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"I find your lack of faith ... Disturbing."

Religious Zealots, Crusaders, Evil Cultists, Warrior Priests, Drow Priestesses - The Cleric is not just the mouth of their deity; they are the martial arm of his god as well.

  • An avatar fitting your race.

  • Read the lore appropriate to your race.

  • Choose a God and be familiar with Mechanics of Religion (Choosing a Religion under Advanced Play Guides)—or make up your own, lesser deity using the guidelines below under Deity.

  • Be familiar with Religion in Mhirdrun page (Lore), and read the lore of your chosen deity (if you wish to choose an existing one).

Grit is 8.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Key Stats

STR may be used for Hack&Slash

DEX may be used for Hack&Slash

CON will be used for your HP and Saving Throws

INT likely won't be used except for Saving Throws

WIS will be used for Cast a Spell

CHA likely won't be used except for Saving Throws

Starting Moves

Deity

You serve and worship some deity or power which grants you spells. In order to gain spells from a deity you must:

  • Fulfill its requirements

  • Abide by its vows

  • Refrain from casting its forbidden spells

When you level up you may also pick a domain offered by your deity (see the bottom of the deity's page). You can gain one domain from level 2-5 and a second from level 6-10; this is gained as a level-up move, and so replaces the class and advanced moves below.

If you fail the requirements of your deity, break your vows, or cast a forbidden spell, you lose the benefit of Vows, and lose all spells and moves gained from your deity, until you have atoned: see the Choosing a Religion page under Advanced Play Guides for more.

 

Cast a Spell

Standard

When you unleash a spell granted to you by your deity, roll+Wis. You cannot cast a spell unless you have mana equal to the spell's level.

  • On a 10+ the the spell is successfully cast and you may cast the spell again later.

  • On a 7–9, the spell is cast, but Choose One Penalty.

  • On a miss, your spell fails. Take two penalties.

    • The spell and mana equal to the spell's level are lost and cannot be cast until you rest!

    • You are locked in a spell-casting trance, the next opponent to attack you takes +1 forward.

    • Take -1 Ongoing to Cast a Spell until you rest.

Note: Every spell requires an audio & a somatic (gesture) component to be cast; you can't cast a spell if you are bound and/or gagged. Maintaining spells with ongoing effects will always cause a penalty to your roll to cast a spell. See Combat Basics under the Basic Play tab for more rules on using spells.

I Always Keep a Hand Free

Interrupt

Interrupt

While casting a healing spell of level 3 or lower to heal someone, and while you have a weapon in one hand and nothing in the other (and are not using a bastard tag), on a 10+ you have the option of choosing from the 7-9 list to make an immediate Hack&Slash. Results of 10+ on this Hack&Slash are treated as result of 7-9, 7-9 results are treated as a miss.

Turn Undead

Interrupt

When you expose your holy symbol and call on your deity for protection, roll+Wis.

  • On a 7+, so long as your holy symbol is displayed, no mindless undead may attack you until your next turn (any bonuses granted from Animate Dead or similar spells do not apply to attacks made against you)

  • On a 10+, you cause mindless undead to flee (any bonus granted from Animate Dead or similar spells disperse for the remainder of the fight).

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves:

 

Chosen One

Choose a spell. You gain that spell as if it were one level lower (instead of its usual level).  Your character must have access to the spell list for it to be selected.

Note: You cannot use this spell to get around hard caps (level 1-3 spellcasting caps for half-casters like Bard, Paladin, and non-cleric, non-wizard domain spells).  You can, however, use this to lower a spell's mana cost in the cleric spell list by 1 and learn to cast it a level early.

 

Invigorate

When you heal someone they may take +2 forward to their damage.

The Scales of Life and Death

When someone takes their last breath in your presence, you may provide them +1 to the roll - even if you are dead.

Serenity

When you cast a spell you ignore the first -1 penalty from ongoing spells.

First Aid

Cure Light Wounds is a rote for you. You need no mana to cast it.

Pentinent

When you take damage and embrace the pain, you may add +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell.

