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Cleric

Many are the myriad faiths of Allcroft. Indeed it can seem at times that every furre has their own religion. Only the strongest of wills or the most obsequious of flatterers can draw power from their faith however. Clerics are a breed apart from the common believer. Their benefactor, be they Prime, Principle or Demon, has granted them a portion of its power to wield in its service. The mightiest clerics are saints, whose names are prayed to as much as the gods they represent.

The magic a cleric wields lacks the offensive bite of a mage but clerics are defensive casters unparalleled. The enemies of a cleric must first realise the heresy of their ways, then torn asunder.
Base Stats Hit Points Initiative Magicka Stamina
60 6 100 0
Ability Mod Cost Flavour Rules
Rank 1
Bless 10 15 Bless this weapon, that it may be ever keen for the blood of the unbeliever. Blesses a weapon giving it a stackable +10 to the next attack made with it.
Calm 5 5 I ask only that they be released of hate, free to live and love as all should. Instill a feeling of peace in the target. Target will not initiate combat for five minutes
Cure Disease 10 10 And your illness was illusion, your fever a dream. Removes disease and poison
Convalesce 10 5 These herbs will staunch the wound. This prayer will restore your soul. Heal a target 1d20+10
Holy Wound 5 5 I call upon the powers from above that you may suffer. Damage
Miracle 0 5 If you have need the primes will provide. A generic spell that may be used to perform tricks and minor miracles
Rebuke the Unholy 10 10 No you will not. You will go back to the darkness that spawned you. The target is afflicted by fear. If they are Undead or Demonic the caster may instead force them to make an immediate basic attack against another target.
Humble Ward 10 20 You are my shelter, conceal me beneath your pinions. Defense +10/5 rounds, you may cancel the Ward to gain +30 defense against a particular attack.
Rank 2
Dragon's Blessing 15 10 Hold and be hearty! The might of the primes stands with you! For one round the target takes only half damage from attacks.
Guilt 20 15 You will know the weight of your crimes. Target suffers damage equal to half that they deal for 3 rounds.
Recuperate 20 10 Rest easy, you are in the hands of the primes now. Heal a target 1d20+20
Soul Flay 20 10 I shall take a tiny piece of what makes you you. Target suffers 1d20+20 STA damage
Spiritual Armour 20 30 Faith is my shield. Target gains an armour bonus +20/3 rounds
Stagger 10 10 A greater power than you commands, yield! The target is dazed for 1 round. Then they suffer a -10 to attacks for 1 round.
Purge 10 10 There are two cures for heresy, fire and death. Damage
Rank 3
Audience of the Primes 30 50 My lord, a moment of your time. You request an audience with your benefactor. You know exactly what everyone does or says in the area, even whispers. You can also tell if anyone is lying. Any action you take automatically succeeds unless opposed. After ten minutes your prime's attention turns elsewhere and the spell ends.
Avatar 30 30 He bore no armour yet all at once a brilliance surrounded him and I beheld a warrior. Target can no longer use any abilities or items but gains a +30 weapon and armour bonus, lasts until end of combat
Flamestrike 15 15 And may the unbeliever be struck by fire from heaven! Damage
Heal 30 30 And what was broken shall be made whole. Heal a target 2d20+30
Heavenly Restoration 20 40 Manna shall fall from heaven and all who eat it will be restored. All allies regain 1d20+20HP and are cured of poison.
Resurrection 25 35 I ask of you to give them back for they were loved and their work lays yet undone. Return a target to life, at a cost. Only succeeds on a 75 or higher. The caster suffers 2d20+25 damage regardless of success or failure.
Symbol of Pain 10 50 They were just scratches on the ground and yet I could not look away. I could not stop the pain. Last for 5 rounds. Each round all enemies must suffer 1d10 damage or a -10 to their attacks. There is no defense against this.