Clerics are the mortal ambassadors for the gods.  Without Clerics, gods have no power to sway the world.  Clerics are granted spells from their Deity in exchange for their work and loyalty.

Attack: Medium
Accuracy: Medium
Defense: Medium
Resistance: Medium

Tough: Medium
Quick: High
Mind: Medium

Hit Points: Medium
Maximum Energy Points at 20th Level: 101

Weapon Proficiencies: Light, Medium
Armor Proficiencies: All

Allowed Alignments: Any, though a Cleric’s alignment must match or be within one alignment grade of their deity’s.

GRANTED ABILITIES

Cleric Spellcasting

Tier 1

At level 1, the Cleric is granted a spellbook containing the level 1-5 spells common to all Clerics. The Cleric may cast Cleric spells of level equal to or lower than his Cleric level, provided that the spell is either a “common” spell, or is granted by their deity. Casting a spell costs EP equal to its level. If the Cleric’s spellbook is not in his possession, the Cleric may not cast spells outside the initially granted “common” spells.

Cost: (Spell Level) EP
Activation: Per Spell Card
Duration: Per Spell Card
Ability Check: Per Spell Card

View the Basic Cleric Prayer Book

SELECTABLE ABILITIES

Clerics gain selections at levels 1,3,5 // 6-12 // 13-19 // 20

Heavy Weapon Proficiency

Tier 1

Cleric gains proficiency with heavy weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Save Bonus

These grant a bonus to the relevant save.  Bonuses must be taken in order and at their requisite Tier level.  However, for the purposes of EP cost they are all considered Tier 1 abilities.

Tier 1 – Mind Bonus

Cleric gains a +5 to Mind save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Quick Bonus

Cleric gains a +5 to Quick save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Tough Bonus

Cleric gains a +5 to Tough save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Extra EPs

This ability may be taken multiple times.

Tier 1

Cleric gains a permanent addition of 2 EPs.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Create Personal Spell Scroll

Tier 1 – Create Personal Spell Scroll

Cleric spends EP and Ritual time to prime a scroll to receive 1 Charge of a spell. A spell must be cast upon the scroll immediately upon conclusion of the ritual, or the Charge is lost.  The scroll is Attuned to 1 target.  No other characters, other than the target the scroll is Attuned to, may use this scroll.

Cost: 2 EP + (Spell Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Apothecary

Tier 1 – Brew Potion

Cleric spends EP and Ritual time to prime a potion to receive 1 Charge of a spell. A spell must be cast upon the potion immediately upon conclusion of the ritual, or the Charge is lost.  The spell’s effect, duration, save, and AoE are stored in the potion for later use.  The Casting Time to use a potion is 1.  The Range of a potion is always “Self” regardless of the original Range of the spell.

Cost: 2 EP + (Spell Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Tier 2 – Cauldron of Potions

Cleric spends EP and Ritual time to prime up to 6 potions to receive 1 Charge of a spell.  A spell must be cast upon each potion immediately upon conclusion of the ritual, or the Charge is lost.  All potions must receive the same spell.  Each potion must have the spell cast upon it separately.  The spell’s effect, duration, save, and AoE are stored in the potion for later use.  The Casting Time to use a potion is 1.  The Range of a potion is always “Self” regardless of the original Range of the spell.

Cost: 7 EP + (Spell Level per potion) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Create Sacramental Item

Sacramental Items are used to store Blessings (see ability tree directly below this one).  All Sacramentals require an action be spent praying to the Deity indicated on their item card in order to be activated.

Tier 1 – Create Sacramental Prayer Scroll

Cleric spends EP and Ritual time to prime a Sacramental Prayer Scroll to receive 1 Blessing. A Blessing must be imbued upon the Sacramental immediately upon conclusion of the ritual, or the Sacramental is lost.  The Sacramental is Attuned to 1 target.  No other characters, other than the target the Sacramental is Attuned to, may use this Sacramental.  The Sacramental has 1 Charge, and is destroyed when used.

Cost: 2 EP + (Blessing) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Tier 2 – Create Sacramental Fetish

Cleric spends EP and Ritual time to prime a Sacramental Fetish (such as prayer beads, small statuary or other similar religious icon) to receive 1 Blessing. A Blessing must be imbued upon the Sacramental immediately upon conclusion of the ritual, or the Sacramental is lost.  The Sacramental is Attuned to 1 target.  No other characters, other than the target the Sacramental is Attuned to, may use this Sacramental.  The Sacramental has 3 Charges, and is destroyed when all charges are used.

