Skip to content

Cleric

He clutches his holy symbol to his chest, intoning a prayer to his numen, sending whirling wisps of sacred magic swirling about his feet that quickly grow into a violent whirlwind. Strands leap free, binding themselves to the weapons of his allies, empowering them so that each blow struck against the undead horde flashes white, turning a creature to ash.

He is a cleric. A human devotee of a god, immortal, or similar being that imparts power in return to worship, devotion, and service. His power is either sacred or profane, reflective of the nature of his deity. In addition to the magic he wields, he is skilled with the use of weapons and armor, most often employing this magic to the aid of his allies.

Lvl \ Pts EXP Title Hlth Mastery
Weapon / Spell / Skill
1 \ 1 0 Seeker - 2 / 4 / 2
2 \ 2 100 Seeker - 3 / 5 / 3
3 \ 3 350 Seeker +2 4 / 6 / 4
4 \ 4 650 Acolyte - 5 / 7 / 5
5 \ 5 1,000 Acolyte - 6 / 8 / 6
6 \ 6 1,400 Acolyte +2 7 / 10 / 7
7 \ 7 1,850 Adherent - 8 / 12 / 8
8 \ 8 2,350 Adherent - 9 / 14 / 9
9 \ 9 2,900 Adherent +2 10 / 16 / 10
10 \ 10 3,500 Devotee - 11 / 18 / 11
11 \ 10 4,150 Devotee - 12 / 20 / 12
12 \ 10 4,850 Devotee +2 13 / 22 / 13
13 \ 10 5,600 Disciple - 14 / 24 / 14
14 \ 10 6,400 Disciple - 15 / 26 / 15
15 \ 10 7,250 Disciple +2 16 / 28 / 16
16 \ 10 8,150 Bellwether - 18 / 31 / 18
17 \ 10 9,100 Bellwether - 20 / 34 / 20
18 \ 10 10,100 Bellwether +2 22 / 37 / 22
19 \ 10 11,150 Shepherd - 24 / 40 / 24
20 \ 10 12,250 Shepherd - 26 / 43 / 26
21 \ 10 13,400 Shepherd +2 28 / 46 / 28
22 \ 10 14,600 Emissary - 30 / 49 / 30
23 \ 10 15,850 Emissary - 32 / 52 / 32
24 \ 10 17,150 Emissary +2 34 / 55 / 34
25 \ 10 18,500 Saint - 36 / 58 / 36
26 \ 10 19,900 Saint - 39 / 62 / 39
27 \ 10 21,350 Saint +2 42 / 66 / 42
28 \ 10 22,850 Prophet - 45 / 70 / 45
29 \ 10 24,400 Prophet - 48 / 74 / 48
30 \ 10 26,000 Prophet +2 51 / 78 / 51

Description

Clerics are devotees of powers greater than themselves, known as numen, but also known as gods or goddesses, patrons or patronesses, angels, spirits, demons, devils, immortals, or deities. Their magical prowess comes from their numen, and they act as an extension of that being's will. Due to their unique source of magic, they have access to powerful sacred magic that many view as miracles, but those of a darker bent have access to profane magic, which is similarly viewed as curses. Clerics have a decent command of weaponry, and due to their deific devotion, they never truly master those skills.

Equipment Restrictions

  • Armor: Light
  • Shield: Any
  • Weapons: Any

Cleric Experience Table

Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.

Title. You should use this title when talking with other characters. Instead of saying "I'm Aleena, a Fifth Level Cleric," you should say "I'm Aleena, the Acolyte."

Health. You gain 2 health per 3 levels of experience in addition to any health gained from your endurance.

Skills. At first level, you begin with 2 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.

Spell Mastery. At first level, you begin with 4 Spell Mastery points, which must be spent immediately on up to 5 Spell Forms. You may use these points to advance Spell Forms to Untrained mastery, but no further at this level.

  • As a cleric, you can learn Fire, Sea, Sky, and Stone magic, and either Sacred or Profane magic, but not both: a Lawful cleric learns Sacred, a Chaotic cleric learns Profane, and a Neutral cleric chooses.
  • You gain 1 Spell Mastery point per level. At level 6, this increases to 2 points per level. At level 16, this increases to 3 points per level. At level 26, this increases to 4 points per level.

Weapon Mastery. At first level, you begin with 2 Weapon Mastery points, which must be spent immediately on Weapon Types or Combat Styles. You may use these points to advance Weapon Types and Combat Styles to Untrained mastery, but no further at this level.

  • You gain 1 Weapon Mastery point per level. At level 16, this increases to 2 points per level. At level 26, this increases to 3 points per level.
  • You can obtain Expert mastery with a cleric.

