Cleric

Clerics are healers that travel Ohr, restoring health to the wounded. Since the destruction of the gods, many have renounced them, but many still hold true to the old ways of worship.

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Basic Passive - Blessing of Divinity - At the beginning of each of your turns, spend X Mana. Put ( X + 1d4 ) Shield HP on an allied unit within 10m. The Shields last until your next turn. Whenever damage depletes Shields granted in this way, you gain MP equal to the Shields depleted.

Basic Spell - Divine Edict - 4 AP - 3 MP - Place a mark of Divine Edict on target unit within 5m of an allied unit. The mark lasts until the end of a turn in which the marked unit takes damage to its HP. Max one mark per unit. Marked units take +1d8 damage to their HP and deal +1d8 damage to HP. Overcast places 1d8 Shield Hit Points on you or your target, your choice. OC: 16.

Basic Spell - Fulfillment - 6 AP - 5 MP - Choose a location within 15m. Allies within 5m of that location gain 1d4 Shield HP until your next turn, and gain Fulfillment for as long as they retain Shield Hit Points. Fulfillment causes them to convert Shields into HP equal to the damage they deal. If allies are at Full HP, they can convert any amount of their Shields into bonus damage. If Overcast, places a base 1d12 Shields instead. OC: 19

Ultimate Ability - Divine Might - Upon use, restore a target from Near Death, purge all debuffs from them, then grant them Shields until your next turn equal to their Missing HP, then restore them to Full AP and MP.

Basic Ability - Turn Aside - Upon use, grant a target 1d6 Shields until end of turn. Can be used any time. Gain an additional use each day for each 10 MP you have.

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Minor Spell - Sustaining Light - The Cleric can restore health to the injured over time. The Cleric performs a 1d20 roll. Whatever that roll is equates into how many Hit Points are restored to a target every fifteen minutes spent using Sustaining Light. Sustaining Light can mend broken bones and other permanent injuries.

Minor Spell - Comforting Warmth - The Cleric can warm up a target, but not cause great heat in targets. This can be used to nullify the effects of the cold, and to restore vigor to targets if they are becoming lethargic. Is a roll based on Charisma.

Minor Spell - Resurrection - The Cleric can restore the dead to a living spirit form. This Spirit Form lasts for 1d20 days. The Spirit cannot harm the Cleric, and can be revived to life if brought to a more skilled Cleric.