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New class - Cleric

 
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The_Grail_Hermit
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Joined: 23 Jan 2008
Posts: 108

PostPosted: Mon Jan 28, 2008 9:28 pm    Post subject: New class - Cleric Reply with quote

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Cleric
Guild Symbol: Burning white or black candle
Armor: Up to 4 points
Shield: Large
Weapons:. Short, long, hinged, stick.
Lives: 4
Alignment: Depending on whether your character worships the light or dark gods will choose which path of abilities it will open. After 1st level you choose which path you will follow. Light or Dark
Abilities & Traits:
Note: The rules of magic apply to all of the Clerics magics.
1st First Aid Bandage(T) (reusable)
Guided Strike (ex) (1/game)

Light (white candle)
2nd Heal Others (m) (1/life)
Banish (m) (1/life)
Cleanse (m) (1/game)
Holy Water (T) (1/life)
3rd Heal Others (m) (2/life)
Heal Self (m) (1/game)
4th Holy Water (T) (2/life)
Inspire Confidence (ex) (1/game)
Immunity: Death
5th Heal Others (m) (3/life)
Bless Shield (m) (1/game)
6th Resurrect (m) (1/game)
Bless (m) (1/game)

Dark (black candle)
2nd May only any Blue and/or Green weapons
Poison Weapon
Leach (m) (1/game)
3rd Steal Enchantment (m) (1/game)
Charm Undead (ex) (1/game)
4th Steal Life (m) (1/game)
Fear (ex) (1/game)
5th Steal Enchantment (ex) (1/life)
Leach (m) (2/game)
6th Immunity: Flame

Guided Strike
M: Holy symbol.
I: Say, �I pray to thee, (Deity) may my weapon strike true� While striking with a weapon call the name of your deity.
E: The next 3 strikes will count as Red.
L: Attacks that don�t hit or are blocked still count as being used. May not be combined with any enchantments. May only be cast on self. The weapon enhancement is lost if the weapon is used by anyone other then the caster

First-aid Bandage
M: A white cloth bandage, 4-5" wide, with a red cross on it
I: Tie around a wounded limb, count to 20
E: The limb is still considered to be wounded but can now be used. The same weapon damage rules still apply if hit again. If you are hit in the bandaged limb with a Brown or Green attack, then the limb is unusable again.
L: The First-aid skill has no effect on torso, head/neck or poison effects. May not be pre-placed. May not cover multiple wounds with one bandage.


Light Cleric

Banish
E: As per the Banish spell.

Bless
As per the Bless spell found in the Magic Section.

Bless Shield
S: Protection
M: White cloth
I: Shield in left and, tie on cloth and repeat "I bless this shield" x10
E: Shield is proof against one spellball hit.
N: will not stop a Sphere of Annihilation.

Cleanse
S: Sorcery
M: Diseased or poisoned person, holy symbol
I: Touch target with holy symbol and say, "May the spirit of (favorite deity) cleanse thy soul!" X5
E: Target is cured.

Heal Other
As per the Heal spell in the Magic Section.
L: May not be used on self.

Heal Self
As per the Heal spell in the Magic Section.
L: Can only be used on the caster.

Holy Water
M: A purple �spellball�
E: Kills any undead creatures upon impact.
N: Considered Engulfing
L: These are not reusable. After it is thrown it is considered used.

Resurrect
E: As per the Resurrect spell found in the Magic section


Dark Cleric

Charm Undead
As per the Charm Undead spell found in the Magic Section.

Fear
S: Control
E: As per the spell Awe/Fear in the Magic Section

Leach
S: Death
M: A wound on yourself.
I: Repeat x2 �From my hand I pull your health to become mine�
R: 20 ft.
E: Targeted person suffers from a Green wound on the area you were wounded in and your wound is healed. Similar to Wounding spell
N: Will outright kill monsters that die on wounds.

Poison Weapon
M: Denoted with white ribbon
E: May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count.
L: A person may only poison one of his own weapons. The weapon enhancement is lost if the weapon is used by anyone other then the caster. If the ability is used on a ranged weapon with ammunition, it may only be applied to a single bolt/arrow.
N: This effect remains on the weapon for the entire life.

Steal Enchantment
S: Sorcery
M: cloth of appropriate color, dead or subdued person with an enchantment
I: tie cloth on while repeating "I steal your enchantment" x2
E: The enchantment on the dead person is dispelled and transfers over to the player as if it were just cast.
L: The caster of the original enchantment may not remove this enchantment with a Cancel spell

Steal Life
S: Death
M: Dead person
I: Touch target on their shoulder and recite �I take your life�
R: Touch
E: Target loses one life from their total and the user gains one life. This life is in addition to the person already being dead. You cannot steal lives from those already shattered.
N: This effect may be used on any dead person who has not yet reached nirvana, even if they have moved from where they died. May be used while moving.

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