Cleric
The gods are shattered—but not silent. Some whisper mercy. Others demand bone.
Clerics do not command their magic—they carry it. Their power flows from living gods whose minds and realms were fractured in the Sundering. Some serve broken protectors still trying to heal the world. Others follow gods of death who now walk twisted paths between afterlives. Still others burn with the wrath of judgment, fire, and holy fury.
A Cleric’s spells are not crafted, memorized, or bent to will. They are acts of devotion—rituals, cries, and declarations that channel the unstable presence of divinity through fragile mortal vessels. Each spell is fuelled by Channeling Dice, drawn from a Devotion Pool born in trance and sacrifice.
Some pray for salvation. Others burn the world to save its soul.
Cleric Paths
Clerics shape their path through one of three callings:
- Path of the Shepherd — Protectors and healers who carry the last warmth of radiant gods. (Occult)
- Path of the Charnel Prophet — Necromancers and soul-guides who walk beside death. (Lore: Arcana-based)
- Path of the Devouring Flame — Fanatics and judges who invoke divine wrath. (Influence-based)
Starting Kit (Character Creation)
When selecting Cleric at character creation, the player gains:
- Prerequisite General Skills: Automatically receives three total skill levels across Lore: Religion, Lore: Arcana, and Influence, with at least one level in two of these skills.
- Specialized Spell Selection: Choose one Tier 1 (T1) Priest spell from one of the three paths.
- Starting Equipment: A sacred relic (icon, bone shard, blood-written prayer, etc.), ceremonial garb, and a ritual kit for offerings, invocations, or funeral rites.
Class Progression & Specialization Paths
Clerics progress by spending Story Points (SP) and meeting prerequisites tied to their General Skills. They unlock exclusive spells tied to their chosen divine path.
Tiered Spell Unlocks
- T1 Spells — Available upon taking the Priest class.
- T2 Spells — Requires six total skill levels across the Priest’s core General Skills, with at least three in two of them.
- T3 Spells — Requires nine total skill levels across the Priest’s core General Skills and a narrative mastery event.
Cleric Specialization Paths & Spells
Each Cleric specialization path grants access to unique spells and abilities. A player may develop across one, two, or all three paths depending on how they invest in their General Skills.
Devotional Trance
“What comes through me is not mine to question.”
- Clerics enter a state of reverent surrender to invoke their Devotion Pool.
- Magic Pool Variant: Being a Divine type spellcaster, Clerics use a Devotion Pool and channel its energy through Channeling Dice.
Path of the Shepherd
Tier 1 Shepherd Spells
Cure Wounds
Tags: Radiant, Healing
“Your pain lights the path for others.”
Range: One creature you touch Action Type: Major Action (1 AD + 1 MD)
Effect:
- Make a Side Roll using dice equal to your Lore: Religion SL.
- Choose the lower of:
- Critical Hits rolled, or
- Your Lore: Religion skill level (minimum 1).
- The target:
- Regains that many points of Vitality.
- Moves that many Action Dice from their Wounds zone to their Spent AD zone.
Shield of Grace
Tags: Reaction, Protection, Radiant
“No wound falls alone.”
Trigger: When an ally within (Lore: Religion × 2) meters takes damage Action Type: Reaction (1 AD + 1 MD)
Effect:
- Make a Lore: Religion (Cognition) check.
- Spell DR: + damage just dealt.
- On success:
- You absorb half the incoming damage (rounded down).
- The ally takes the remaining damage.
Advanced Effect: If 2+ Critical Hits are rolled:
- Reduce total incoming damage by 1 before the split.
Soothing Word
Tags: Psychic, Support
“Your spirit is seen. You are not alone.”
Range: One creature within (Lore: Religion × 4) meters Trigger: During a social encounter or rest scene Action Type: Major Action (1 AD + 1 MD)
Effect:
- Make a Lore: Religion (Influence) check.
- Spell DR: + the number of active mental conditions on the target.
- On success:
- Remove 1 Shaken or Frightened condition from the target.
Advanced Effect: If 2+ Critical Hits are rolled:
- Remove an additional condition or shift their Attitude one step positively.
Tier 2 Shepherd Spells
Vow of Preservation
Tags: Radiant, Protection, Area
“My breath for yours. My shield is sacred.”
Range: All allies within (Lore: Religion × 2) meters Action Type: Major Action (1 AD + 1 MD)
Effect:
- Make a Lore: Religion (Cognition) skill check.
