty in order to take any action against the protected character. If that occurs, then the character gets +1 per DL to whatever skill check they must make to defend themselves (dodge, willpower, etc.).
Protection from Good works in the same way, but against good creatures. |
|
|
Sample Effect Difficulties |
|
|
15 |
+2 per DL to defend |
|
|