Divine Protection

Requires: Cleric

When you wear no armor or shield you get 2 armor.

Devoted Healer

When you heal with a Cure Wounds spell, add +1d4 healing to it.

Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move. This cannot be a starting move or Multiclass move.

When you gain a level from 6–10, choose one of these moves or the level 2–5 moves.

 

Anointed

Requires: Chosen One

Choose a spell. You gain that spell as if it were one level lower (instead of its usual level).  Your character must have access to the spell list for it to be selected.

Note: You cannot use this spell to get around hard caps (level 1-3 spellcasting caps for half-casters like Bard, Paladin, and non-cleric, non-wizard domain spells).  You can, however, use this to lower a spell's mana cost in the wizard spell list by 1 and learn to cast it a level early.

Reaper

When an enemy falls in battle, shout a prayer to dedicate your victory to your deity and take +1 forward.

Providence

Replaces: Serenity

You ignore the -1 penalty from two spells you maintain.

Greater First Aid

Requires: First Aid

Cure Moderate Wounds is a rote for you. You need no mana to cast it.

Divine Armor

Requires and Replaces: Divine Protection

When you wear no armor or shield you get 3 armor.

Empower

Interrupt

When you cast a healing spell, on a 12+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well:

  • The spell’s effect is maximized.

Spells

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Cleric Spells:

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Level 0 Spells: Rotes

Light | Rote
An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

 

Sanctify | Rote
Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

 

Mending | Rote 

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Third Level Spells:

Cure Moderate Wounds | Level 3
You staunch bleeding and set bones through magic. Heal an ally you touch of 1d8 damage and 1 Debility.

 

Darkness Level | 3 Ongoing (Saving Throw +INT or +CON)

Choose an target you can see: it’s surrounded with supernatural darkness and shadow; blinded by darkness they cannot make interrupt moves as long as they are affected.

Cause Fear | Level 3 Control (Saving Throw +WIS)

1d4 enemies you can see and of your choice run away and cower in a fetal position. This means they are unable to do anything until they pass a saving throw or you release them at will. Only sentient creatures are affected. They are snapped out of it by aggression, damage, debilities, sudden movements, loud noises (basically most circumstances of combat)

 

Seventh Level Spells:

Word of Recall | Level 7

Ritual
Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word of Recall again before speaking the word replaces the earlier spell.

 

Divination | Level 7 (Saving Throw +WIS)

Ritual

Once per day, your deity will grant you the ability to look in on distant events. By focusing on a person that you have previously met, you are able to monitor their actions, the actions of those around them, but you cannot see their location. The focus of your Scrying spell must give you the last entire round of posts in the RP scene they are involved in. If they are not actively interacting with other players, you may observe them for the next 10 minutes before your concentration breaks.

 

Wound | Level 7 | Ongoing (Saving Throw +CON)
Calling upon your knowledge of the body, lash out with your divine favor to impair the physiology of a single opponent.  The target takes -1 Ongoing as long as your spell is active, as well as an additional 1d10 damage when initially applied.

 

Mark of Death | Level 7 | Ongoing
Choose a creature whose true name you know. This spell creates runes on a target surface that will do 2d8 damage that creature, should they read them.

Greater Restoration | Level 7 

Ritual

You call upon your divine favor to purge a target's body of any impurities.  Diseases, curses, hexes, and all other similar maladies of a physical or spiritual nature are cured.  This spell requires preparation and time to cast and cannot be used in combat.

Revelation | Level 7

Ritual

Your deity answers your prayers with a moment of perfect understanding. Ask a DM to shed light on the current situation.  You can use this to garner information about more powerful illusions (such as Seeming) and magical obfuscations in your presence in a way similar to True Seeing.  When acting on the information, you take +1 forward.

