The Cleric Academy
“It’s a magnificent structure made half in honor of the Oracle Jenraie and half to unite the religions of the Empire.
This, I think, is the proudest tribute I could have given to her.”
Lucas Deialaan, Former Master Cleric of Meztrailov
This, I think, is the proudest tribute I could have given to her.”
Lucas Deialaan, Former Master Cleric of Meztrailov
The Cleric Academy is a building, located in Rayhill. It is where all the Religions can go and learn from one another. While Rayhill is already the religious Epicenter of the Empire, the Cleric Academy is the educational institution where learning scholars of theology go to choose and embrace the teachings of their deities. With massive statue like pillars that seem to hold the roof upwards, as though these stone creatures would come alive at a whim, and perhaps they might. The four pillars that hold the building’s support structure upwards are each inscribed with ancient prayers from all of the different religions in protection and warding.
The Cleric Academy has many rooms to accommodate the scholars, and has the second largest library in the Empire, seconded only to the Library in the Black Palace. There are four wards for tranquility and isolation where fountains and waterfalls have been magically created, and various rooms for study and meditation. Chapels and service altars exist throughout the Academy.
From classes to teach about the various faiths, where even the Clergy have their own forms of worship and their own skills, an academic searching for faith may find his or her skills found better in exorcisms than they are at summoning forth a plague of frogs from their god to confuse their enemy. When one walks through the halls of the Cleric Academy, they will be hit with the quiet and the chorus, a calmness that seems to wash through them. While it’s always bustling and busy, there won’t be a priest or neophyte who isn’t capable of answering a question offered. Massive titan like statues stand in protection, each one a representation of a God in worship at the Cleric Academy, prepared to come to life to destroy those that would seek to harm the occupants of the Academy.
The Cleric Academy has many rooms to accommodate the scholars, and has the second largest library in the Empire, seconded only to the Library in the Black Palace. There are four wards for tranquility and isolation where fountains and waterfalls have been magically created, and various rooms for study and meditation. Chapels and service altars exist throughout the Academy.
From classes to teach about the various faiths, where even the Clergy have their own forms of worship and their own skills, an academic searching for faith may find his or her skills found better in exorcisms than they are at summoning forth a plague of frogs from their god to confuse their enemy. When one walks through the halls of the Cleric Academy, they will be hit with the quiet and the chorus, a calmness that seems to wash through them. While it’s always bustling and busy, there won’t be a priest or neophyte who isn’t capable of answering a question offered. Massive titan like statues stand in protection, each one a representation of a God in worship at the Cleric Academy, prepared to come to life to destroy those that would seek to harm the occupants of the Academy.
Prayer Invocation
The Clerics rely upon their deities to pull off their devastating miracles or disasters. However, Deities are known for their fickle nature, truly intervening when it suits their needs and desires the most. However the faithful have been rewarded with access to certain prayers and invocations to protect them against the rising darkness.
Please Note: Some Cleric Prayers will be able to stack effects multiple times.
The reason this is done is because a deity will NOT always answer their faithful servant’s prayers. This is reflecting in the chance to miss your character’s invoking of a prayer, as their deity ignores them. Please note: Cleric Prayer Levels will be included in the Prayers section below.
Please Note: Some Cleric Prayers will be able to stack effects multiple times.
The reason this is done is because a deity will NOT always answer their faithful servant’s prayers. This is reflecting in the chance to miss your character’s invoking of a prayer, as their deity ignores them. Please note: Cleric Prayer Levels will be included in the Prayers section below.
Cleric Rank
Apprentice
Acolyte Deacon Priest/ess High Priest/ess Cleric High Cleric Master Cleric |
Prayer Level
1
2 3 4 5 6 7 8 |
Cleric Prayers
Apprentice Level Clerics all the way to the Master Cleric gain special abilities and Prayers known as Divine prayers. The following listed abilities are for each rank and as the Cleric ascends the ranks, each use the prayers of each rank they ascend.
Please Note: There are no flavor effects for the cleric prayers. The reason for this is that there are different Deities and religions, and as such, there are many creative ways to represent these prayers. These prayers are just the effects of what they do; as a player, feel free to be as creative when describing the effects of the prayer to your hearts content and as creatively as possible!
Please Note: There are no flavor effects for the cleric prayers. The reason for this is that there are different Deities and religions, and as such, there are many creative ways to represent these prayers. These prayers are just the effects of what they do; as a player, feel free to be as creative when describing the effects of the prayer to your hearts content and as creatively as possible!
Apprentice
Mending Hands
Effect: Able to wrap up and relieve minor wounds, heal your target for a minor amount of health.
Sanctuary
Effect: In an effort to protect yourself, you may cast a shield on yourself. It can last up to three hours. No one can attack you...however, you cannot do any damage to anyone else, either.