- On success:
- All affected allies reduce incoming damage by 1 until the start of your next turn.
- You must hold at least 1 Channeling Die to maintain this aura.
- Early End Clause: The aura ends early if you take 2+ Wounds from a single hit.
Advanced Effect: If 2+ Critical Hits are rolled:
- The aura lasts until the end of your next turn.
Radiant Intercession
Tags: Radiant, Unnatural, Reaction
“You shall not fall today.”
Trigger: An ally within (Lore: Religion × 2) meters takes damage that would reduce them to 0 Vitality Action Type: Reaction (1 AD + 1 MD)
Effect:
- Make a Lore: Religion (Cognition) spell check.
- Spell DR: + damage just dealt.
- On success:
- The ally remains at 1 Vitality.
- They gain Advantage on all saves until the end of their next turn.
Advanced Effect: If 2+ Critical Hits are rolled:
- They also regain +1 Vitality.
Aura of Resolve
Tags: Radiant, Psychic, Support, Area
“Your faith is enough.”
Range: Allies within (Lore: Religion × 2) meters Action Type: Passive
Effect:
- While you have at least 1 Available Channeling Die, this aura is active.
- Allies affected by the aura:
- Gain Advantage on saves vs Fear, Charm, and mental influence.
- If they succeed on such a save, they also refresh 1 AD (once per round).
Advanced Effect: If they roll 2+ Critical Hits on a save:
- They may immediately make a free Resist check against any ongoing condition.
Tier 3 Shepherd Spells
Coming Soon.
Path of the Charnel Prophet
Tier 1 Spells
Whisper to the Dead
Tags: Spirit, Unnatural
“Their tongues are still, but not silent.”
Range: One corpse or preserved remains within (Lore: Arcana × 2) meters Action Type: Major Action (1 AD + 1 MD)
Effect:
- Make a Lore: Arcana skill check.
- On success, ask 1 question per Critical Hit rolled (minimum 1).
- The spirit’s answers are constrained by its memories and disposition.
- The corpse must be intact enough to speak, or have lingering spirit essence.
Advanced Effect:
- If 2+ Critical Hits are rolled:
- You receive a vivid sensory echo—a sound, image, or emotion from its final moments.
- You can only use Whisper to the Dead on a corpse once.
Bonebound Servant
Tags: Necrotic, Summoning
“Your bones remember how to serve.”
Range: A corpse within (Lore: Arcana × 2) meters Action Type: Major Action (1 AD + 1 MD)
Effect:
- Summon a skeletal servant from a corpse or ambient death-energy.
- Stats:
- 3 Vitality, 3 Action Die, Melee 1 (DR 5, Damage 1)
- Obeys simple commands and acts on your turn.
- Duration: (Lore: Arcana) minutes or until destroyed.
Advanced Effect:
- If 2+ Critical Hits are rolled:
- It gains +1 Vitality, +1 Action Die or may intercept 1 attack against you this scene.
- Summoning a new servant causes the old one to crumble to ash immediately.
Eyes of Anubis
Tags: Divination, Spirit, Psychic
“See them as they are… and as they were.”
Trigger: You reduce a creature to 0 Vitality Action Type: Major Action (1 AD + 1 MD) Target Defense (Spell DR): 5 + number of skills the creature had
Effect:
- Make a Lore: Arcana (Cognition) skill check.
- On success:
- Learn 1 of the creature’s known skills or secrets (Guide discretion).
- You may mimic it once before your next rest, using your stats.
Advanced Effect:
- If 2+ Critical Hits are rolled:
- You increase the number of skills or secrets you learn by 2.
Tier 2 Spells
Lingering Echoes
Tags: Spirit, Psychic
“The spell ends. Their whispers do not.”
Trigger: You cast a boosted spell with the Necrotic or Spirit tag Action Type: Passive
Effect:
- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Count the number of Critical Hits rolled.
- Choose one:
- Gain Advantage on all Insight or Observation checks for that many rounds.
- You may ask the Guide that many yes/no questions about spirits, curses, or death energy in the immediate area.
Grasp Beyond Death
Tags: Necrotic, Control
“Their hands are cold, but faithful.”
Trigger: Your Bonebound Servant is within 2 meters of a creature Action Type: Major Action (1 AD + 1 MD) Target Defense (Spell DR): Spell DR = Precision + Melee
Effect:
- Make a Lore: Arcana (Cognition) spell attack.
- On Hit:
- The target is Grappled until the start of your next turn.
