Cleric
Clerics are individuals who have chosen (or been chosen) to devote their lives to the service of their deity. Many deities exist in the world and most people believe in the existence of most if not all of them. Oftentimes people will have one deity as their patron. Clerics administer to their followers and try to educate others about their faith and win converts where they can.
As a reward for this dedication and an attempt to demonstrate their power, the deities themselves grant the cleric the ability to cast divine spells. It should be noted that different deities are good, neutral or evil and each has their own agenda. Clerics can be humble priests administering to their flock or holy crusaders eradicating enemies of the church. Adventuring clerics are usually on quests or trying to test their faith and resolve in the face of adversity.
Clerics purchase piety, which symbolizes their devotion to their god. This piety is then used to power the various spells granted to them. Although clerics have relatively few skills to rely on, their power is the power of the gods themselves. When a cleric starts the game, they begin as a petitioner, with no dedication to any one god. Of course a character may have leanings, but this is seen as a time for the cleric to learn more about the different gods and learn if their calling is truly there. They begin with the Light spell, Minor Healing and two other random spells from the starting list shared by all faiths.
They may continue to learn any spells from this basic list, but it is not until they devote themselves to their god by becoming acolytes that the advanced list for their individual god is opened to them. Dedication as an acolyte is a process that must be undertaken in-game. Unlike mages, clerics can cast spells while wearing armor. In order to cast spells however the cleric must be wearing a holy symbol of their deity if they are dedicated. Petitioners do not have this restriction. Clerics buy piety at a ratio of 3 character points for 2 piety. In order to avoid fractional numbers, this must be purchased in 2 piety point increments.
Maximum Health – 22
Piety – 2 piety is gained per 3 character points spent
Skill
1 Handed Blunt
1 Handed Edged
2-Handed Blunt
2-Handed Edged
Appraisal
Armor Field Repair
Bow
Brawling
Burst of Strength
Courage
Craft: Merchant
Crafting: Armorsmith
Crafting: Blacksmith
Crafting: Brewer/Vintner
Crafting: Carpenter/Woodworker
Crafting: Chef
Crafting: Engineering
Crafting: Weaponsmith
Create Holy Water
Crossbow
Daze
Decipher Script
Deity’s Favor
Destroy Undead
Diagnose
Disable
Disarm
Divine Scrollcraft
Empathic Healing
First Aid
Gathering: Farmer
Gathering: Fisher
Gathering: Harvesting
Gathering: Hunter
Gathering: Logger
Gathering: Miner
Gathering: Naturalist
Gathering: Scrounger
Gemology I
Hard Headed
Hard to Kill
Health
Health (11-14)
Health (15-18)
Health (19-22)
Intercept
Killing Blow
Knockdown
Literacy
Literacy Other
Parry
Poison Tolerance
Polearm/Spear
Self Sacrifice
Shield
Sixth Sense
Small Weapon
Staff
Sweep
Thrown Weapon
Cost
4
4
5
5
4
3
5
6
7
6
2
4
3
3
5
3
4
4
2
6
7
8
2
2 then 1/1
5
8
6
1
2
6
3
4
3
4
4
3
4
4
16
12
12
1
2
3
4
2
2
5
1
4
6
10
5
2
5
14
2
3
4
4
Prerequisites
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
Must be dedicated to a deity
None
Blunt Weapon, Staff, or Brawling
None
Must be dedicated to a deity
Must be dedicated to a deity
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
None
10 Health
14 Health
18 Health
None
None
2-Handed Weapon
None
Literacy
None
None
None
None
None
None
None
None
Staff, Spear, or Polearm
None
Self-Taught
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Divine Magic & Spells
Divine magic is the type that is practiced by Clerics. Clerics are those individuals who are able to commune with their deity through prayer and worship. While mages rely on mana being drawn from the magic around them and tapping the natural elements, clerics receive their power to cast spells by the intercession of their deity. The ability a cleric has for spellcasting is directly related to their dedication to a particular god or goddess. This dedication is expressed as a number of points of piety. When a new cleric character is made they will probably have a small amount of piety and spells to start with. As time goes on and the character grows they will be able to purchase more piety points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. This is representative of the cleric developing a closer relationship with their deity. When a cleric character is first created they begin with the Light spell, the Minor Healing spell, and two random starting spells from the beginning list, determined at check in. This beginning list consists of the very basic spells available to clerics of all faiths, but rest assured there are many more available. Some of these spells are available to all faiths, and some are specific to a given deity. Clerics may learn additional advanced spells by either finding a teacher in game or deciphering scrolls of knowledge. To learn more about the gods and goddesses of Realms of Adventure, see the deities page.
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Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no Piety to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.
Awaken
Cost: 1
Incant: “I wake you from your sleep.”
Effect: This spell will immediately awaken a sleeping or unconscious target. This spell works on normal and magical sleep brought upon by exhaustion, poison, venom, spell, potion, or waylay. This will not wake someone who is dying from lethal poison or during their death count from normal injuries.
Communication
Cost: 1
Incant: “I create a sphere of communication, 10 minutes.”
Effect: This spell allows everyone within earshot of the caster to speak and understand any spoken language for ten minutes. This will not work on creatures with no intelligence, most undead, or those speaking in gibberish.
Holy Dart
Cost: 1. If Holy Dart is the 1st Dart you’ve learned, it costs 0 Piety for you to cast.
Incant: “Holy dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of holy damage.
Lesser Empowerment
Cost: 1
Incant: “I grant you/myself lesser empowerment, 2 magic health.”
Effect: This spell grants 2 points of magical health to the individual it is cast upon. This may not be stacked with any other magical health (i.e. Arcane Vigor) and if damaged the recipient of this spell will lose these magical health points after they lose normal armor and before they lose their normal health. These points cannot be healed.
Lesser Holy Armor
Cost: 1
Incant: “I grant you/myself lesser holy armor, 2 magic armor.”
Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Ice armor) and if damaged the recipient of this spell will lose these magical armor points first.
Minor Healing
Cost: 1
Incant: “I heal your/my body 1 health.”
Effect: This spell restores 1 health to an injured subject. Your health may never exceed your maximum through healing.
Purify
Cost: 1
Incant: “I purify this food/drink of all toxins and poisons.”
Effect: When cast upon any food or drink, this spell removes any toxic properties of it. If cast upon a drink or meal that is poisoned it will neutralize any effect that poison may have had upon the drinker. In addition, if cast upon an alcoholic beverage it will remove any alcoholic properties it may have had.
Root Minor Undead
Cost: 1
Incant: “I root this Minor Undead to the ground, 10 minutes.”
Effect: The target of this spell has their feet effectively attached to the ground for 10 minutes. It may not move its feet from the spot they are in or even lift them. This only works on Minor undead such as low level skeletons. Every undead creature has a power level associated with it, and you must experiment in game to learn what types of undead this spell will affect.
Release
Cost: 2
Incant: “I release you/myself from magical binding.”
Effect: This spell will immediately release the target from the effects of one binding spell including bind, entangle, root, pin, and web.
Remove Blindness
Cost: 2
Incant: “I remove your/my magical blindness.”
Effect: This spell immediately removes any blindness effects upon the target creature. This only works on magical or unnatural effects and will not allow someone who is normally blind to see.
Remove Deafness
Cost: 2
Incant: “I remove your/my magical deafness.”
Effect: This spell immediately removes any deafness effects upon the target creature. This only works on magical or unnatural effects and will not allow someone who is normally deaf to hear.