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Cleric

light-cleric.jpg

Proficient in unarmed & blunt weapons

(See [Combat Rules] for weapon info)

Combat Abilities:

Spells: All Clerics may cast spells off the Cleric Spell list (Divine Magic). They all must have a holy symbol belonging to their chosen Deity (See Pantheon page to pick your Deity of worship). The spellbook is the spells your class can use. You decide the flavor of casting and whether to learn each spell over time or know them all as an expert spellcaster from the start.

See the Combat Rules page for how casting works!

 

Turn Undead: At Will, a Cleric may use their holy symbol to immobilize Risen (non-sentient undead) or Tainted beings. (20m Maximum radius on an AOE effect)

 

All Languages (Passive): Clerics are able to speak any spoken language. 

Spellbook:

Offense (Touch Range)

Inflict Minor Wounds: Touch attack (1DMG)​

Inflict Moderate Wounds: Touch attack (2DMG)

Inflict Serious Wounds: (2 post) Touch attack (3DMG)*

Harm: Touch deals damage to target. (2DMG)

Poison: (2post) Touch attack is poisonous, subject will be incapacitated once combat is over.* (2DMG) 

Spiritual Weapon: Summon a magic weapon. Can use as melee next turn.  (Weapon does 2DMG)

Offense

Energy Drain: Subject takes 1DMG and caster gains 1HP.

Shatter: Sonic vibration damages objects or crystalline creatures. (2DMG)

Flame Strike: Attack foe with divine fire. (2DMG)

Searing Light: Ray deals damage. (2DMG)

Animate Objects: Objects from surroundings attack your foes. (2DMG)

​Sound Burst: Deals sonic damage to subject; stun for 1 round.(2DMG)

Magic Weapon: Make Spiritual Weapon attack on its own, can be cast at a distance.  (Uses your action to attack, 2DMG)

Insect Plague: Locust swarms attack creature. (2DMG)

Offense AOE

Earthquake: (2 post)Intense tremor shakes 20M radius. (1DMG)

Fire Storm: (3 post) Deals fire damage to creatures, 10M (3DMG)*

Summon (Follow NPC Combat Rules)

Summon Monster: Calls a monster to fight for you. (NPC)

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. (NPC)

Raise Dead: Restores life to subject who died. Creates one Risen. Does not restore the body. (NPC)

Animate Dead: Creates Risen skeletons and zombies (NPC).

Create Risen: Create ghouls, ghasts, mummies, mohrgs, shadows, wraiths, specters, or devourers. (NPC)

Manipulation/Daze

Hold Person: (2 post) Paralyzes one humanoid for 1 round.*

Command: (2 Post) Subject obeys a command for 1 round.*​

Word of Chaos: (2 post) Confuses, stuns, or deafens subject.*

Cause Fear: (2 post) One creature flees for 1 round.*​

Doom: (2 post) One subject feels a sense of impending doom. Paralyzed for 1 round.*

Holy Word: (2 post) Paralyzes, blinds, or deafens subject until dispelled.*

AOE

Enthrall: (2post) Captivates all within 20M for 1 round.*

Sanctuary: (2 post) 20M radius. Opponents can’t attack you, and you can’t attack.*

Repulsion: (2 post) Creatures can’t approach you. (10M radius)*

Repel Vermin: Insects, spiders, and other vermin stay 10m. away.

Traps

Glyph of Warding: Inscription harms those who pass it. (2DMG)

Symbol of Persuasion: (2 post) Triggered rune charms nearby creatures.*

Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber. (NonCombat, 24hr Max)

Symbol of Pain: Triggered rune wracks nearby creatures with pain. (NonCombat, 2hr Max)

Symbol of Fear: Triggered rune panics nearby creatures. (NonCombat, 2hr Max)

Symbol of Stunning: Triggered rune stuns nearby creatures. (NonCombat, 24hr Max) 

Symbol of Insanity: Triggered rune renders nearby creatures insane. ​​​​​​​​​(NonCombat, 24hr Max)

Mark of Justice: Designates action that will trigger curse on subject. (Non Combative)

Soothe

​Heal: Cures all diseases and mental conditions. (Noncombat)

Heal, Mass: Cures all diseases and mental conditions, but with several subjects. 

Remove Blindness/Deafness: Cures normal or magical conditions.

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Delay Poison: Stops poison from harming the subject for 1 IC hour.

Neutralize Poison: Cures subject against poison, detoxifies venom in or on subject. (Must first detect poison)

Endure Elements: Exist comfortably in hot or cold environments between -50 and 140F.

Water Breathing: Subjects can breathe underwater.

 

Mental Soothing

Remove Fear: Suppresses fear.

Atonement: Removes burden of misdeeds from one subject.

Calm Emotions: Calms creatures, negating emotional effects.

Story Based Spells (OOC Consent Check-in)

Bestow Curse: Bestows a curse of the caster’s choosing on subject (NonCombat).

 

Contagion: Infects subject with chosen disease. (NonCombat

Death Knell: Kills a dying creature painlessly. (NonCombat; OOC Consent Only)

Gentle Repose: Preserves one corpse.