Resurrection | Level 7

Ritual

Once per week you can tell a DM you would like to resurrect a corpse whose soul has not yet fully departed this world. Resurrection is always possible, under the following conditions:

  • The body has remained largely intact and whole (or has been restored by collecting necessary parts); resurrection must bring people fully to life, not as zombies

  • The god worshiped or served by the deceased is more or less on good terms with the god granting your spells

  • The deceased has been dead for under 48 hours

When you conduct a resurrection, the GM will give you one or more (possibly all) of these conditions to fulfill:

  • It’s going to take days/weeks/months

  • You must get help from ____

  • It will require a lot of money

  • You must sacrifice ____ to do it

The DM may, depending on the circumstances, allow you to resurrect the corpse now, with the understanding that the conditions must be met before it’s permanent, or require you to meet the conditions before the corpse is resurrected.

First Level Spells:

Bless | Level 1 | Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as the battle continues and they stand and fight. You take -1 ongoing while this spell is maintained (this stacks with -1 ongoing to cast a spell from this being an ongoing spell). You can only maintain this spell on one person at a time.

 

Cure Light Wounds | Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

 

Magic Weapon | Level 1 | Ongoing

A single weapon you hold does +1d4 damage to Hack & Slash until you dismiss this spell. This can be applied to only one weapon; casting this on a new weapon dismisses the first spell.
Note: This spell does not count towards your pre-cast limit.

 

Sanctuary | Level 1

As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent).

 

Speak With Dead | Level 1
A spirit of a recently deceased corpse converses with you briefly. It MUST answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.

Fifth Level Spells:

Animate Dead | Level 5 | Ongoing

You invoke a hungry spirit to possess a recently-dead body and serve you. This creates a zombie that follows your orders and attacks whatever you attack. It has a +1 modifier for all stats, 1 HP, and gives you +1d4 damage. The zombie also gets your choice of 1d4 of these traits:

• It’s talented. Give one stat a +2 modifier.

• It’s durable. It has +1 HP for each level you have.

• It has a functioning brain and can complete complex tasks.

• It does not appear obviously dead, at least for a day or two.

The zombie lasts until it is destroyed by taking damage in excess of its HP, or until you end the spell.

This zombie is immune against any form of control that is not Turn Undead. If you are afflicted by a control spell, you can assume its control instead and have Basic Moves at your disposal, rolling with its own stats and causing 1d4 damage upon a successful attack.

Hold Person | Level 5 Control (Saving Throw +WIS)

Choose a person you can see. They cannot do anything but speak for a full turn. This effect ends immediately if the target takes damage from any source, but they are otherwise held. The target is considered helpless.

Helpless: "The target becomes vulnerable. If broken by damage, the target takes +1d4 damage and its attacker treats any result of 6 or lower as 7-9"

 

Cure Critical Wounds | Level 5
Limbs are regrown, and debilities cured. Heal an ally you touch of 1d8 damage and all Debilities.

 

Contagion | Level 5

Channeled (Saving Throw CON)
Choose a creature you can see. Until you end this spell, the target suffers from a disease of your choice and cannot recover from it. While this spell is ongoing you take -1 to cast a spell.

 

Words of the Unspeaking | Level 5

Ritual
With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.

 

True Seeing | Level 5 | Ongoing

You see all things as they truly are. This effect persists until you tell a lie or dismiss the spell.  This spell can see through illusions or other magical falsehoods (such as Hidden Aura) as long as they are of an equal or lower spell level than True Seeing.

Ninth Level Spells:

Harm | Level 9

Drawing upon your knowledge of physiology, you apply divine force in a destructive manner against a single target by sapping their body of its moisture to destroy tissue.  Deal 2d6 + 3 damage ignoring armor to your foe.

Flame Strike | Level 9

Call upon the favor of your chosen deity to unleash a burst of divine fire upon two targets of your choice.  Deal 2d6 + 1 damage ignoring armor.

Consume Unlife | Level 9
The mindless undead creature you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch. The amount of damage healed is equal to the HP that the creature had remaining before you destroyed it.

 

Plague | Level 9 | Ongoing (Saving Throw+CON)

Ritual
Name a city, town, encampment, or other place where people live. As long as this spell is active that place is beset by a plague appropriate to your deity’s domains (locusts, death of the first born, etc.)

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