Leveled Abilities

You gain abilities below as you increase level.

Mortal

As a Mortal being, you have no innate damage immunity or vulnerability. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.

Theurgic Authority (Cleric)

Level 1

You gain the ability to project the will of your numen to drive away, destroy, charm or control Asura and Daeva.

Theurgic Lore

You automatically advance in the Lore Skill Mastery, specializing exclusively in Asura and Daeva Lore. You gain one Lore pick per mastery tier, choosing either Asura or Daeva and selecting Slayer, Warder, or Defier for that creature type. You gain 3 picks for each creature type by Grand Master. This progression does not count against your Skill Mastery points, but you cannot invest points in Lore Mastery.

Your Theurgic Lore replaces your access to other Creature Lores. You cannot invest in Creature Lores outside of Asura and Daeva. However, each time you achieve a new mastery tier in Theurgic Lore, you unlock the option to spend 1 Skill Mastery point to gain a Knowledge Lore of your choice. This point can be spent at any time after the tier is achieved, not necessarily at the same level. Knowledge Lores use your Theurgic Lore skill die.

Level Mastery Lore Skill Die Picks
1 Untrained 1d3 1
3 Basic 1d4 2
6 Skilled 1d6 3
10 Expert 1d8 4
15 Master 1d10 5
21 Grand Master 1d12 6

Turn

Once per encounter, you may spend 1 AP to attempt to turn Asura or Daeva. Choose Asura or Daeva, then choose one Division; every creature of that Division you can see is targeted. Roll your Charisma tier die + Lore skill die.

DC: Division × 2. If your roll meets or exceeds the DC, you succeed.

Quantity Turned: Roll ÷ Division (rounded down) = number of targeted creatures turned. If your roll turns fewer creatures than you targeted, you choose which are turned.

Turned creatures are compelled to flee from you as fast as they are able for as long as you concentrate. If cornered, they cower and cannot attack, although intelligent creatures may use defensive powers to protect themselves. While turning, you must hold your Focus in hand and can take no actions other than defense and movement.

Targeted creatures that are not turned are immune to your turning for 24 hours.

Alignment

Lawful Cleric: You can choose to destroy Daeva or inflict Charmed Tier 3 on Asura rather than turn them.

Chaotic Cleric: You can choose to destroy Asura or inflict Controlled Tier 3 on Daeva rather than turn them.

Neutral Cleric: You must permanently choose to follow either the Lawful or Chaotic path. Choosing Sacred magic follows the Lawful path; choosing Profane magic follows the Chaotic path.

Destroy. Roll ÷ DC (Division × 2) = number of creatures destroyed. Destroyed corporeal creatures dissolve to their expected decomposed state. Destroyed incorporeal creatures fade into nothingness. Destroyed creatures can never be raised again.

Controlled/Charmed. Roll ÷ DC (Division × 2) = number of creatures Controlled/Charmed. Controlled/Charmed is permanent. You can Control/Charm a total number of Divisions equal to your Charisma score. You can voluntarily release Controlled/Charmed creatures to free up capacity. Controlled/Charmed creatures remain stationary and inactive without concentration, defending themselves if attacked. Regardless of whether it is Controlled or Charmed, to command Asura or Daeva to act, you must use your concentration slot or expend 1 AP per round. Controlled/Charmed creatures can be turned by a competing theurgic caster or have their control wrested away through a competing Charisma trial.

Theurgic Magic

You can cast theurgic spells. You have a number of Magan, or spell points, equal to your Charisma score. For each Charisma Tier up to your current tier, roll the corresponding tier die and add the result. Each time your Charisma Tier increases, roll the new tier die and add it to your magan. You recover magan through rest and sustenance (see Resting).

Each spell you cast reduces your available magan by the spell's magan cost.

  • The DC of your spells is equal to your Mastery Level + your Charisma Tier (maximum 14).

Ordination. You are ordained by a senior theurgic practitioner of at least Expert mastery or higher. At level one, when you select your Untrained forms, your mentor records two prayers into a prayer book you have purchased (see Codex in Equipment). When you first reach Basic mastery in any form, your mentor records an additional prayer. When you first reach Skilled mastery in any form, your mentor records a final prayer. The first two prayers are a blessing; it is customary to tithe 1 sc for each prayer after that.

Theurgic Revelation. You can also discover new spells through pilgrimage to holy sites (shrines, temples, sacred grounds). Recording a prayer in your prayer book requires a tithe of magan² ss at a holy site and takes 1 day per magan. See the Magic Mastery chapter, Spell Sources and Discovery.