Cost: 7 EP + (Blessing) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Tier 3 – Create Sacramental Relic

Cleric spends EP and Ritual time to prime a Sacramental Relic (an item built to withstand the test of time) to receive 1 Blessing. A Blessing must be imbued upon the Sacramental immediately upon conclusion of the ritual, or the Sacramental is lost.  The Sacramental is Attuned to 1 target.  No other characters, other than the target the Sacramental is Attuned to, may use this Sacramental.  The Sacramental begins each day (starting at Sunrise) with 1 charge, and is not destroyed when all charges are used.

Cost: 14 EP + (Blessing) EP
Activation: Ritual Action
Duration: Permanent (begins each Day with 1 charge)
Ability Check: None

Tier 4 – Imbue Sacramental Sign

Cleric spends EP and Ritual time to prime 1 target who shares the Cleric’s Faith Mark to receive a Blessing of up to Tier 2.  A Blessing must be imbued upon the Sacramental immediately upon conclusion of the ritual, or the Sacramental is lost.  The Blessing becomes permanently etched on the target’s soul (recorded in the Dingus section of the passport).  A target may only have 1 Sacramental Sign at a time.  A Sign may be used as often as desired, provided an action is spent praying before each use.  This ability does not work with Tier 3 Blessings.

Cost: 20 EP + (Blessing) EP
Activation: Ritual Action
Duration: Permanent (recorded on target’s Dingus section of the passport)
Ability Check: Accuracy vs. Resistance(Mind): Negates

Imbue Sacramental Blessing

Blessing abilities are all single selections, and may be taken in any order; none are prerequisite for any others.

When a Blessing is selected, the Cleric gains the knowledge of rites and rituals necessary to imbue that Blessing into a Sacramental.  Blessings are bestowed on a target when they activate their Sacramental.  A target may only be under the effect of 1 Blessing at a time.  Blessings may only be imbued into Sacramentals and may not be conferred in any other manner.

Tier 1 – Blessing of Alacrity

When activated, the recipient of this Blessing gains Buff: +2 Movement to their next Run action.  The Blessing fades at the end of the Encounter if no Run action is taken.

Cost: 2 EP
Activation: General Action
Duration: Encounter; using a Run action discharges this effect
Ability Check: None

Tier 1 – Blessing of Conquest

When activated, the recipient of this Blessing gains Buff: Additional Ready Action to 1 weapon of their choice.  This weapon begins every count Readied so long as it continues to land successful attacks.  The Blessing fades when an attack deals no damage to the target (due to a miss, dodge, or parry, for example), or at the end of the encounter if no unsuccessful attack is made.

Cost: 2 EP
Activation: General Action
Duration: Encounter; an unsuccessful attack with the blessed weapon discharges this effect.
Ability Check: None

Tier 2 – Blessing of Strength

When activated, the recipient of this Blessing gains Buff: +3 Damage to their next successful melee attack.  The Blessing fades at the end of the Encounter if no successful attack is completed.

Cost: 2 EP
Activation: General Action
Duration: Encounter; a successful attack discharges this effect.
Ability Check: None

Tier 2 – Blessing of Resilience

When activated, the recipient of this Blessing gains Buff: +10 bonus to Saves vs. Magic against the next magical effect that requires a save.  The Blessing fades at the end of the Encounter if no magical effect is saved against.

Cost: 7 EP
Activation: General Action
Duration: Encounter; saving against a magical effect discharges this effect.
Ability Check: None

Tier 2 – Blessing of Protection

When activated, the recipient of this Blessing gains Natural AC +15%(2) Defense/Resistance.  This AC does not stack with other armors (though may be enhanced by AC bonuses).  The Blessing remains so long as the recipient takes 0 damage from Weapons.  The Blessing fades when any amount of damage from a Weapon is received, or at the end of the encounter if no damage is taken.

Cost: 7 EP
Activation: General Action
Duration: Encounter; taking damage from a weapon discharges this effect.
Ability Check: None

Tier 3 – Blessing of Rejuvenation

When activated, the recipient of the Blessing gains Heal: 2 HP Per Count for as long as she does not receive damage or take actions.  The Blessing fades when damage is received, when the recipient takes an Action, when HP is fully restored, or at the end of the Encounter if no damage is received.