Augment Strength
Effect: During an encounter, the cleric is able to boost their strength, or the strength of one ally, for one hour.
Restore Magic I
Effect: When an ally is running low on aether, the apprentice may produce a minor aether potion to give to the ally.
Scrying
Effect: Discern a destination through prayer [consult Game Master on result]
Binding of Faith
Effect: Target one enemy until the end of the conflict or until that enemy is dead; trying to attack another enemy not targeted will cause a difficulty..
Lance of Faith
Effect: Deal Holy Damage and target (next in queue) ally deals additional damage on their next attack.
Cause Fear
Effect: Cause a target enemy’s attack damage to be ineffective on their next attack. [Usable Once per encounter.]
Mending Hands
Effect: Able to wrap up and relieve minor wounds, heal your target for a minor amount of health.
Sanctuary
Effect: In an effort to protect yourself, you may cast a shield on yourself. It can last up to three hours. No one can attack you...however, you cannot do any damage to anyone else, either.
Augment Strength
Effect: During an encounter, the cleric is able to boost their strength, or the strength of one ally, for one hour.
Restore Magic I
Effect: When an ally is running low on aether, the apprentice may produce a minor aether potion to give to the ally.
Scrying
Effect: Discern a destination through prayer [consult Game Master on result]
Binding of Faith
Effect: Target one enemy until the end of the conflict or until that enemy is dead; trying to attack another enemy not targeted will cause a difficulty..
Lance of Faith
Effect: Deal Holy Damage and target (next in queue) ally deals additional damage on their next attack.
Cause Fear
Effect: Cause a target enemy’s attack damage to be ineffective on their next attack. [Usable Once per encounter.]
Acolyte
True Intentions
Effect: Look inside and see another's real goals and wishes. Usable on NPCs and PCS’s. Consult the DM when making using against a PC. May only be used once on the same target.
Protect (Active)
Effect: Take damage for your ally when they are under attack from one enemy.
Resistance
Effect: Once per combat encounter, you are able to attempt to avoid the effects of another ability used against you. This does not count for attacks that have used a focus item to boost the spell/prayer.
Mend II
Effect: Wrap and cure wounds for a medium amount of health.
The Doom
Effect: The Doom lowers an enemy's (ranged, melee, or magick, etc.) for the duration of the encounter. [Must announce what you are lowering]
Savior
Effect: When an ally fails to escape damage for themselves, you may pray to take the damage in their place. This can only happen for one ally during that mission.
Shatter
Effect: A Prayer consisting of an explosive white light like fireworks, sparking and burning your opponent. Inflict Blind Condition and Burning Condition 1 for one hour.
Amor of Faith
Effect: You may imbue yourself or target ally in summoned armor, granting them increased defense for two hours.
Shield of Faith
Effect: You and two target Allies gain two hours defense to next attack made against them.
True Intentions
Effect: Look inside and see another's real goals and wishes. Usable on NPCs and PCS’s. Consult the DM when making using against a PC. May only be used once on the same target.
Protect (Active)
Effect: Take damage for your ally when they are under attack from one enemy.
Resistance
Effect: Once per combat encounter, you are able to attempt to avoid the effects of another ability used against you. This does not count for attacks that have used a focus item to boost the spell/prayer.
Mend II
Effect: Wrap and cure wounds for a medium amount of health.
The Doom
Effect: The Doom lowers an enemy's (ranged, melee, or magick, etc.) for the duration of the encounter. [Must announce what you are lowering]
Savior
Effect: When an ally fails to escape damage for themselves, you may pray to take the damage in their place. This can only happen for one ally during that mission.
Shatter
Effect: A Prayer consisting of an explosive white light like fireworks, sparking and burning your opponent. Inflict Blind Condition and Burning Condition 1 for one hour.
Amor of Faith
Effect: You may imbue yourself or target ally in summoned armor, granting them increased defense for two hours.
Shield of Faith
Effect: You and two target Allies gain two hours defense to next attack made against them.
Deacon
The Bane I
Effect: Lower an enemies attack strength. This will take a small bit of your health until a health potion is used.
Deflect
Effect: If an ability is used against you, a successful prayer will deflect the attack back at the enemy. [Success determined by runner of mission]
Clarity (Passive)
Effect: Choosing an ally, casting this prayer will increase the chance of that ally dodging an attack made against them for the duration of two hours. Once the duration is complete, they cannot have this prayer cast upon them for five hours. It may only remain active on one ally at a time. Once the duration of the prayer is over, you may cast it on another ally.
Paralysis
Effect: Inflict Paralysis on an enemy for four hours.
Dispel
Effect: Cancel out a magic attack against you once per battle.
Divine Aegis
Effect: Cast a spiritual barrier that runs for the next three magic attacks against the Cleric. Once per battle.
Prayer
Effect: Heal party during the round for a small bit hp. [Twice per encounter per ally.]
