<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Hub](Hub.md) / [[Prism]] / [Prism Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)** >[!infobox|n-th wsmall] >###### <font size="+2">[[Cleric.webp|Cleric]]</font> >![[Cleric.webp]] > ###### <small>Art by [Nara](Narà.md)</small> # Cleric (Work in Progress) ### [Vow of Life](Vow%20of%20Life.md) <small>(Level 1)</small> Keywords - *[Magic](Magic.md)*, *[Empower](Empower.md)*, *[Oath](Oath.md)* The Cleric gains 2 base [Augments](Augment.md) for their spellcasting. The Cleric increases the healing they would do on [bloodied](Bloodied.md) targets by an amount equal to their [Willpower](Willpower.md) or [Sovereignty](Sovereignty.md). They heal twice this additional healing if the target has the [Wounded](Wounded.md)/[Shattered](Shattered.md) affliction. The Cleric follows a loose code of healing the injured and caring for the sick. This is further defined by the morality of the deity they follow or the culture of their race. Failure to adhere to these codes may result in the loss of the Cleric's Vow abilities. ### [Inscription](Inscription.md) <small>(Level 1)</small> Keywords - *[Magic](Magic.md)*, *[Economy](Economy.md)* The Cleric can cast a healing spell on an ally, but inscribe it instead as a blessed mark. This inscription triggers and casts the spell for the Cleric on the marked creature whenever the creature would become [bloodied](Bloodied.md). Spells cast through Inscription's trigger, do not cost AP or MP. The Cleric can maintain a number of Inscriptions equal to it's [Willpower](Willpower.md), [Cunning](Cunning.md), or [Sovereignty](Sovereignty.md). Inscriptions fade after combat. ### [Augment Specialist](Augment%20Specialist.md) <small>(Level 1)</small> This character gains a [Spell Augment](Spell%20Augment.md). It gains another of these augments at level 3, 6, and 9. ### [Tenet of Faith](Tenet%20of%20Faith.md) <small>(Level 2)</small> Keywords - *[Magic](Magic.md)*, *[Empower](Empower.md)*, *[Oath](Oath.md)* The Cleric takes their true oaths as depicted by the Deity that they have chosen to follow. The Cleric must choose a deity if they take this ability. This ability's effects and tenets are depicted by the deity chosen. ### [Character Path](Character%20Paths.md) <small>(Level 3)</small> ### [Holy Wave](Holy%20Wave.md) <small>(Level 4)</small> Keywords - *[Magic](Magic.md)*, *[Divine](Divine.md)*, *[Supernatural](Supernatural.md)* APC - 3 Target - Self/Ally/Enemy Range - 30ft The Cleric summons forth a wave of holy energy, this wave heals them and their allies for an amount of d6's equal to their [Authority](Authority.md) or [Willpower](Willpower.md). Enemies in this area, must make an opposed attribute check. The Cleric uses [Authority](Authority.md), [Cunning](Cunning.md), or [Willpower](Willpower.md). The enemy uses their [Willpower](Willpower.md), [Tenacity](Tenacity.md), or [Resilience](Resilience.md). If the Cleric succeeds, each enemy succeeded against takes this healing as Radiant damage instead. ### [Vitae Channel](Vitae%20Channel.md)l <small>(Level 5)</small> Keywords - *[Magic](Magic.md)*, *[Divine](Divine.md)*, *[Supernatural](Supernatural.md)* Whenever the Cleric would heal an ally while they have the [Wounded](Wounded.md)]/[Shattered](Shattered.md) affliction, the Cleric gains 1 MP. ### [Character Path](Character%20Paths.md) <small>(Level 6)</small> ### [Overheal](Overheal.md) <small>(Level 7)</small> Keywords - *[Magic](Magic.md)*, *[Empower](Empower.md)*, *[Imbue](Imbue.md)* Whenever the Cleric would heal an ally, if the ally is at full [Life](Life.md), the ally is imbued with Tier III [Regeneration](Regeneration.md). ### [Spirit Call](Spirit%20Call.md) <small>(Level 8)</small> Keywords - *[Magic](Magic.md)*, *[Divine](Divine.md)*, *[Supernatural](Supernatural.md)* The Cleric may attempt to revive a dead ally. The amount of mana required to revive said ally is equal to the dead ally's [Spirit](Spirit.md). It takes an amount of time to revive this ally equal to the amount of time it takes to naturally acquire the [Mana](Mana.md). This effect can allow the Cleric to go over their [Mana](Mana.md) limit, but ONLY for the purposes of this ability. Once an ally has been revived this way, they cannot be revived by this ability again for 1 month. This counts for all instances of Spirit Call, even if used by another Cleric. This cannot revive creatures that do not wish to or cannot return to life. ### [Character Path](Character%20Paths.md) <small>(Level 9)</small> ### [Beacon of Hope](Beacon%20of%20Hope.md) <small>(Level 10)</small> Keywords - *[Magic](Magic.md)*, *[Divine](Divine.md)*, *[Supernatural](Supernatural.md)*, *[Reaction](Reaction.md)* The Cleric may cast a [healing](Heal.md) spell whenever an ally receives the [Wounded](Wounded.md)/[Shattered](Shattered.md) affliction. This can be done outside of the Cleric's turn, they must still pay the same costs.