Path of the Cleric

The Path of the Cleric prepares you for a faith journey of healing the sick and fighting undead in the name of your god.

### **Path Completion Bonus**

+1 Spirit and +1d6 damage on all damage against undead

**A Cure for What Ails You**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 6 / 18 / 60 ] meters

All targets within range are no longer sick, gain [ +2 / +4 / +6 ] to checks made to resist toxins and diseases, and gain [ 1d6 / 2d6 / 4d6 ] + SPI HP.

**Restore the Flesh**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 3 / 12 / 30 ] meters

Choose a target within range. Remove all of their bleeding damage, then give them [ 1d6+2 / 2d6+4 / 4d6+6 ] + SPI HP.

**Hand of God**

**Cost**: 500 XP

**Activation**: Passive

*The first accoutrement of the frontline reverend: her weapon that extends her hands and the hands of her deity.*

You gain a holy Aggressive weapon that you carry into battle. This weapon adds your SPI to damage and deals an extra 2d6 damage against undead. If the weapon is ever damaged or lost, you can create a new one during an Intermission.

**Attendance of Faith**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: [ 2 / 2 / 1 ] Action(s)

**Range**: 30 meters

Choose a target within range. Remove up to [ 1 / 3 / all ] paralysis damage and [ 2 / 6 / all ] stun damage from them.

**Wing of God**

**Prerequisite**: **Hand of God**

**Cost**: 600 XP

**Activation**: Passive

*The primary accoutrements of the frontline reverend: her shield and armor, which protect her as her deity protects her.*

You have a holy shield and armor set that you wear with you into battle. The shield takes one hand to equip, has no Burden, and a Shield Bonus of 9 + SPI. When you Shield Block (Defender) with this shield against undead, gain 1 Alert immediately. The armor set has no Burden and an armor value of 6 + SPI. You cannot wear more than one armor at the same time.

**Regenerative Faith**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

Now and at the start of each of your turns for [ 1 / 3 / 6 ] more Rounds, all allies within range heal SPI HP.

**Awaken the Flesh**

**Prerequisite**: **Restore the Flesh**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 13 / 17 / 22 ]

**Activation**: 2 Actions

**Range**: 12 meters

All allies within range are cleansed of [ fatigue / fatigue / fatigue and exhaustion ] and gain [ 1d6 / 3d6 / 9d6 ] + SPI Vim. This spell is usable once per Rest.

**Sanctify**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 13 / 17 / 22 ]

**Activation**: 2 Actions

**Range**: 12 meters

You bless the ground around you. Now and at the start of each of your turns while this spell is maintained as a Reaction, all undead in the spell's radius must succeed a STR, CHA, or SPI (their choice) vs Spellpower check or take [ 2d6+2 / 4d6+4 / 8d6+6 ] + SPI damage. The area of effect of this spell is set when the spell is cast --- it does not move when you move, and you must maintain line of sight to the area to maintain the spell.

**Image of God**

**Prerequisite**: **Wing of God**

**Cost**: 700 XP

**Activation**: Passive

*The final accoutrement of the frontline reverend: her symbol of faith, what gives her power.*

You have a holy symbol of your faith. While this holy symbol is held in a hand, you gain all of the following effects:

* +1 to casting rolls in the Paths of Thaumaturgy Arcana, Healer, **Cleric**, and one more of your choice
* +3 to all rolls made to provide healing
* +6 to all damage dealt to undead