Cleric
Official LAIRE Cleric career skill list for Followers of the Light featuring 9 specialized abilities.
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When this skill is used, the character blesses a single weapon with the power of the High Lord. The weapon, while wielded, may not be broken, may swing for Light damage and the character is immune to disarming effects. The character must suffix their damage called with “…Light” if they wish to use the Light effect.
This skill will last for 10 minutes and will work in the hands of any good character, i.e. Acolyte of Light, Follower of the Light, Solars, etc. Any other character wielding the weapon does not gain the bonuses of this skill but may use the weapon normally.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
This skill grants the character a limited immunity to necromancy. The character is immune to any undead creation spell in the Necromancy School. Damaging spells from that school still effect the character normally and a Death Slave spell brings the character to the Brink of Death. Undead creating sorcery rituals affect the character, but they are at half power, in other words, half the normal Body Points, Power Points, Strength Bonus, Skills, etc. and is wracked with constant pain and agony. After the end of the current Event in which the undead was created, the player can choose to end their character’s undead torment whenever they want, even if the character is on their last death.
A player may only have the Cleric or Paladin skill at one time. It is possible, with Plot approval and appropriate in-game roleplay, for a character to change from a Cleric to a Paladin by swapping this skill for Paladin, with the appropriate Build Point change.
This skill will test the veracity of the last statement made by another character. To use this skill, the character should call a Hold, privately ask the target player if they are lying, then call the Lay On. The skill is undetectable in-game to bystanders and the target character. However, a character with the Lie skill can use their skill as a defense. This is the only defense to this skill.
The veracity of the statement is based on what the player, not the character, knows is the truth. Therefore, if the character is intentionally lying or lying under compulsion (charm effect, Forget and Remember poison, etc), they are lying and will detect as such. Even if the character’s perception of the truth is skewed, the skill will detect the statement as a lie.
For example, a character does not believe it is murder to kill Halflings. After killing Kay, Scanlon asks the character if they killed Kay. The character says no, and Scanlon uses his Detect Lie skill to test the truthfulness of the statement. While the character does not believe killing Halflings is murder, the player must tell Scanlon that he is lying.The player should not draw upon out-of-game knowledge their character should not know about when judging the truthfulness of their answer.
For example, Susan helped a Plot Marshal set up an ambush down the road. The marshal decides to make her the bait, an innocent farmer’s wife who is being chased by a Lesser Troll the brigands have dominated. The farmer’s wife screams for help and Calandris and his friends hear the call for help and investigate. Calandris asks the farmer’s wife if this is a trap, and she answers no. Calandris uses his Detect Lie skill and learns the farmer’s wife is not lying. While Susan knows there is a trap planned for the characters, her NPC is ignorant of the trick.If a character is lied to and later tells people the lie believing it to be the truth, he will not detect as lying.
For example, while on an adventure Constantine meets a Dark Paladin who says he killed Squire Scanlon and shows him is tabard. Believing the Dark Paladin, Constantine runs to Avalon to get help. Suspecting this may be a trap, Juhani uses her Detect Lie skill to test the veracity of his statement. The skill reveals Constantine is not lying and they go off to find the Dark Paladin. Along the way they meet Squire Scanlon who is alive and well and is looking for his missing tabard.In the above example, Constantine was not attempting to lie to Juhani, even though he was wrong and Squire Scanlon was alive, the skill still revealed he was telling the truth. This skill requires no verbal to use.
This skill allows the character to sense if another character is Vile Spawn, such as undead, demons, etc., or a higher power, such as Hierarchs, Dragons, or Forestals, by looking at them. This skill can only be stopped by the Cloak Undead skill. If used against a character who is currently possessed, this skill will reveal this fact and the nature of the possessing character. When used against a Vile Spawn it will reveal whether the target is lesser or greater.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
With the power of their faith, the character is able to drive out evil influences from the target character. All of the following effects are removed from the target when affected by this skill: possession, Demonic/Hierarch Charm, Vampiric Charm, or similar affects determined by Plot. This skill will not work on other spells, skills, or abilities that are cast or used by evil characters like Enslavement Spell, Domination Spell, Hypnosis, etc.
To use this skill, the target character needs to be unresisting. They do not need to be unconscious or bound, but they must remain immobile during the activation. The character must spend 30 seconds in prayers and pontificating – something to make it obvious that an exorcism is taking place – and brandish their focus the whole time. At the end of the 30 seconds, the character needs to touch the target with a spell packet (touch, not thrown).
