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Cleric Point Buy: Difference between revisions

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This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
}}
}}
The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it usually comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove).
The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god. Please read the [[Magic]] page to understand the full nuance of God Magic.
===Cleric Talent===
Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. However, it is important to note that Cleric Talent does not function as a 1 to 1 of "Magical Talent," found on [[Enchant Point Buy]], and should strictly only be used for healing and religious ceremonies. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack.
 
=Religiosity=
=Religiosity=
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see a Fornoss God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies.
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and [[Religion]]. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. Cleric Point Buy can, however, be treated as Planar [[Magic]], for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic. The previous rule is "all or nothing," meaning Cleric Point Buy Packs must be All God Magic, or All Planar Magic.


=Cleric Point Buy Packs=
=Cleric Point Buy Packs=
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, a Void Worshipper might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, an Evolist might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.
===Sacred Healing Pack===
===Sacred Healing Pack===
This Pack allows the Cleric to heal their allies in Combat.
This pack allows the Cleric to heal their allies in Combat.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|-
|-
|}
|}
===Sacred Buff Pack===
===Sacred Martyr Pack===
This Pack allows the Cleric to protect their allies from harmful debuffs and weakening effects.
This pack allows the Cleric to sacrifice themselves for their allies' benefit.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#eddeaa;" | Sacred Martyr
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Sacred Martyr | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes in a cardinal direction to the ally, ignoring Opportunity Attacks and taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +2 Attack Stat and +2  Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours.}}
| N/A
|-
|}
 
===Sacred Gear Pack===
This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Buff
| style="background-color:#eddeaa;" | Sacred Gear
| Buff Power
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Sacred Buff | To protect an ally from stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat. Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack.  
| Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown.  
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Sacred Martyr Pack===
===Sacred Rebuke Pack===
This pack allows the Cleric to sacrifice themselves for their allies' benefit.
This pack allows the Cleric to engage in some apostasy, and weaken the magic of their enemies that don't share their faith.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Martyr
| style="background-color:#eddeaa;" | Sacred Rebuke
| Counter Power
| Dispel Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Sacred Martyr | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr has a cooldown of 4 hours, and does not Stack.}}
| Grants the user {{#simple-tooltip: Sacred Rebuke | To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown.}}
| N/A
| N/A
|-
|-
|}
|}
===Sacred Gear Pack===
 
This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.
===Sacred Revive Pack===
This pack allows the Cleric to bring their allies back from the brink of death.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Gear
| style="background-color:#eddeaa;" | Sacred Revive
| Buff Power
| Buff Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack.  
| Grants the user {{#simple-tooltip: Sacred Revive  | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. }}
}}
| N/A
| N/A
|-
|-
|}
|}
===Sacred Rebuke Pack===
=== Sacred Siphon Pack===
This pack allows the Cleric to engage in some apostasy.  
This pack allows the Cleric to empower allies on an enemy's use of power.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Rebuke
| style="background-color:#eddeaa;" | Sacred Siphon
| Counter Power
| Dispel Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:  Sacred Rebuke | To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from Cleric Point Buy, immediately apply the Brittle Debuff to them. The target also suffers a -1 Main Defense Stat reduction for the next 20 minutes. Sacred Rebuke has a 2 hour cooldown, and does not Stack.}}
| Grants the user {{#simple-tooltip: Sacred Siphon | To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown. }}
| N/A
|-
|}
 
=== Sacred Burn Pack===
This pack allows the Cleric to weaken and slowly burn an enemy up close.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#eddeaa;" | Sacred Burn
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Sacred Burn | To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown. }}
| N/A
|-
|}
 
=== Sacred Bleed Pack===
This pack allows the Cleric to slow down an enemy's ability to heal.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#eddeaa;" | Sacred Bleed
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Sacred Bleed  | To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown.}}
| N/A
| N/A
|-
|-
|}
|}
===Sacred Feather Pack===
 