Cost: 14 EP
Activation: General Action
Duration: Encounter; taking damage, taking an Action, or fully restored HP discharges this effect.
Ability Check: None

Deity Path - Lord Orrim (War, Good, Life, Alignment: 1)

Cleric devotes herself to the worship of Lord Orrim, champion of righteous war and the needy.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Hospitallier

Priests of Orrim are militant by nature and are often found embedded with soldiers or Paladins.  Hospitalliers may spend EP to emit an Aura of righteousness, granting a +5 bonus to Attack, Accuracy, and Saves vs. [War] effects to all targets within 2 steps of the Cleric that share Orrim’s Faith Mark.  This Aura stacks with other Auras.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy vs. Resistance(Mind): Negates

Tier 2 – Spell Paths (War, Good, Life)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Lord Orrim’s advanced spell paths – War, Good, or Life.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Champion of Orrim

Champions of Orrim are immune to all [War] Effects.  The Champion’s Negation of these Effects applies only to her, and does not otherwise interfere with the Effect (this means that Targeted Effects fail, and AoE Effects have no effect on the Champion).

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Deity Path - Airmed (Peace, Good, Life, Alignment: 1)

Cleric devotes herself to the worship of Airmed (air-meth), the healing mother.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Daughter of Airmed

Priests that worship Airmed are referred to as her daughters.  They are committed to healing all, regardless of stature or deeds.  They may spend EP to prevent themselves from being directly targeted, so long as they do not target others with anything except [Life] Effects (which need not be Clerical in nature).

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 2 – Spell Paths (Life, Good, Peace)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Airmed’s advanced spell paths – Life, Good, or Peace.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Physician

The highest level of priests in Airmed’s service are known as Physicians.  Their ability to heal is unrivaled.  They may spend EP and ritual time to Heal 1 target 70 HP with their touch.

Cost: 20 EP
Activation: Ritual Action
Duration: Instant
Ability Check: Attack vs. Resistance(Tough): negates

Deity Path - Ignacious (War, Good, Fire, Alignment: 2)

Cleric devotes herself to the worship of Ignacious, the burning colossus.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Ember Priest

Ember Priests, upon indoctrination, are imbued with a spark from the great Fire.  This spark flows through them at all times, adding the [Fire] descriptor to all their spells and Martial attacks.  Their Martial attacks count as Magical while their [Fire] descriptor is active.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Spell Paths (War, Good, Fire)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Ignacious’ advanced spell paths – War, Good, or Fire.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Flamebringer

A Flamebringer has been personally anointed by the Colossus to bring righteous Fire to the world.  The Flamebringer gains an extra Action every count for the purpose of casting Clerical Fire spells.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Deity Path - Rysche (Order, Life, Plant, Alignment: 2)

Cleric devotes herself to the worship of Rysche (ree-shay), guardian of the Ryschenvale.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Warden

Priests that worship Rysche are referred to as Wardens.  They are committed to protecting natural woodlands, and in specific the Ryshcenvale.  They gain +10 Accuracy when casting spells in Terrain: Woods/Plains.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Spell Paths (Order, Life, Plant)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Rysche’s advanced spell paths – Order, Life, or Plant.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Ryschengaard

The highest level of priests in Rysche’s service are known as the Ryschengaard.  Each is charged with dominion over a parcel of the Ryschenvale.  Their tie to the land is so complete that they may spend EP to summon their parcel to them no matter where they are.  This parcel covers a 5-step radius, and remains in place for the remainder of Phaze before returning to the Ryschenvale.  It replaces the terrain that was there before, though structures and dwellings remain intact, incorporated into the forest-scape.

Cost: 20 EP
Activation: General Action
Duration: Phaze
Ability Check: Accuracy vs. Res(T): negates

Deity Path - Three-Faced Goddess (Life, Death, Order, Alignment: 3)

Cleric devotes herself to the worship of the Three-Faced Goddess, keeper of the balance between Life and Death.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Triune Priest

Clerics of the Three-Faced Goddess are tasked with maintaining the natural cycle of Life and Death.  As such, they have a particular duty to keeping control over the undead.  Triunes receive a +10 bonus to their Saves when contesting rolls with Undead.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Spell Paths (Life, Death, Order)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of the Three-Faced Goddess’ advanced spell paths – Life, Death, or Order.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – High Priest of (Moon, Sun, Darkness)

A Triune who rises to the rank of High Priest in one of the goddess’ faces is the master of that aspect of the goddess.  As such, they gain the ability to cast any non-ritual spells from the spell path of their aspect in 1 count.  (Moon = Death, Sun = Life, Darkness = Good).

