Cleric
Subclass
Must be level 3. You may pick one of the following classes:
Prerequisites:
- You can not pick a starting spell you get the Intial Traits/Abilities instead
- You gain both Magic Categories but you cannot pick any more
- Protection
- Necromancy
AND
+1 Base Trait of your choosing
Initial Traits:
Power Heal
You gain +1 ADV when using the Healer trait. You may also Test at +1 DIS to heal yourself. The Healer trait also not heals 4 HP instead of 3 HP
Traits:
Divine Favor:
Once per day, You may ask your god or divinity and pick one base trait (not Ability) that gives advantage and add it to your traits. If it is a trait you already have you gain ADV +2 instead of +1. If it is a new trait, this does not count toward your 8 maximum. This Trait can't be the same Trait as yesterday!
Divine Sense:
You can sense the presence of celestial, fiend (demon), or undead beings within 60ft. You do not have to make a test, you automatically sense them, unless they are protected by magic, then make an Awareness Test at +1 ADV
Abilities:
Turn Undead
Level: 1
Cast DL: 1
Cost: 1 MP
Magic Category: Necromancy
Duration: Until Save Test
Area of Effect: Near range
Save DL:
Caster's Mental AL
Save Test: Mental
Perform a Mental Test. If successful, up to 4 High and under undead creatures within your near range, must make a save test. (Fodder & Low = DIS, Medium = Normal, High = ADV, >High = Immune). If their save test is unsuccessful they must sacrifice their turns in order to get into your far range and stay there. They may attack other people just not you. This effect lasts until the creatures make a Save Test at the end of their turns.
Divine Strike
Preform a Mental Attack Test at +1 DIS and Spend 1 MP. If successful, you infuse your weapon with divine energy and add +2 magic damage to your attack. If your target is undead, deal +3 damage instead
Mass Heal
Level: 2
Cast DL: 2
Cost: 2 MP
Magic Category: Protection
Preform a Mental Test at a DL of 2 and Spend 2 MP. For every 1 or 2 you rolled heal 1 person and for every 3 you rolled heal 2 people. This heals 4 HP each.
Cure
The Healer trait can now cure magical or poison ailments (turned to stone, magically-induced sleep, etc.) instead of healing HP.
Bless
Level: 2
Cast DL: 2
Cost: 1 MP
Magic Category: Protection
Duration: 1 Turn
Duration Cost: 1 MP
Perform a Mental Test and Spend 1 MP. If successful, your target gains +1 ADV on all tests for its next 2 actions (or Turn). You may also Test at +1 DIS and if successful, the target gains the Diehard trait until the end of battle
Bind Caster
Cost: 2 MP
Duration: Concentration
Cost per Duration: 1 MP
Perform a Mental Test against your targets Mental AL. If successful, a target spellcaster can no regain MP until you lose concentration. This does NOT drain their active pool of mana, meaning if they have 2 MP left in their pool they can still use them.
Spiritual Weapon
Level: 2
Cast DL: 2
Cost: 1 MP
Magic Category: Protection
Duration: Concentration
Duration Cost: 1 MP
Area of Effect: Near Range
Perform a Mental Test. If successful, you create a floating weapon in your close range. The weapon acts as your guardian. You may only have one Spiritual Weapon on the battlefield at a time. If you use this 2 times in a row the first one is destroyed and the new one is created next to you. If you lose concentration or combat ends, the sword disappears. The weapon gets one action per round and can do one of the following actions:
- Attack - Perform an Attack Test using your stats. It does base damage of 1.
- Defend - If within close range of you or an ally and you or that ally are hit by an enemy, perform an evade test at +1 ADV, if successful you or the ally takes no damage.
- Move - Must stay within your near range but may move freely otherwise.
Destroy Undead
Level: 2
Cast DL: 2
Cost: 2 MP
Magic Category: Necromancy
Duration: Until Save Test.
Damage: 2 damage
Area of Effect: Near Range
Must have Turn Undead. Spend 2 MP instead of 1 MP. Turn Undead now does 2 damage. If Fodder & Low targets fail their Save Test they die instantly.
- Fodder & Low - Die instantly
- Medium & High - 2 damage
Resurrection
Level: 3
Cast DL: 3
Cost: 3 MP
Magic Category: Necromancy
Duration: Instantenous
Must first have (3) Mental AL. Preform a Mental Test and Spend 3 MP. Once per day you may try to resurrect someone who has been dead for less than 48 hours. The person revives with 1 HP. If you fail you must wait another 24 hrs before you try again.