Advanced Effect:
- If 2 or more Critical Hits are rolled:
- The servant also drains 1 Wound from the target.
- The target cannot use defensive Class Skills until the start of your next turn.
Death Demands Balance
Tags: Necrotic, Unnatural
“A gift for a cost. An ending for a beginning.”
Trigger: You reduce a creature to 0 Vitality Action Type: Reaction (1 MD)
Effect:
- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Add +1 to the total rolled.
- Choose one:
- Immediately refresh that many Channeling Dice.
- For that many rounds, gain +1 Skill Die on all necrotic or healing spells.
Path of the Devouring Flame
Tier 1 Devouring Flame Spells
Brand of Flame
Tags: Radiant, Fire, Curse
“You have been judged.”
Action Type: Major Action (1 AD + 1 MD) Range: One creature within (Influence × 4) meters Target Defense (Spell DR): Resilience + higher of Athletics or Survival
Effect:
- Make an Influence (Cognition) spell attack.
- On Hit:
- The target is Branded until the start of your next turn + (lower of Critical Hits or Influence skill level).
- Your attacks on this target deals +1 fire damage when they hit.
Advanced Effect:
- If the target is Ignited or Poisoned, the bonus increases to +2.
Only one Brand can be active at a time. Casting again replaces the prior mark.
Pain is Prayer
Tags: Psychic, Radiant
“The wound is my altar. The scream, my hymn.”
Trigger: When you lose Vitality and Action Dice during your own turn Action Type: Passive
Effect:
- Make a Side Roll using dice equal to your Influence SL.
- Add +1 to the total rolled.
- You may refresh a number of Magic Dice equal to the total.
- If this effect results in all of your Magic Dice being refreshed, you gain Advantage on all spell attack rolls until the start of your next turn.
Righteous Command
Tags: Psychic, Fear, Control
“Kneel. Or burn.”
Action Type: Major Action (1 AD + 1 MD) Range: One creature within (Influence × 4) meters Target Defense (Spell DR): Cognition + Insight
Effect:
- Make an Influence (Cognition) spell attack.
- On Hit:
- Target must choose:
- Fall Prone and end their turn, or
- Move 4 meters directly away from you.
- Target must choose:
Advanced Effect:
- If 2+ Critical Hits are rolled:
- The target also becomes Frightened until the end of their next turn.
On Miss:
- You suffer Disadvantage on your next spell targeting that creature.
Tier 2 Devouring Flame Spells
Cleansing Inferno
Tags: Fire, Radiant, Area
“One must burn, that others may be purified.”
Trigger: When a creature that you can see who is affected by Brand of Flame is reduced to 0 Vitality Action Type: Reaction (1 MD) Range: (Influence × 2) meters, centered on the fallen creature
Effect:
- Make a Side Roll using dice equal to your Influence SL.
- Total Damage: Total Hits rolled + 1.
- Each enemy within range may make an Acrobatics (Motion) check as a Reaction.
- Spell DR: Your Spellcasting DR.
- For each creature that fails the check:
- Compare total damage to their Resilience.
- They take fire damage equal to the excess.
- If they take any damage from this effect, they also become Ignited.
Searing Conviction
Tags: Fire, Radiant, Unnatural
“You bleed, and still you burn.”
Trigger: Activate if at half Vitality or less Action Type: Minor Action (1 MD)
Effect:
- Make an Influence skill check.
- On success:
- For (lower of Critical Hits or Influence skill level) rounds:
- Your damaging spells deal +1 fire or radiant damage.
- Enemies targeted by your spells suffer Disadvantage on Resistance checks.
- For (lower of Critical Hits or Influence skill level) rounds:
Advanced Effect:
- If 2+ Critical Hits are rolled:
- Extend the duration by 1 round.
- May not be cast again until after your next rest.
Wrath Undenied
Tags: Psychic, Retaliation
“Your refusal is noted—and punished.”
Trigger: When one of your spells is resisted, countered, or negated Action Type: Reaction (1 AD + 1 MD) Target Defense (Spell DR): Cognition + higher of Observation or Insight
Effect:
- Make an Influence (Cognition) spell attack.
- On Hit:
- Deal 1 psychic damage.
- The target suffers Disadvantage on their next Action.
Advanced Effect:
- If 2+ Critical Hits are rolled:
- The backlash lingers—they also lose 1 Action Die on their next turn.
On Miss:
- No damage.
- But you gain Advantage on your next spell targeting that creature.