Commanding Fury
Effect: Target is dazed (makes all attacks at halved strength) for seven attacks the target enemy is dazed.
The Bane I
Effect: Lower an enemies attack strength. This will take a small bit of your health until a health potion is used.
Deflect
Effect: If an ability is used against you, a successful prayer will deflect the attack back at the enemy. [Success determined by runner of mission]
Clarity (Passive)
Effect: Choosing an ally, casting this prayer will increase the chance of that ally dodging an attack made against them for the duration of two hours. Once the duration is complete, they cannot have this prayer cast upon them for five hours. It may only remain active on one ally at a time. Once the duration of the prayer is over, you may cast it on another ally.
Paralysis
Effect: Inflict Paralysis on an enemy for four hours.
Dispel
Effect: Cancel out a magic attack against you once per battle.
Divine Aegis
Effect: Cast a spiritual barrier that runs for the next three magic attacks against the Cleric. Once per battle.
Prayer
Effect: Heal party during the round for a small bit hp. [Twice per encounter per ally.]
Commanding Fury
Effect: Target is dazed (makes all attacks at halved strength) for seven attacks the target enemy is dazed.
Priest/ess
Plague
Effect: A swarm of locusts infest the area, allowing the party to flee.
Ultimate Sacrifice
Effect: Deplete your health to low in order to attack with an unstoppable attack that goes through armor. This can only be used on the very next attack the Cleric makes.
Sonic Wave
Effect: Send a wave of massive damage to all enemies and deal extra damage to a target enemy. If this spell is invoked and failed the allied party suffers the damage.
Dispel II
Effect: Negate the effects of up to three spells at once, only for the Cleric.
Revive
Effect: Revive an ally that has fallen unconscious.
The Bane II
Effect: Lower an enemy combat strength (Depletes your own health as well)
Bless
Effect: Until the end of the encounter all allies gain a boost of strength for the rest of the combat encounter.
Plague
Effect: A swarm of locusts infest the area, allowing the party to flee.
Ultimate Sacrifice
Effect: Deplete your health to low in order to attack with an unstoppable attack that goes through armor. This can only be used on the very next attack the Cleric makes.
Sonic Wave
Effect: Send a wave of massive damage to all enemies and deal extra damage to a target enemy. If this spell is invoked and failed the allied party suffers the damage.
Dispel II
Effect: Negate the effects of up to three spells at once, only for the Cleric.
Revive
Effect: Revive an ally that has fallen unconscious.
The Bane II
Effect: Lower an enemy combat strength (Depletes your own health as well)
Bless
Effect: Until the end of the encounter all allies gain a boost of strength for the rest of the combat encounter.
High Priest/ess
Consecrated Ground
Effect: Consecrating the ground will hit all enemies on the ground while giving your allies a small boost in their health for every enemy that is hit with Holy Damage.
Spiritual Weapon I
Effect: Can only sanctify one target weapon at a time. Each enemy hit with a sanctified weapon does Holy Damage.
Mend III
Effect: Wrap and Cure wounds for a medium boost in target's health.
Holy Lantern
Effect: Conjure a lantern made of white light that pierces the darkness. You and allies gain sight in a larger area than a normal lantern for a dark area. The lantern will last for two hours.
The Bane III
Effect: Lower an enemy's strength for four hours. (Depletes your own health by the number of sides reduced)
Blades of Holy Fire
Effect: Target Allies deal extra fire and holy damage when enemies deal damage to them on the next attack.
Consecrated Ground
Effect: Consecrating the ground will hit all enemies on the ground while giving your allies a small boost in their health for every enemy that is hit with Holy Damage.
Spiritual Weapon I
Effect: Can only sanctify one target weapon at a time. Each enemy hit with a sanctified weapon does Holy Damage.
Mend III
Effect: Wrap and Cure wounds for a medium boost in target's health.
Holy Lantern
Effect: Conjure a lantern made of white light that pierces the darkness. You and allies gain sight in a larger area than a normal lantern for a dark area. The lantern will last for two hours.
The Bane III
Effect: Lower an enemy's strength for four hours. (Depletes your own health by the number of sides reduced)
Blades of Holy Fire
Effect: Target Allies deal extra fire and holy damage when enemies deal damage to them on the next attack.
Cleric
Bolts of Warding
Effect: An area of effect spell that casts multiple bolts against enemies in an area around the Cleric and his allies.
The Price of Violence
Effect: When an enemy makes an attack against you or target ally, that enemy becomes blinded for six attacks. [Once per encounter]
Searing Light
Effect: Inflict holy damage and the target is blinded until the end of your next attack.
Strengthen the Faithful
Effect: Inflict two times the amount of damage you would normally inflict. Half the damage dealt by the Cleric to the enemy is stored as a bonus to the damage until allies attack.