Soul Bind: Traps newly dead soul to prevent resurrection. 

Regenerate: Subject’s severed limbs grow back. (NonCombat)

Resurrection: Fully restore dead subject. (NonCombat)

True Resurrection: As resurrection, but remains aren’t needed. (2 clerics required to cast, NonCombat)

Banishment (3-post): Force taint out of your home plane. See [The Taint]

Heal

Cure Light Wounds: Cures 1HP.

Cure Light Wounds, Mass: (2 post) Cures 1HP to all in 20M.*

Cure Moderate Wounds: (2 post) Cures 2HP.*

Cure Moderate Wounds, Mass: (2 Post) Cures 2HP, 20m.*

Cure Serious Wounds: (2 post) Cures 3HP.*

Heroes’ Feast: Food for 10, cures wounds (Non-Combat).

Support Spells

Shield Other: You take half of the subject's damage. (If 1DMG, you take all damage)

Prayer: (2 post) Grants temporary 1HP for encounter.*

Utility

Detect Magic: Detects spells and magic items within 20M.​ Reveals strength of spell (how many casters/roll total to dispel).

Contingency: Sets trigger conditions for another spell.

 

Mending: Makes minor repairs on an object.​

Make Whole: Repairs an object.

Create Food and Water: Feeds three humans (or one horse).

 

Purify Food and Drink: Purifies food or water.​

Bless Water: Makes holy water that will repel Risen and Tainted in 10m Radius. ​

Antimagic Field: Negates magic effects within 10M for 1 round.

Consecrate: Fills area with positive energy (happy vibes).

Desecrate: Fills area with negative energy (sad/angry vibes).

Hallow: (2 post) Designates location as holy, will keep Risen and Tainted 20m away from caster.*

Elemental 

Control Weather: (2 post) Changes weather in local area.*

Stone Shape: Sculpts stone into any shape.

Wall of Stone: (2 post) Creates a stone wall that can be shaped.*

Meld into Stone: (2 post) You and your gear merge with stone.*

Create Water: Creates 2 gallons of pure water.​

Control Water: Raises or lowers bodies of water.

Communication

Tongues: Speak any language lasts the duration of one scene/encounter. Does not apply to reading or writing.

Sending: Delivers short message to anyone, anywhere, instantly.

Speak with Dead: Corpse answers two questions.

Commune: Deity answers one yes-or-no question.

Find

Locate Object: Senses direction toward object.

Find Traps: Notice traps as a rogue does.

Helping Hand: Ghostly hand leads subject to you.

Find the Path: Shows most direct way to a location.

Detect Poison: Detects poison & reveals poison type in one creature or object.​

Status: Monitors condition of allies.

Deathwatch: Reveals how near death subjects within 20M are.

Detect Risen: Reveals Risen and Tainted creatures within 20m.

Discern Lies: Reveals deliberate falsehoods.

Zone of Truth: Subjects within 10M range cannot lie.

Seeing

True Seeing: Lets you see all things as they really are. (2-post when used against another player)

Invisibility Purge: (2 post) Dispels invisibility within 20M.

Scrying: Spies on subject from a distance. (20M radius)

Light: Object shines like a torch.​

Daylight: (2 post) 20M radius of bright light.

Continual Flame: Makes a permanent, heatless torch.​

Hiding

Obscure Object: Masks object against scrying.

Nondetection: Hides subject from divination, scrying.​

Silence: Negates sound in 20M radius. Lasts a scene or until dispersed.

Darkness: (2 post) 20M radius of supernatural shadow. 

Obscuring Mist: Fog surrounds you. Dissipates after 2 rounds.

Hide from Risen: Risen and Tainted can’t perceive one subject.

Movement

Water Walk: Subject treads on water as if solid.

Air Walk: Subject treads on air as if solid.

Wind Walk: (2 post) You and your allies turn vaporous and travel fast.*

Word of Recall: (2 post) Teleports you back to the designated place. Cannot be used to post in to scenes.*

Refuge: (2-post) Alters item to transport its possessor to you.

Ethereal Jaunt: (2 post) You become ethereal for 2 rounds.*

Charms - May only hold passive spells (spell cannot be cast in rp) (i.e. use Endure Elements like undead magic sunscreen, or Locate Creature like a compass), but these have a much longer battery life and may last up to 3 months (We won’t keep track of these, but use this to promote your own rp!). Charms need to be recharged by any magic user capable of the charm’s function.

Potions - May come in liquid, cream, gel or powder form and may be applied topically or ingested. Potions are single-use spells and may be made in batches up to 3. Spell must be something within the creator’s spellbook that can be cast on a person, single target. First post use it, next post they take effect.

Creature=Anything capable of moving its own body.

Touch Attack=Attack is touch-range. 

NonCombative=Cannot be used in combat. 

Risen=Refers to non-sentient NPC Undead.

NPC=See NPC Page

Spellbooks are loosely based on D&D 3.5e but have been modified for use in SL.

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