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Cleric

In the world of Everlynn Clerics are seen as well aligned and religious people who have faith in the pantheon and Deities that watch over Everlynn. In some junction the Clerical faith does not believe in a Light or Dark though many misinterpret that Clerics are divided by good an evil. The Pantheon is maintained as a balance and even though a deity may represent as evil or good with out the pantheon retaining good or evil there would be no order or chaos thing would be random. However though there are different followers some good, some evil, and some neutral they are all worshippers of their god and retain very similar abilities base on their deity. Clerics spend their time focusing on their faith learning of their deity and their deities powers which also aid in their ability to perform certain actions and Clerical Power base on their alignment and deity. Though Clerics do not all have the same ability they do have common abilities from their teachings and are able to use clerical spells base on their deity’s domain over their magic though not all Clerics will have access to spell like abilities but some unique powers depending on whom they worship.

Benefits> These are basic Abilities you know of easily from your novice training when learning to become a Cleric. Some are set specifically for your profession as abilities you may know and how to use. Though they are rarely powerful skills they are useful skills that will assist you in your travels as an Adventurer in the world of Everlynn.

Rise from they Grave> Only those of Clerical Powers can raise a player or target from the dead. However the target must have been dead with in recent time and not a death long ago. For Examples to Raise a Dead Character with in a time limit a person just dead in an adventure should be brought back or at the end of the Quest they would suffer what is on the Death Page. No Cleric of any order can bring back something long dead since it would be seen as heresy unless they follow the order of Cain or Kudos.

Turn Dead> A Cleric of Good Alignment can turn dead and banish them back to their grave or send them away from his site. The Cleric of good alignment must make a Spirit Roll d20 and score under their Spirit to turn a target undead away. However the strength a Cleric has in banishing or turning dead is based on the target’s spirit and since undead do not have a high spirit most can be turned unless stronger than the cleric. Only Half Vampires and Vampires are immune to the Turn Undead ability. Also Criticals are reverse in this ability roll where a 1 is a Crit Fail it is an automatic success and a 20 is a Crit Success it is an automatic fail for the good Cleric.

Animated Dead> Dark Aligned Clerics can raise undead Zombies to come to their aid as well as communicate with the Vampire Race and Undead race. A Dark Aligned Cleric can raise only a certain amount of Zombies equal to half their Spirit Attribute rounded down. For Attributes of the Cleric’s Zombies they have but 25% Hp of that of the Cleric’s Max Hp, -2 Power, -2 Reflex, -6 Mind, -8 Spirit, and has Zero Social compared to the Clerics Attributes. They also deal 2d4 Scratch Damage, 3d6 Bite Damage, they can grapple just like the Cleric, and a 2d4 rnd Poison bile that they can shoot from their mouth up to 10ft.. Many good align Clerics see this as sacrilege to the spirit and body of the deceased but to the Dark Aligned it is being in communication of those long dead.

Neutral Aligned> Those that are neutral can use either ability but must understand that each represents a Light and Dark Power. The Difficulty of achieving these prayers rises the Difficulty +2 when the Neutral attempts to use either or the other. Also because they can use either sides abilities this difficulty of +2 applies to every ability a Cleric of neutral position attempts. Also a Neutral Cleric can only learn three spells instead of the five from their deity’s domain of Magic or Power.

Abilities> Cleric Abilities range from what type of alignment they are and whom their chosen deity is granting them a balance of clerical and magical powers. Once they have chosen their deity they may not learn from another deity and if they change faith they loose access to that deity’s spells as well as the ones they have. Though neutral Clerics seem to have better access of Clerical powers they do how ever have it tougher. When a Cleric does something to change their alignment or worships a deity other than their own they must seek atonement by doing what is needed of their alignment and good. Till that point of time the Cleric is powerless till they regain the favor of their god. Neutral Clerics are also the only ones who can learn from two deities however they must maintain faith between both or loose favor from both if either one is not satisfied with them and the other would notice this and be concern of their power as well making neutral Clerics hard to portray and play.