This pack allows the Cleric to protect their allies from life-threatening falls.
=== Sacred Judgement Pack===
This pack allows the Cleric to punish and weaken anyone who uses dark magics.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Feather
| style="background-color:#eddeaa;" | Sacred Judgement
| Buff Power
| Instant Power
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Sacred Feather | To protect an ally falling from a great height, use this Ability to negate any falling damage the ally would take, and grant them immunity to Knockdowns for the next 10 minutes. If multiple allies are falling at the same time, the user can protect them from falling, but only one is granted the Knockdown immunity. Sacred Feather has a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip: Sacred Judgement  | To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.}}
| N/A
| N/A
|-
|-
|}
|}
===Sacred Revive Pack===
 
This pack allows the Cleric to bring their allies back from the brink of death.
=== Sacred Portent Pack===
This pack allows the Cleric to give divine guidance to an ally, improving their next action.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Sacred Revive
| style="background-color:#eddeaa;" | Sacred Portent
| Buff Power
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Sacred Revive | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. }}
| Grants the user {{#simple-tooltip: Sacred Portent | To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown.}}
| N/A
| N/A
|-
|-
|}
|}
===Exorcism===
 
This Pack allows the Cleric to exorcise the Afflicted and gain protection against them.
===Sacred Circle Pack===
{| class="wikitable" style="width:50%;"
This pack allows the Cleric to take a knee and pray, sacrificing themselves to cleanse allies.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Exorcism
| style="background-color:#eddeaa;" | Sacred Circle
| Counter Power
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Exorcism| To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown.}}
| Grants the user {{#simple-tooltip: Sacred Circle | To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Sacred Circle ends automatically once it has cleansed 5 Status effects. Once ended, Sacred Circle has a 2 hour cooldown.}}
| N/A
| N/A
|-
|-

Latest revision as of 00:12, 1 July 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Cleric Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god. Please read the Magic page to understand the full nuance of God Magic.

Religiosity

Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for Godborn, but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. Cleric Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic. The previous rule is "all or nothing," meaning Cleric Point Buy Packs must be All God Magic, or All Planar Magic.

Cleric Point Buy Packs

Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, an Evolist might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.

Sacred Healing Pack

This pack allows the Cleric to heal their allies in Combat.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Healing Buff Power Emote Range

Grants the user Sacred Healing

N/A

Sacred Martyr Pack

This pack allows the Cleric to sacrifice themselves for their allies' benefit.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Martyr Movement Power 10 Blocks

Grants the user Sacred Martyr

N/A

Sacred Gear Pack

This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Gear Buff Power 5 Blocks

Grants the user Sacred Gear

N/A

Sacred Rebuke Pack

This pack allows the Cleric to engage in some apostasy, and weaken the magic of their enemies that don't share their faith.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Rebuke Dispel Power Emote Range

Grants the user Sacred Rebuke

N/A

Sacred Revive Pack

This pack allows the Cleric to bring their allies back from the brink of death.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Revive Buff Power Self

Grants the user Sacred Revive

N/A

Sacred Siphon Pack

This pack allows the Cleric to empower allies on an enemy's use of power.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Siphon Dispel Power Emote Range

Grants the user Sacred Siphon

N/A

Sacred Burn Pack

This pack allows the Cleric to weaken and slowly burn an enemy up close.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Burn Instant Power Melee Range

Grants the user Sacred Burn

N/A

Sacred Bleed Pack

This pack allows the Cleric to slow down an enemy's ability to heal.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Bleed Instant Power Self

Grants the user Sacred Bleed

N/A

Sacred Judgement Pack

This pack allows the Cleric to punish and weaken anyone who uses dark magics.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Judgement Instant Power Emote Range

Grants the user Sacred Judgement

N/A

Sacred Portent Pack

This pack allows the Cleric to give divine guidance to an ally, improving their next action.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Portent Buff Power Self

Grants the user Sacred Portent

N/A

Sacred Circle Pack

This pack allows the Cleric to take a knee and pray, sacrificing themselves to cleanse allies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Circle Buff Power 3 Blocks

Grants the user Sacred Circle

N/A