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Deity Path - Kildaire (Knowledge, Luck, Order, Alignment: 3)

Cleric devotes herself to the worship of Kildaire, Gatekeeper and Loremaster.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Scribe

Kildaire’s Priests are principally concerned with two things: controlling passage between the planes and keeping the history of the Universe.  Scribes gain the Scholar Class’ Abilities: Scholary Lore Tier 1 – Loremaster and Lore Knowledge Tier 1 – Background Knowledge.  If the Cleric is also a Scholar, these abilities combine and may be used to fulfill prerequisites for other Scholar Abilities.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Spell Paths (Knowledge, Luck, Order)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Kildaire’s advanced spell paths – Knowledge, Luck, or Order.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Keymaster

A Keymaster is fully versed in the Keys of Kildaire.  As such, a Keymaster may spend EP and ritual time to call one of the Keys of Kildaire.  The Cleric must call the Key by name.  At the end of the ritual, the Key is inexorably drawn to the Cleric, appearing in her possession at the beginning of the next Phaze event.

Cost: 20 EP
Activation: Ritual Action
Duration: Phaze+ (effect initiates at the beginning of the next Phaze event)
Ability Check: None

#Key of Kildaire

Artifact Level XX

The Key of Kildaire may open or close a portal to the outer plane it is attuned with.  The portal stays open for 1 encounter, closing shortly thereafter.  If used to close a portal, the closure remains until reopened by some other means.

Casting Time:             1
Effect:                          Dimension: Open Gateway
Range:                         Touch
AoE:                            Plane (1 step x 3 steps)
Duration:                     Encounter
Save:                           Attack vs. Resistance(Mind): negates

Deity Path - Zigg'ureth (Chaos, Luck, Obfuscation, Alignment: 4)

Cleric devotes herself to the worship of Zigg’ureth, the Mad One.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Chaos Priest

Zigg’ureth delights in the wild and unpredictable nature of Chaos.  His Priests are no exception.  Chaos Priests may spend EP to redirect any effect that directly targets them to a random target within Short range.

Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy vs. Resistance(Mind): negates

Tier 2 – Spell Paths (Chaos, Luck, Obfuscation)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Zigg’ureth’s advanced spell paths – Chaos, Luck, or Obfuscation.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Wildmaster

Wildmasters have fully embraced the nature of Zigg’ureth, whose abundant energy fuels chaos and unpredictability.  Wildmasters may cast any spell from Zigg’ureth’s spell paths for 5 EP less, but give control of the targeting to Zigg’ureth (random targeting).

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Deity Path - Mistrianith (Evil, Fate, Death, Alignment: 5)

Cleric devotes herself to the worship of Mistrianith, harbinger of doom.

There are 3 Tier 2 abilities, each of which grants access to a specific spellbook.  When all three are taken, it unlocks the Tier 4 ability (skipping Tier 3), which represents a High Priest-level ability for that deity.  Clerics receive the Faith Mark of their Deity and a Holy Symbol with their Deity’s Faith Mark when they first select a Tier 1 ability from this tree. Clerics may only use abilities from this tree while they possess the Deity’s Faith Mark and are within 1 Alignment step of the Deity’s Alignment.  Clerics may only possess abilities from one Deity’s ability tree at a time.

Tier 1 – Fateweavers

Mistrianith concerns herself with bringing about the downfall of the overly heroic.  Her Fateweavers may spend EP and touch a target to increase the target’s chance of critical failure by 5.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack+Mind vs. Resistance(Mind): negates

Tier 2 – Spell Paths (Evil, Fate, Death)

This ability may be taken multiple times, each time applying to a different spell path.