Prayer Book

You start with a prayer book containing two prayers chosen by you or your GM. Each prayer occupies 1-2 pages.

Lost Book. If your prayer book is lost, you cannot cast your recorded prayers and must recover the book or seek new revelations through pilgrimage and prayer.

Dominion

Your Dominion is a zone of your numen's authority, created in one of three modes. When you create a zone, choose which of your Dominion's effects are active; each active effect adds to the cost. Preservation, Retribution, and Malediction are not active effects: they are available in any zone you create and cost magan only when used. The GM determines which creatures are within a zone, as for area spells.

  • Fixed: 1 AP. Moderate. A zone centered on your position when created. It lasts for the encounter and does not require concentration. Cost: 3 magan per active effect. Radius: 10 feet.
  • Aura: 2 AP. An aura with a 10-foot radius that moves with you. You either dedicate your concentration slot to maintain it or spend 1 AP per round. Cost: 1 magan per active effect per round, beginning the round you activate it. At the start of each of your turns, you can change which effects are active.
  • Exploration: Once per day, a 10-minute rite performed with your Focus. The zone is centered on your Focus, which must remain at the site. All of your effects can be active at no magan cost. Radius: 10 feet per Charisma tier. Persists as long as your Focus remains.
Level Tier Tier Die
1 1 1d2
4 2 1d3
8 3 1d4
12 4 1d6
16 5 1d8
20 6 1d10
24 7 1d12

At each tier from 1-7, choose one effect for your Dominion. At Tier 3, your Fixed radius increases to 15 feet. At Tier 5, your Aura radius increases to 15 feet. At Tier 7, your Fixed radius increases to 20 feet.

Consecration

Lawful

You channel your numen's authority to consecrate ground, creating a zone infused with the sacred principles of Life, Purity, and Restoration. You can only maintain one consecration at a time.

Preservation: When a creature within the zone is reduced to 0 health, you can spend magan equal to your Dominion tier to instead reduce it to health equal to your Dominion tier die. This costs no AP. Each creature can be preserved only once per encounter.

Sacred Ground: Daeva treat the zone as difficult terrain.

Purification: You and allies within the zone have Dominance against the Tainted and Infected conditions.

Hallowed: Your Turn attempts made from within your consecrated zone gain Dominance.

Holy Rebuke: You and allies within the zone gain resistance to Profane damage equal to your Dominion tier.

Sacral Shield: Dice that deal Profane damage to creatures within the zone have Inferiority.

Theurgic Vengeance: You and allies within the zone add your Dominion Tier Die as Sacred Damage to non-spell attacks against Daeva.

Interdiction

Neutral

You channel your numen's authority to interdict ground, creating a zone of enforced balance that rejects spiritual extremes and answers aggression with reciprocity. You can only maintain one interdiction at a time.

Retribution: When you or an ally within the zone takes damage from an attack, you can spend magan equal to your Dominion tier. The attacker takes damage equal to your Dominion tier die, of the same type it dealt. This costs no AP.

Self-Reliance: While within your own zone, once per round you can substitute your Dominion tier die for any single die in a roll you make.

Flight Response: You and allies who begin movement from within the zone increase that movement by 10 feet.

Balanced Scales: Your Turn attempts made from within your interdicted zone gain Dominance.

Turnabout: When an enemy within the zone applies a negative condition to one or more allies, it must succeed on a trial against the same condition, using the same attribute and DC, or advance that condition by the same number of tiers. It makes this trial once per effect, regardless of how many allies were affected.

Stillness: No creature within the zone can be affected by Dominance, Impotence, Superiority, or Inferiority.

Equilibrium: Once per round, when you or an ally within the zone would take damage, you can expend 1 AP to reduce that damage by your Dominion tier.

Desecration

Chaotic

You channel your numen's authority to desecrate ground, creating a zone infused with the profane principles of Death, Undeath, and Pestilence. You can only maintain one desecration at a time.

Malediction: When an enemy is reduced to 0 health within the zone, you can spend magan equal to your Dominion tier. You or one ally within the zone regains health equal to your Dominion tier die. This costs no AP.

Profane Ground: Asura treat the zone as difficult terrain.

Pestilence: Enemies within the zone have Inferiority on trials against the Tainted and Infected conditions.

Unhallowed: Your Turn attempts made from within your desecrated zone gain Dominance.

Dark Ward: You and allies within the zone gain resistance to Sacred damage equal to your Dominion tier.

Blasphemous Veil: Dice that deal Sacred damage to creatures within the zone have Inferiority.

Profane Vengeance: You and allies within the zone add your Dominion Tier Die as Profane Damage to non-spell attacks against Asura.