Cleric

Clerics are all connected to the Gods in a spiritual way. Clerics specialize in Domains, an area of magical knowledge and skillsets.

Cleric career skills are Charm, Discipline, Knowledge (History), Knowledge (Education), Knowledge (Lore), Leadership, Medicine, Negotiation

When the player first chooses Cleric, he gains 1 point of Spiritual Rating if he does not already have Spiritual Rating. Spiritual Rating is used to calculate how strong a Cleric’s Blessings and Spells are.

Cleric Talents

Surgeon Healing Specialist Grit Resolve
Healing Specialist Blessing of Protection Blessing of Health Blessing of Strength
Knowledge Specialization Nobody’s Fool Grit Resolve
Knowledge Specialization Balance Nobody’s Fool Touch of Fate
Spiritual Rating Mental Fortress Master Doctor Dedication

Priest Blessings

  • Blessing of Protection: When a character within short range of the cleric is the target of an attack, the cleric may spend 1 fate point to roll dice equal to his Spiritual Rating. Each light point adds one defense to the target character for that one attack. Each dark point causes the Priest to suffer 1 strain; dark points can also be spent to protect but cost a fate point each and have other story-based effects (accepting aid from dark powers).
  • Blessing of Health: Once each round on the cleric’s turn but not as an action, the cleric may spend 1 fate point to roll dice equal to his Spiritual Rating. Each light point heals a wound to any one character that the cleric is engaged with. Each dark point causes the Priest to suffer 1 strain; dark points can also be spent to heal but cost a fate point each and have other story-based effects (accepting aid from dark powers).
  • Blessing of Strength: When a character within short range makes an attack, the cleric may spend 1 fate point to roll dice equal to his Spiritual Rating. Each light point adds a Boon Die to the attack. Each dark point causes the Priest to suffer 1 strain; dark points can also be spent to strengthen but cost a fate point each and have other story-based effects (accepting aid from dark powers).

Cleric Domains and Spells

Clerics can cast spells from one or more Domains. The initial purchase of each Domain costs 10 experience points; however each Domain can be upgraded and additional spells can be purchased from it.

To cast a spell, a Cleric rolls a number of Fate dice equal to his or her Spiritual Rating. Light points are spent on the spell’s effect; dark points can be spent but each costs a fate point and can have additional story-based effects (accepting aid from dark powers).

By default, Cleric spells effect a single target that the Cleric is engaged with. Through Domain upgrades the spells can effect additional targets at farther ranges.


Healing Domain

Healing Domain Specialists add Melee (Light), Melee (Medium), Perception and Knowledge (Nature) to their list of skills.

Heal
Cure Range Magnitude Strength
Restoration Range Magnitude Strength
Regeneration Range Magnitude Strength
Resurrection Magnitude Spiritual Rating

Heal: Target heals 2 wounds per light point generated. The Cleric may use this spell once per encounter.

Cure: Whenever the Cleric makes a Medicine check, make a Healing Domain Roll in addition to the Medicine check; each light point counts as a success or advantage, your choice.

Restoration: Target can remove a number of Critical Injuries whose total Severity is equal to or less than the number of light points generated. The Cleric may use this spell once per encounter.

Regeneration: Commit one Spiritual Rating die; so long as that die is committed, the target heals a number of wounds equal to your Spiritual Rating at the start of each round. The effect ends either when the Cleric willingly ends it, the Priest is knocked unconscious, or the target reaches full health. The Cleric can use this spell once per game session.

Resurrection: Cast only on a target that has died within the last 24 hours. Commit one Spiritual Rating die, and the target is restored to life, with full health and strain. The Cleric and the target each take 10 obligation to the Cleric’s deity. The Cleric cannot regain the Spiritual Rating die, until it has paid off this obligation.

Range: Spend 1 light point to increase the range of any Healing Domain spell by a number of bands equal to the Cleric’s ranks in Healing Domain Range.

Magnitude: Spend 1 light point to increase the number of effected targets of any Healing Domain spell by the Cleric’s ranks in Healing Domain Magnitude.