Cleric gains access to one of Mistrianith’s advanced spell paths – Evil, Fate, or Death.  Cleric must take this skill 3 times (one for each path) before being able to select the Tier 4 skill in this tree.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Doombringer

A Doombringer may spend EP to Dominate 1 target within Short range, guiding their actions to fulfill whatever purpose the Doombringer wishes.  Note: If the initial save is failed, subsequent saves receive a -10 penalty to resists this effect; once prophecy takes hold it is difficult to outlast it.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Establish Deity Path

The Cleric may introduce a new Deity Path for a Deity without a Deity Path listed above.  Introduction requires a detailed, written description of the deity’s history, objectives, and spheres of influence.  The Cleric works with the judges between events to introduce their deity.  The Deity’s final ability path and advanced spell paths will be determined during this process.  Once established, this Ability is automatically replaced with the Tier 1 Ability of the new Deity.

Tier 1 – Introduce Deity

Cleric introduces a new Deity using the method outlined above.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Spell Path Focus

This tree may be selected multiple times, each time applying to a new Deity Spell Path.  Cleric must designate which Deity Spell Path this tree applies to when it is first selected.

Tier 2 – Efficient Casting

Cleric’s Spell Path spells cost 2 less EP (minimum 1).

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Far Casting

Cleric’s Spell Path spells gain 1 range category (Self > Touch > Short > Medium > Long).

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Establish Priests

This tree allows the Cleric to train other Clerics in the ways of their Deity, granting them access to Deity Path Abilities.

Tier 1 – Holy Symbols

Cleric spends EP and ritual time to create, dedicate or repair a Holy Symbol to their deity.  Holy Symbols are required for many spells (Focus Item).  Holy Symbols dedicated in this manner gain the Faith Mark of the Cleric’s Deity.

Cost: 2 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 2 – Teach Priest

Cleric spends EP and Ritual time to teach another Cleric 1 Deity Path Ability.  The teaching Cleric must know the Ability in question, and the student Cleric must meet all prerequisites for the Ability.

Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Indoctrinate Priest

Cleric spends EP and ritual time to Indoctrinate another Cleric into the Church.  The Indoctrinated Cleric removes 1 Deity Path Ability from their passport.  Once fully indoctrinated (all current Deity Path Abilities are removed), the Cleric may begin selecting skills in the current Deity’s Skill Path or be taught them using the Tier 2 – Teach Priest Ability from this tree.  The Cleric being Indoctrinated must be willing.  If, at any point during the ritual, the Cleric being indoctrinated indicates resistance to this effect, then the Indoctrination is Negated.

Cost: 14 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None; any attempt to resist automatically negates without check

Establish Temple

This tree allows the Cleric to create a place of worship for their Deity, granting bonuses to casting spells and using abilities.

Tier 1 – Consecrate Makeshift Altar

Cleric spends EP and ritual time to consecrate a temporary altar.  The altar lasts until the next sunrise.  Clerics of the altar’s deity may perform skills and spells on the altar for 1 EP less, provided the Altar resides on Holy Ground consecrated to the deity.

Cost: 2 EP
Activation: Ritual Action
Duration: Day
Ability Check: None

Tier 2 – Consecrate Permanent Altar

Cleric spends EP and ritual time to consecrate a lasting altar.  The altar is permanent, unless destroyed.  Clerics of the altar’s deity may perform skills and spells on the altar for 1 EP less, provided the Altar resides on Holy Ground consecrated to the deity.

Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Consecrate Holy Ground: Minor

Cleric may spend EP to temporarily consecrate an area.  Consecrated Ground prevents all Magical Cleric Effects, except those generated by a Cleric that share the Faith Mark of the Deity to whom the ground is Consecrated.  An Altar must be placed in the center of the Consecrated Area for the Ground to remain Consecrated.  Focus Cleric Consecrates the ground in a 1-step radius.  The Ground remains consecrated until the next sunrise.

Cost: 14 EP
Activation: Ritual Action
Duration: Day; removing the Altar ends the Consecration
Ability Check: None

Tier 4 – Consecrate Holy Ground: Major

Cleric spends EP and Ritual time to increase the Consecrated Area from Tier 3 – Consecrate Holy Ground: Minor to Radius(4).  The Consecrated ground now lasts so long as an Altar remains within its boundaries.

Cost: 20 EP
Activation: Ritual Action
Duration: Permanent; removing the Altar ends the Consecration
Ability Check: None

Ritual Acts

This tree allows Clerics to come together, pool their resources, and create effects normally beyond the limits of mortal power.