Defenses that stop physical attacks will not stop this attack. Empower and the Resist ability are the only defenses that will stop this skill.
In the case of possession, the possessing character (the demon, undead, etc) may not possess any character for 5 minutes.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. The character using this skill needs to start and end their 30 second roleplay with a verbal (which is part of the 30 seconds). This skill is not used if the possessing character leaves the target character before the 30 second verbal is finished.
Once this skill is purchased, the character gains a Healing Pool. For each purchase of this skill, the character gains 25 Healing Points. How the character may use this pool depends on whether they are a Cleric or Paladin.
A Cleric or Paladin may heal any living character’s Body Points at a rate of one for one. The character may also use their pool to mimic some Healing School spells and the Light spell from the Pyrotechnics School at double the Power Point cost. The table below outlines what spells they can mimic and how many Healing Pool Points it costs. After the verbal is called, the character should suffix the effect with the word “…Light.” Note: Empower Evil will not stop these spell effects and the Absorption spell will stop the spell but not give any Power Points.
Healing Spell
Healing Pool Points
Light
0, 2 if Thrown*
Detect Life
0, 2 if Thrown*
Purify Blood
4
Assess Ailment
8
Heal Body
8
Heal this Mind
8
Heal this Limb
10
Heal this Mortal Wound
12
Return Ghoul**
16
Regenerate Wounds**
16
Return Death Slave**
40
* The character must have at least 1 Healing Pool Point to use these effects.
** Only Clerics can mimic these three effects, not Paladins.
A Cleric or Paladin can use their pool points to harm undead, demonic or other Vile Spawn characters at a rate of one for one. The attack damages the target character’s Body Points and is considered magical damage for the purposes of Damage Resistance. This can be delivered by touch out of combat or thrown via a spell packet. The character determines the amount of damage when the skill is called, up to their current Healing Pool total.
For example, Kida has three purchases of the Heal Wounds skill giving her 75 Healing Pool Points. She has used 20 Healing Pool Points already that Tag Cycle. She sees a demon pontificating to the Avalonians attempting to cower them into submission. She walks up behind the demon and touches the character using her Healing Pool to inflict damage. She says, “By the light of the sun I cleanse your evil taint with 30 Light”. The NPC demon takes 30 points of direct Body Point damage. Now Kida is engaged in combat and cannot touch the NPC. She uses her dagger to attack the demon. Normally she swings 1 damage with her dagger, but Kida has used a Holy Blessing and a +3 Strength Potion. She uses 1 point of her Healing Pool to augment her damage and now swings “6 Light” – 1 for the dagger, +1 for the Holy Blessing, +1 for the Healing Pool point, and +3 for the Giant Strength potion.A Cleric or Paladin may use this skill to augment their damage to “Light” which will deal direct body damage to all undead, demons and Vile Spawn and requires at least one point of their Healing Pool per attack – damage or skill. If the character has the Cleric skill, they may use up to one purchase or 25 points of their Healing Pool to increase their damage. A character with the Paladin skill may use as much of their Healing Pool as they wish, up to their current total pool points. Either way, the character must call their verbal before each strike and the damage dealt is always “Light” damage. If the character fails to land their attack, they have 5 seconds to try to land the attack before they must recite their in-game verbal again.
For example, Reylos is fighting a pack of undead that is normally only affected by silver weapons or better. Having only normal weapons and swinging 7 points of damage, he uses three points of his Healing Pool with each swing. He now swings 10 points of damage and calls “10 Light”. Reylos can use more of his Healing Pool with each attack to increase his damage accordingly.Damage augmented with “Light”, in either case, does not harm living characters unless noted on their Character Card.
This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by touch, thrown, or through a weapon. If delivered through a weapon, the targeted character must be struck, and weapons and shields will stop the attack. If the character misses their target, no matter how it is delivered, or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.
This skill allows the character to bless Followers of the Light, Acolytes, and non-mortal beings of good (such as Dragons, Drakes, and Solars) with a +1 Strength Bonus and immunity to fear. This skill is non-latent and will last for 10 minutes from time of blessing. If this skill is used on an unaligned person, a Servant of Evil, or a being of evil, the skill is used but it will have no effect. This skill cannot be stacked with itself, but will stack with other Strength Bonuses.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.