GURPS Clerics

From RPGWiki

My suggestions for Clerics in GURPS

Clerics

For a cleric, the Power Investiture advantage represents the gift of divine magic bestowed by their deity. Power Investiture allows the cleric to learn from a small subset of all of the potential GURPS spells, but this is balanced by the fact that spells granted by Power Investiture have no prerequisites.

Clerics in the Forgotten Realms must choose a specific deity, and may only be pledged to a single deity at any time (although there are ways to switch allegiances).

In addition, certain deities provide access to more or fewer domains than others. Because this may reduce the number of available spells, apply an accessibility modifier to the cost of the Power Investiture disadvantage equal to 10% for each domain less than five granted by the deity.

  • Five or more domains: No modifier
  • Four domains: -10%
  • Three domains: -20%
  • Two domains: -30%

Each level of Power Investiture requires that cleric take 5 disadvantage points from certain variations of Code of Honor, Disciplines of Faith, or Vow. Certain deities may allow other disadvantage points, such as Pacifism. Allowed disadvantages are listed in the deity description.

In addition, certain deities may require one or more advantages to become a member of their clergy.

Spells are granted to clerics based on the domains granted by their deity. If a deity grants the domain, a cleric of that deity may learn any of the spells for that domain after obtaining the Power Investiture advantage.

Each domain also has one or more powers which are appropriate to that domain, and may be purchased by clerics of deities granting that domain. Such powers are optional, and typically display a high level of devotion to their deity.

The lists below are formatted as:

Domain: College (spell, spell, ...), College (spell, spell, ...), ...

Domains

All: Enchant (Enchant, Scroll), Healing (Recover Energy, Lend Energy, Share Energy, Minor Healing, Major Healing, Cure Disease), Knowledge (Detect Magic, Aura), Meta (Curse, Bless, Remove Curse), Necromantic (Steal Energy, Turn Zombie)

Air: Air (Seek Air, Purify Air, Create Air, Destroy Air, Essential Air, Breathe Water, No-Smell, Odor, Stench, Wall of Wind, Air Jet, Windstorm, Walk on Air, Body of Air, Air Vortex, Body of Wind, Lightning, Spark Cloud, Cool), Weather (Fog)

Animal: Animal (Beast-Soother, Beast-Rouser, Animal Control, Repel Animal, Beast Summoning, Beast Speech, Beast Link, Beast Seeker, Master, Rider, Rider Within, Beast Possession, Shapeshifting, Protect Animal), Food (Seek Food), Protection (Watchdog, Nightingale), Water (Seek Water)

  • Animal Empathy [5]

Chaos: Air (Windstorm), Body Control (Clumsiness), Illusion (Complex Illusion), Light/Darkness (Blur), Making/Breaking (Find Weakness, Shatter), Mind Control (Berserker, Emotion Control, Madness, Hallucination, Forgetfulness, Drunkenness, Disorient, Panic), Movement (Haste, Poltergeist, Freedom)

Charm: Mind Control (Foolishness, Forgetfulness, Weaken Will, Daze, Fear, Bravery, Panic, Loyalty, Berserker, Terror, Charm, Mental Stun, Command, Lesser Geas, Emotion Control, Suggestion, Enthrall, Madness)

Cold: Air (Cool), Fire (Cold, Resist Cold, Resist Fire, Slow Fire), Protection (Coolness), Water (Freeze, Icy Weapon, Icy Missiles, Icy Touch, Frost, Create Ice, Ice Slick, Frostbite, Ice Sphere, Ice Dagger, Body of Ice), Weather (Hail, Snow)

Craft: Body Control (Cadence), Earth (Shape Earth), Food (Know Recipe), Illusion/Creation (Create Object, Duplicate), Making/Breaking (Inspired Creation, Awaken Craft Spirit, Weaken, Reshape, Restore, Rejoin, Repair, Clean, Dye, Soilproof, Stiffen, Shatterproof, Toughen, Sharpen), Technological (Shape Metal)