Strength: Increase the number of times a Healing Domain spell can be cast per encounter or game session (as specified by the spell) by 1.


Protection Domain

Protection Domain Specialists add Melee (Light), Melee (Medium), Resilience and Vigilence to their list of skills.

Shield of Faith
Mantle of Faith Range Magnitude Strength
Enchant Armor Range Magnitude Strength
Sanctuary Range Magnitude Strength
Holy Aura Magnitude Spiritual Rating

Shield of Faith: Target gains 1 point of defense per light point generated until the end of the encounter. The Cleric may use this spell once per encounter.

Mantle of Faith: Negates status effects and the effects of critical injuries on the target for a number of rounds equal to the number of light points generated. The Cleric may use this spell once per game session.

Enchant Armor: Commit a spiritual die; the target’s armor becomes enchanted and gains additional armor rating equal to the Cleric’s Spiritual Rating. The Cleric can end this effect at will; it also ends if the Cleric falls unconscious. The Cleric may use this spell once per encounter.

Sanctuary: Commit one Spiritual Rating die and chose a target within range; so long as that die is committed, the target cannot be the target of an attack. The effect ends either when the Cleric willingly ends it, the Cleric is knocked unconscious, or the target takes any aggressive action. The Cleric can use this spell once per game session.

Holy Aura: Until the end of the encounter, attacks against targets have their difficulty upgraded a number of points equal to light points generated, and critical hits are reduced by 10 points per light point generated (to a minimum of 0). This spell can be used once per game session.

Range: Spend 1 light point to increase the range of any Protection Domain spell by a number of bands equal to the Cleric’s ranks in Protection Domain Range.

Magnitude: Spend 1 light point to increase the number of effected targets of any Protection Domain spell by the Cleric’s ranks in Protection Domain Magnitude.

Strength: Increase the number of times a Protection Domain spell can be cast per encounter or game session (as specified by the spell) by 1.


War Domain

War Domain Specialists add Melee (Light), Melee (Medium), Melee (Heavy) and Resilience to their list of skills.

Bless
Spiritual Weapon Range Magnitude Strength
Magic Weapon Range Magnitude Strength
Enhance Brawn Range Magnitude Strength
Destructive Smite Magnitude Spiritual Rating

Bless: Target adds a number of boost die to attacks equal to the number of light points generated until the end of the encounter. The Cleric may use this spell once per encounter.

Spiritual Weapon: The Cleric commits one Spiritual Die to summon a weapon of it’s choice which floats above the ground. It makes one attack on the Cleric’s turn against a target of the Cleric’s choice within a number of range bands equal to the Cleric’s ranks in War Domain Range +1, using the Cleric’s ranks of skill with the weapon type and the Cleric’s Spiritual Die rating as the attribute. The weapon persists until the Cleric dismisses it at will, or until the Cleric falls unconscious. The Cleric may use this spell once per game session.

Magic Weapon: Commit a spiritual die; the target’s weapon becomes enchanted and gains additional damage rating equal to the Cleric’s Spiritual Rating. The Cleric can end this effect at will; it also ends if the Cleric falls unconscious. The Cleric may use this spell once per encounter.

Enhance Brawn: Commit one Spiritual Rating die to increase a target’s Brawn score by an amount equal to your Spiritual Rating. The effect ends either when the Cleric willingly ends it or the Cleric is knocked unconscious. The Cleric can use this spell once per game session.

Destructive Smite: The target’s next attack this encounter is upgraded a number of times equal to the number of light points generated. If it deals any damage, it also deals a critical hit with a bonus of 10 points per light point generated. This spell can be used once per game session.

Range: Spend 1 light point to increase the range of any War Domain spell by a number of bands equal to the Cleric’s ranks in War Domain Range.

Magnitude: Spend 1 light point to increase the number of effected targets of any War Domain spell by the Cleric’s ranks in War Domain Magnitude.

Strength: Increase the number of times a War Domain spell can be cast per encounter or game session (as specified by the spell) by 1.

Cleric

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