Healing Touch> By praying to their deity for Healing only a light align Cleric can heal her parties wounds. This restores 2d6 +Spirit as Hp restored to the party and can also heal one Status Effect if one of the Cleric’s allies is affected by an abnormality.
Cost> 20 Exp

Harmful Touch> This ability can only be used by Dark aligned Clerics and causes a target severe pain. His hand holds out fourth a ghostly skull and through his prayer he summons a spirit in pain to infest the soul of his enemy. This deals 2d4 + Spirit worth of Damage to the target and also the Target must make a Spirit Check vs. the Dark Clerics roll to avoid suffering a -1 to all action for the remainder of battle.
Cost> 30 Exp

Raise Dead> There are two functions for this ability depending on the Clerics alignment. For that Good Aligned the ability allows them to make a Prayer Roll Difficulty 12 and if successful raises an ally back to full D.Hp and Hp. The other allows a Dark Aligned Cleric to raise an ally or target as a Animated ghoul that retains all the powers and abilities of the person’s past form with the handicap of the a Zombie’s Attribute and has 75% of its Max Hp, -2 Power, -2 Reflex, -6 Mind, -8 Spirit, and has Zero Social with a -1 to Movement. The ability lasts for the day and a Dark Cleric can only raise one of these once a day.
Cost> 40 Exp

PPD> Prayer per Day can be increase with this ability increasing the amount of Prayers a Cleric can do each day. This gives +1 more Prayer that can be added to your base Prayer which is your Spirit Attribute. Having more prayers at times can be useful and appropriate for your character’s development.
Cost> 30 Exp

Exorcism> The Cleric is bale to banish spirits or demons that have possessed a vessel or an object. The Cleric makes a Spirit Roll and must score under their Spirit to perform the Exorcism correctly. The Demon or Spirit must then make a Spirit Roll Difficulty base on the Spirit of the Cleric or be banished from the area.
Cost> 30 Exp

Banishment> A Cleric of any order can banish spirits and demons by blessing an area equal to their Spirit in Movement. A Movement is 5ft if a Spirit of 10 is 50ft then from the area around the Cleric the Demon or Spirit must be 55ft feet away or else be Banished and return to the realm of their origin. This also works like a Bane to keep Undead, Spirits, and Demons away from the Cleric. This lasts for about hours equal to the Spirit of the Cleric.
Cost> 40 Exp

<Note> The following Section are Cleric Deity Spells that a Cleric can choose by learning that Deity’s domain of Magic. Each Deity is different and only certain Deities can give spells others give abilities to the Cleric that they can use. These prayer like spells are cast like a prayer and must beat the Difficulty of 10.

Serenade of Setsuna> These prayers are spell like and allow the Dark Cleric to learn from the Magus Spell Domain. They may choose five spells from this domain and must meet the requirement of spells in order to obtain them if it applies any requirements. This also allows the ability to Smite Good equal to the amount of Spirit they have each day. This Smite Good ability deals a +10 Damage to those the Cleric find Evil.
Cost> 100 Exp

Sonnet of Illumina> These prayers are spell like and allow a good align cleric to learn five spells from the Way Lighter magic domain. If any requirements are shown the Cleric must fulfill those requirements before choosing the spells. Also Clerics of this faith get the Smite Evil ability that deals +10 Damage to those who are considered Evil.
Cost> 100 Exp

Pale of Fiora> Learning from the domain of Sorcery magic Fiora grants to her Clerics her power of fire. They may choose five of these spells as long as any requirement is reached. They also gain the ability to Smite Aquatic and deal +10 to any who are tied with Water and Ice such as Aquamancers and Water creatures.
Cost> 100 Exp

Unda Siren> Unda teaches her disciples to respect the waters of the world since from these waters life was brought. Disciples of Unda can cast a prayer to give direction at open waters and Unda will guide them to the right and safest direction. They may also learn from the Aquamancer domain five spells as well as gain the ability Smite Fire and cause harm to those of the Sorcery domain and any Fire base creature.
Cost> 100 Exp

Call of the Winds> Windia teaches much to respect the air we breath and those blessed with flight. Her disciples can grow wings and fly as if they were Avian. She also teaches them the ability to learn from the Wizardry domain five spells of their choosing as long as all requirements are met.
Cost> 100 Exp

Earth Mother> Rudridia shows much of respecting the earth and caring for the planet. She teaches those of the earth her might and its fury. Those followers of Rudridia can summon a Lesser Golem as their protector It has 100Hp and equal to the attributes of the Cleric as well can lift twice its own strength and is of stone so has 30% Armor. Since it is a construct abnormal status does not inflict it. Also her children may learn five spells from the Geomancer domain as long as they reach the requirements of a spell. Also this Golem can only be summoned once per day and if the Golem dies the Cleric cannot summon another till the following day.
Cost> 100 Exp

Force of Jenia> “Summon fourth my madness and call fourth my Force. From you I ask to be my sword and shield to those spirits in need or use them to your own discretion. Respect me for angry I am stricken with Madness and Force to this I give my children.” So are the words in scriptures of those followers of Jenia. They can gain access of five spells of the Trickster or Enforcer spell domain. Also any Incorporeal that stands in the way of a Cleric will be smashed by Smite Incorporeal transferring the Clerics weapon or power to harm an incorporeal being that harms them.
Cost> 100 Exp