Tier 1 – Ritual Communion

Cleric spends EP to donate EP to a Focus Cleric who shares the same Faith Mark as the donating Cleric.  The Cleric must take part in a communion ritual to enact this ability.  This donation happens at the rate of 1 EP per count, for as long as the Cleric concentrates.

Cost: 2 EP
Activation: Ritual Action
Duration: Concentration
Ability Check: Accuracy vs. Resistance(Mind): negates

Tier 2 – Gather Power

Cleric spends EP to become a Focus Cleric.  Focus Clerics may receive EP from Clerics participating in a Ritual Communion.  The Focus Cleric must share the same Faith Mark as the donating Cleric(s), and participate in a communion ritual to enact this ability.  Focus Clerics may gather more EP than their normal maximum EP in this manner.  Any EP in excess of their normal maximum is lost at the next sunrise, if not used.

Cost: 7 EP
Activation: Ritual Action
Duration: Day
Ability Check: None

Tier 3 – Distribute Power

Cleric spends EP and ritual time to equally divide her current Cleric EP (after activating this Ability) to up to 4 clerics that share the Focus Cleric’s Faith Mark.  Cleric must be a Focus Cleric and participate in a communion ritual to enact this ability.  Clerics receiving EP from this ritual may not receive more EP than their maximum limit.  Each Cleric receives 1 EP per count for as long as the Focus Cleric concentrates.  The Focus Cleric loses the same number of EP as distributed (for example: if 3 clerics are receiving EP, they each receive 1 per count, while the Focus Cleric loses 3 per count).

Cost: 14 EP
Activation: Ritual Action
Duration: Concentration
Ability Check: Accuracy vs. Resistance(Mind): negates

Tier 4 – Uber Spell

Focus Cleric spends EP to cast 1 spell from her spell book, using as many EP (minimum equal to the level of the spell) as desired.  During the Ritual Communion where power is gathered, the Focus Cleric must declare this intention to a judge, so the proper effect can be determined by the judge.  The total effect will reflect the amount of extra EP committed to the spell, above and beyond the minimum required for casting.

Cost: 20 EP + (Spell Level) EP + (Discretionary) EP
Activation: Ritual Action
Duration: Instant
Ability Check: None

Bestow Faith Mark

Tier 1 – Instill Faith Mark

Cleric spends EP and touches 1 target to place a Faith Mark she possesses on the target.  The Mark lasts for 1 Phaze.  If the target indicates resistance at any level, this effect fails.

Cost: 2 EP
Activation: General Action
Duration: Phaze
Ability Check: None; any attempt to resist automatically negates without check

Tier 2 – Confirm Faith Mark

Cleric spends EP and touches 1 target to make permanent a Faith Mark currently active on the target.  The target now also gains the ability to identify other targets that have the same Faith Mark by touching them.  If the target indicates resistance at any level, this effect fails.

Cost: 7 EP
Activation: General Action
Duration: Permanent
Ability Check: None; any attempt to resist automatically negates without check

Tier 3 – Convert Faith

Cleric spends EP and touches 1 target to permanently remove the active Faith Mark on a target, replace it with a Faith Mark the Cleric possesses, and (optionally) alter the target’s alignment 1 grade closer to their Deity’s.  If the target indicates resistance at any level, this effect fails.

Cost: 14 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None; any attempt to resist automatically negates without check

Tier 4 – Mass Preaching

Cleric spends EP and preaches to all targets within 3 steps of her to permanently remove the active Faith Mark on a target, replace it with the Faith Mark of their Deity, and (optionally) alter the target’s alignment 1 grade closer to their Deity’s.  If the target indicates resistance at any level, this effect fails.  This effect may only be negated by Tier 4 / 20th Level Spells or Abilities that Negate Faith Mark.

Cost: 20 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None; any attempt to resist automatically negates without check

Paladin Commissions

Paladin Commission Abilities are all single selections, and may be taken in any order; none are prerequisite for any others.

Each Commission grants the Cleric with the ability to bestow a target that shares their Faith Mark with an Ability.  These abilities range from defending members of the church to smiting the church’s enemies.  The chosen target may have as many Commissions bestowed upon her as desired.  Targets with Commissions are commonly referred to as Paladins, and are usually assigned to defending the church and followers of their Deity.

Because these Commissions confer Abilities to a Faith Marked target, activated by that target, there are two sets of Costs, Activations, Durations, and Ability Checks listed.  The set before the separator refers to the Cleric when bestowing a Commission.  The set after the separator and in italics refers to the Paladin when using the Commission.