Blade Barrier
Effect: Protect yourself and all allies from melee combat damage, giving them a defense against it.
Divine Power
Effect: Inflict strong holy combat damage. Additionally, three allies gain a higher chance of escaping attacks for the remainder of that combat encounter.
Bolts of Warding
Effect: An area of effect spell that casts multiple bolts against enemies in an area around the Cleric and his allies.
The Price of Violence
Effect: When an enemy makes an attack against you or target ally, that enemy becomes blinded for six attacks. [Once per encounter]
Searing Light
Effect: Inflict holy damage and the target is blinded until the end of your next attack.
Strengthen the Faithful
Effect: Inflict two times the amount of damage you would normally inflict. Half the damage dealt by the Cleric to the enemy is stored as a bonus to the damage until allies attack.
Blade Barrier
Effect: Protect yourself and all allies from melee combat damage, giving them a defense against it.
Divine Power
Effect: Inflict strong holy combat damage. Additionally, three allies gain a higher chance of escaping attacks for the remainder of that combat encounter.
High Cleric
Arc of the Righteous
Effect: Select up to two targets; Inflict damage equal to the maximum amount of damage your strength may offer. This damage is considered air elemental damage. Inflict combat damage equal to the maximum amount of your strength to secondary target. This damage is considered holy/unholy damage.
Motivational Strike
Effect: Inflict Holy Damage. Target ally gains a boost to their combat strength for the remainder of that combat encounter. Additionally, they deal a small amount of holy damage.
Divinity Invoked Plague
Effect: Inflict Poison on Target, cannot be resisted. This effect lasts for ten attacks of the enemy.
Purifying Fire
Effect: Inflict Holy Fire Damage, and ongoing damage from the fire until the enemy finds a way to put themselves out. While this power is still in effect, you and target allies gain a small recovery of HP every hour.
Blinding Light
Effect: Inflict damage to a target enemy, and render them blinded for one hour.
Arc of the Righteous
Effect: Select up to two targets; Inflict damage equal to the maximum amount of damage your strength may offer. This damage is considered air elemental damage. Inflict combat damage equal to the maximum amount of your strength to secondary target. This damage is considered holy/unholy damage.
Motivational Strike
Effect: Inflict Holy Damage. Target ally gains a boost to their combat strength for the remainder of that combat encounter. Additionally, they deal a small amount of holy damage.
Divinity Invoked Plague
Effect: Inflict Poison on Target, cannot be resisted. This effect lasts for ten attacks of the enemy.
Purifying Fire
Effect: Inflict Holy Fire Damage, and ongoing damage from the fire until the enemy finds a way to put themselves out. While this power is still in effect, you and target allies gain a small recovery of HP every hour.
Blinding Light
Effect: Inflict damage to a target enemy, and render them blinded for one hour.
Master Cleric
Fire Storm
Effect: Inflict fire damage to target enemies. Enemy takes more fire damage the longer damage is given at the start of an ally's turn. This prayer can target PC’s who are in the area and cannot get out of the way fast enough.
Righteous Knight of Glory
Effect: Summon a ghostly Knight adorned in holy armor. Its attacks deal Holy Damage each time it attacks. The Knight lasts for four attacks the Knight makes.
Divine Censure
Effect: Inflict Blinded, Crippled, and Burning condition for one hour plus an extra hour for every Cleric rank the Cleric holds.
Healing Torch
Effect: Heal target ally or allies for a major amount of the ally's health.
Purging the Unworthy
Effect: Inflict light damage to target enemy. Target enemy additionally loses most of their health and their strength.
Divine Breath
Effect: Target ally regains all of their health, or is revived from the cusp of death [revival from the cusp of death must be done within ten minutes of death] and receives half of their health back at the same time.
Streaks of Light
Effect: You or target Ally gain a defense boost from all damage until the end of your turn.
Fire Storm
Effect: Inflict fire damage to target enemies. Enemy takes more fire damage the longer damage is given at the start of an ally's turn. This prayer can target PC’s who are in the area and cannot get out of the way fast enough.
Righteous Knight of Glory
Effect: Summon a ghostly Knight adorned in holy armor. Its attacks deal Holy Damage each time it attacks. The Knight lasts for four attacks the Knight makes.
Divine Censure
Effect: Inflict Blinded, Crippled, and Burning condition for one hour plus an extra hour for every Cleric rank the Cleric holds.
Healing Torch
Effect: Heal target ally or allies for a major amount of the ally's health.
Purging the Unworthy
Effect: Inflict light damage to target enemy. Target enemy additionally loses most of their health and their strength.
Divine Breath
Effect: Target ally regains all of their health, or is revived from the cusp of death [revival from the cusp of death must be done within ten minutes of death] and receives half of their health back at the same time.
Streaks of Light
Effect: You or target Ally gain a defense boost from all damage until the end of your turn.