Time of Ages> Those who worship Celestine the God of the outside world can learn to manipulate space. This grants two abilities to his Clerics the ability to Warp Space and Unlimited times of teleportation in an instant. When the Cleric Warps Space they can vanish from sight and move to a location double their movement and appear there as long as it is visible to them with no difficulty. Unlimited Teleportation is similar to the spell Teleportation except the Cleric can instantly appear and disappear to visible locations equal to their movement however when under stress or combat this ability cannot be used since clerics are taught that the slightest miscalculation could be their death.
Cost> 100 Exp

Gyro Nexus> Followers of Nexus having strong faith in the force called gravity and many scholars of the knowledge of gravity and the rotation of the world around the sun are Clerics. These Clerics bring this wisdom to people to educate them of how small their world is compare to the outside world. Followers are able to summon the Force Gravity as a prayer causing target to make a E.Resist Difficulty base on their Spirit or fall to the ground as if paralyzed for 2d4 rounds. Also Clerics of this faith can levitate objects or themselves instantaneously and hover15-30ft off the surface. For these Clerics falling is not a problem but a Cleric of Nexus can only levitate equal to their spirit a day.
Cost>100 Exp

Strata Image> Followers of another outer realm deity Clerics follow Strata the Goddess who maintains devastating winds and the Barrier that protect Everlynn. The knowledge from her is of Star Rock and Debris that has fallen from the heavens. This knowledge shows Clerics of Strata how to forge star metal onto armor and weapons giving them +4 to forge when using star metal. Also they are able to once a day create Strata’s Barrier an impenetrable barrier that a Strata Cleric can pray for and creates a Barrier that is impenetrable to any form of attack equal to their spirit to rounds/ hrs. this can also contain an object with in it equivalent to 4x the Clerics height.
Cost> 100 Exp

Spirit Bound> Clerics with faith in Gaia and Geo gain the ability to be Planet touched able to communicate with all life in the planet regardless of the race or creature. Also they are protectors of Everlynn and will fight to the death for their world and if ceases to exist then all life ceases to exist. This faith grants to them three spells from the domain of Geomancer and Druid as well as Smite by the Planet to those who would ever dare harm the Everlynn and that which resides on and in the Everlynn dealing +10 more damage and can be done equal to their spirit per day.
Cost> 100 Exp

Druidia> A faith followed by Clerics of the seasons and Druids this faith is in preserving the seasons and learning the knowledge each season has. Seasons affect the environment and nature of all living things. This study by druids and faith that protects the season grants many things to the goddesses followers. Those of Clerical power may learn  one spell from Sorcery, Aquamancer, Geomancer, and Druid domains. As well as learn the skill to Smite for Nature on those who would harm nature dealing +10 damage and can be done equal to the Clerics spirit per day.
Cost> 100 Exp

Faith and Justice> Those that follow Diana and young Renard’s example of good faith and justice follow these deities. Through Justice comes the correction of injustice and with strong faith for thy religion one can overcome non-believers and reach a place of Nirvana. Follower such as Clerics gain a few unique abilities such as Might of the Heavens a prayer that gives all and the Cleric +1 as long as they are not unlawful to any action they do. Divine Sword gives a magical 2d10 +10 Dmg blessed sword of Divine Power that can be used to perform the ability Smite Unlawful equal to the amount of Spirit the Cleric has per day. Janis Spear is a divine spell that a Cleric of this faith can throw and deals 2d10 +10 Divine Power it will harm targets as well as deal double damage to those unlawful, demonic, and undead.
Cost> 100 Exp

Power of the Damn> Worshiping Cain or Kudos the cleric has power in the field of necromancy and can learn five spells from the domain of Necromancy. Aside from learning form Necromancy Necronomicons can also Smite Living and deal +10 more damage to those of the living equal to the Spirit they have as per day usage of this ability. Also they may use Animated Dead freely whether the cleric is good or bad aligned.
Cost> 100 Exp

Dragon’s Soul> Some have religious faith in the power of the dragon pantheon and its wisdom. Those of the Dragon pantheon are able to inherit traits and knowledge of Dragons. When the skill Dragon Knowledge is applied the Cleric gains +4 to knowledge of dragons and can take this as a regular skill. Also the Cleric must choose a specific dragon god to follow to gain their inheritance. Clerics of the Dragons gain the ability of natural armor and weapons. Soul of the Dragon allows the Cleric to transform into a dragoon and have dragoon traits and can be done equal to the amount of Spirit they have per day. This is a unique ability that allows them to change to any Dragoon making the Cleric versatile and show of the strength and wisdom of the draconic people.
Cost> 100 Exp

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