Tier 1 – Commission Defender of the Faithful

Cleric spends EP to bestow a +6 bonus to Attack/Accuracy to a Paladin when Guarding a target that shares the Paladin’s Faith Mark.

Cost: 2 EP | None
Activation: Ritual Action | Guard Action
Duration: Phaze | Equal to duration of the Guard
Ability Check: Accuracy vs. Resistance(Mind): negates | None

Tier 1 – Commission Holy Healer

Cleric spends EP to bestow 1 Paladin with the following ability: Spend 2 EP and touch target to Heal (3 HP) 1 target who shares the Paladin’s Faith Mark.

Cost: 2 EP | 2 EP
Activation: Ritual Action | General Action
Duration: Phaze | Instant
Ability Check: Accuracy vs. Resistance(Mind): negates | None

Tier 2 – Commission Holy Bodyguard

Cleric spends EP to Bestow 1 Paladin with the following ability: Spend 7 EP to redirect any effect or attack that is targeted at a target that shares the Paladin’s Faith Mark to the Paladin, so long as the Paladin is within Touch distance of the original target.

Cost: 7 EP | 7 EP
Activation: Ritual Action | General Action
Duration: Phaze | Instant
Ability Check: Accuracy vs. Resistance(Mind): negates | Attack vs. Resistance(Quick): negates

Tier 2 – Commission Holy Responder

Cleric spends EP to Bestow 1 Paladin with the following ability: Spend 7 EP to instantly teleport to within Touch Distance of any target that shares the Paladin’s Faith Mark.  The target must be within Short range of the Paladin for this ability to work.

Cost: 7 EP | 7 EP
Activation: Ritual Action | General Action
Duration: Phaze | Instant
Ability Check: Accuracy vs. Resistance(Mind): negates | None

Tier 2 – Commission Quick Guardian

Cleric spends EP to Bestow 1 Paladin with the following ability: Spend 7 EP to instantly Guard a target (ignoring the Ready step).

Cost: 7 EP | 7 EP
Activation: Ritual Action | None
Duration: Phaze | Instant
Ability Check: Accuracy vs. Resistance(Mind): negates | None

Tier 2 – Commission Devout Champion

Cleric spends EP to bestow 1 Paladin with the following ability: Spend 7 EP to generate an Aura of fortitude in a 2-step radius that lasts for 1 encounter.  All targets who share the Paladin’s Faith Mark receive +5 bonus to all saves.  This effect may stack with other Auras.

Cost: 7 EP | 7 EP
Activation: Ritual Action | General Action
Duration: Phaze | Encounter
Ability Check: Accuracy vs. Resistance(Mind): negates | Accuracy vs. Resistance(Mind): negates

Tier 2 – Commission Devout Protector

Cleric spends EP to bestow 1 Paladin with the following ability: Spend 7 EP to generate an Aura of protection in a 2-step radius.  All targets who share the Paladin’s Faith Mark gain AC +5(0) Defense/Resistance, which stacks with other armors.  This effect may stack with other Auras.

Cost: 7 EP | 7 EP
Activation: Ritual Action | General Action
Duration: Phaze | Encounter
Ability Check: Accuracy vs. Resistance(Mind): negates | Accuracy vs. Resistance(Mind): negates

Tier 3 – Commission Ardent Guardian

Cleric spends EP to bestow 1 Paladin with the following ability: Spend 14 EP to ignore Death until the end of the encounter.  Paladin must make a Tough save vs. CL 0 when this ability is activated, and a new Tough save every time damage is received vs. CL 10+(total damage received).  Failing the tough save ends this effect.

Cost: 14 EP | 14 EP
Activation: Ritual Action | General Action
Duration: Phaze | Encounter
Ability Check: Accuracy vs. Resistance(Mind): negates | Tough vs. CL 0 + (total damage received): negates

Tier 4 – Commission Divine Prayerfulness

Cleric spends EP to Bestow 1 Faith Marked target with the ability to activate Blessings from Sacraments without spending an action praying for the rest of Phaze (although a short prayer must still be issued).

Cost: 20 EP | None
Activation: Ritual Action | None
Duration: Phaze | Phaze
Ability Check: Accuracy vs. Resistance(Mind): negates | None