Cleric

Devoted to the Deities that influence and shape the world, Clerics are instruments of divine will.

Restrictions: Must choose 2 Ethos represented by their Deity. May not learn Void.
Free Stuff: Rank 1 Holy or Unholy Philosophy, Ritual Casting
Governing Skill: Divine
Slot Skill: Divine Spell Slots
Class Skills: Divine Philosophies: (Holy or Unholy, Heal, Harm, Protection, Divination), Brew Potion
Trained Skill Options: Lore (Religion), Brewing, Etiquette, Scribe
Specializations: Diabolist, Mystic, Prophet

The Diobolist

The Diabolist focuses on damaging and debuffing abilities to better battle.

Skill: Infernal Influence – Direct damaging Divine spells and the Curse spell form two spellballs when cast if equal in rank to Infernal Influence. These spells must be delivered by a thrown spellball and delivered 5 seconds apart. At rank 2 and rank 4, Divine damaging spells of lower rank may freely be changed between Light or Dark Element.

R2 Spell: Blight
Philosophies: Harm 1 Required
Range: Caster/ Spellball
Duration: Instant/ Special
Area of Effect: 1 Creature
Resist: None
This spell forms a small ball in the Cleric’s hand that can be held for 1 minute per rank of Infernal Influence. This spell begins at 5 damage plus Harm and Unholy philosophy, and that damage may be increased via the Cleric casting additional damaging spells and adding their damage into the ball (such as Minor Spite). This spellball must be thrown at a target from a distance greater than 15’.

R4 Spell: Curse
Philosophies: Harm 3 Required
Range: Spellball
Duration: 30 Seconds
Area of Effect: 1 Creature
Resist: Negative Shield, Remove Curse
The caster curses the target, striking their torso. The curse rank is equal to the rank of Harm Philosophy. At the time of casting, the caster chooses one of 5 effects.
Harm: The target is unable to be healed.
Holy: The target swings for 1 less weapon damage per rank of Holy.
Protection: The target’s defenses are compromised, losing 1 DR per rank of Protection.
Divination: The target senses their doom, and the duration of debuffs applied to them increases by 5 per rank of Divination.
Unholy: The target is weakened, losing 1 Prowess per rank of Unholy. At most this effect will reduce a target to 0 Prowess. If the target loses the ability to wear their current armor, they may not walk, but may pivot in place.

The Mystic

The Mystic benefits from healing abilities to supplement their support spells.

Skill: Healing Touch – Touch Healing spells do additional healing, equal to 2 Hit Points per rank of Healing Touch. This may apply on top of the Heal and Holy philosophies.

R2 Spell: Healing Pulse
Philosophies: None Required
Range: Caster
Duration: Instant
Area of Effect: 5’
Resist: None
This spell Heals for 2 + 2 per rank of Heal philosophy to allies within 5’ around the caster.

R4 Spell: Panacea
Philosophies: Heal 3 Required
Range: Touch
Duration: Instant
Area of Effect: 1 creature
Resist: None
This spell removes all diseases, toxins, curses, and other debuffs from a target if the effects are of a Rank equal to or lesser than the caster’s rank of Heal.

The Prophet

The Prophet focuses on divination and utility abilities to better support off the field and before battles.

Skill: Shared Vision – When a Prophet casts a buffing spell equal or lesser in rank to Shared Vision on an ally, they benefit from the spell effects as well.

R2 Spell: Diagnose
Philosophies: Divination 1 Required
Range: Spellball or Touch
Duration: Instant
Target: 1 Creature
Resist: None
The caster is able to identify what magical effects, curses, diseases, and toxins are present within or upon a target, including if the Rank of effect can be cured by the caster. At Rank 3 Divination, the Caster determines the exact ranks of effects. At Rank 5, they may learn the exact, full nature of the effects.

R4 Spell: Prophecy
Philosophies: Divination 2 Required
Range: Caster
Duration: 30 Minutes/Until triggered
Area of Effect: 1 Creature
Resist: None
This is a hung spell. This spell imbues the target with the foresight of the Gods, gaining a glimpse of the future. The caster must have a view of the sky at time of casting. The caster of the Spell may activate it in order to negate any single effect up to Rank 4 that targets the target of this Spell. The caster must see the effect take place to activate.