I go by the grace of Abraxis.
- Origin Humans
- Class Cleric
- Kit Shaman
- Culture Arcadian
- Faction Abraxis
- Ethos Guardian
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.
It takes a practiced cleric like you to interpret the pronouncements of your spiritual patron. For 2 MP, you may perform a ritual to invoke a primal spirit. The spirit will provide a vision that answers a question regarding your present circumstances: 1) Who is really in control here? 2) What here is untrue? 3) Who threatens me here? 4) What peril lies ahead? 5) What evil has transpired here? 6) What shall I take with me? Primal spirits tend to communicate in chaotic imagery and metaphor, but are always truthful in their answers. Once per session, you may re-roll any die related to the questions you asked. (You cannot re-roll after the GM has resolved a roll or affect a roll to confirm a critical.) Astral spell checks explode on a 5 or a 6.
Bare Fists or Feet +4
The victim is stunned until after their next action. (They may only act to defend themselves.)
You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.
You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.
You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.
You step out of the flow of time for the duration of the spell. For you, everything in the area of effect is frozen in time. Anything and anyone you interact with enters your time stream for the duration of the spell. (An attack against an opponent is immediately canceled, but they enter your timestream the moment of the interaction.) From the perspective of those outside the area of effect, it appears you have acted faster than can be perceived.
Zone of Truth
Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.
Choose a Weapon
Choose an Armor
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.