Creation: Air (Create Air, Essential Air), Earth (Create Earth, Essential Earth), Enchant (Cornucopia), Fire (Create Fire, Essential Flame), Food (Create Food, Essential Food), Illusion/Creation (Create Animal, Create Mount, Create Servant, Control Creation, Dispel Creation), Plant (Create Plant), Technological (Create Fuel/TL), Water (Create Water, Essential Water, Create Acid, Create Ice, Create Steam)

Darkness: Body Control (Strike Blind), Fire (Extinguish Fire), Illusion/Creation (Dispel Illusion), Light/Darkness (Darkness, Gloom, Blackout, Remove Shadow, Remove Reflection, Invisibility, Infravision, Hide, Shade, Shape Darkness, Night Vision, Dark Vision), Meta (Scryguard), Mind Control (Nightmare), Necromancy (Animate Shadow)

Death: Body Control (Sickness, Deathtouch), Communication/Empathy (Sense Life), Mind Control (Fear, Terror), Necromancy (Steal Vitality, Death Vision, Sense Spirit, Summon Spirit, Animation, Zombie, Control Zombie, Zombie Summoning, Turn Spirit, Banish, Repel Spirits, Mass Zombie, Pestilence, Rotting Death, Resurrection)

Destruction: Air (Sandstorm), Body Control (Wither Limb, Frailty, Gauntness, Sickness), Earth (Earthquake), Fire (Burning Death), Food (Decay), Making/Breaking (Find Weakness, Weaken, Shatter, Ruin, Disintegrate, Rive, Explode), Plant (Blight), Water (Foul Water, Destroy Water), Weather (Hail)

  • Hand of Destruction [9] (Corrosion Attack 3d, Melee [-30%], Limited Use (2/day) [-30%], Pact [-5%], Costs Fatigue (1 pt) [-10%])

Earth: Body Control (Rooted Feet), Earth (Shape Earth, Earth to Stone, Earth Vision, Earthquake, Stone to Earth, Flesh to Stone, Stone to Flesh, Partial Petrification, Body of Stone, Create Earth, Essential Earth, Stone Missile, Rain of Stones, Entombment, Walk Through Earth, Earth to Air, Earth to Water, Purify Earth, Sandstorm)

Evil: Body Control (Pain), Communication/Empathy (Sense Foes, Hide Emotion, Hide Thoughts), Enchantment (Hex, Malefice), Food (Poison Food), Gate (Planar Summons), Light/Darkness (Darkness, Gloom), Meta (Penetrating Spell, Pentagram), Mind Control (Command, Madness, Terror), Necromancy (Steal Vitality, Pestilence, Soul Jar)

Fire: Fire (Ignite Fire, Create Fire, Essential Flame, Shape Fire, Extinguish Fire, Fireball, Explosive Fireball, Heat, Flaming Weapon, Flaming Missiles, Fire Cloud, Rain of Fire, Resist Fire, Fireproof, Flame Jet, Flaming Armor, Breathe Fire, Body of Flames, Warmth, Resist Cold)

Good: Body Control (Vigor), Communication/Empathy (Sense Foes, Sense Emotion, Truthsayer), Healing (Cure Disease, Resist Disease, Final Rest), Light/Darkness (Light), Meta (Ward), Mind Control (Strengthen Will, Bravery, Peaceful Sleep, Oath), Necromancy (Banish, Turn Spirit, Repel Spirits), Protection/Warning (Shield, Turn Blade, Deflect Missile)

Healing: Healing (Great Healing, Cleansing, Stop Bleeding, Relieve Madness, Relieve Sickness, Restore Sight, Restore Hearing, Restore Memory, Restore Speech, Relieve Paralysis, Healing Slumber, Remove Contagion, Neutralize Poison, Instant Neutralize Poison, Restoration, Instant Restoration, Regeneration, Resurrection)

Illusion: Illusion/Creation (Simple Illusion, Know Illusion, Illusion Shell, Complex Illusion, Perfect Illusion, Control Illusion, Dispel Illusion, Illusion Disguise, Independence, Initiative), Light/Darkness (Light, Darkness, Gloom, Flash, Blur, Invisibility), Sound (Silence, Wall of Silence, Voices, Imitate Voice, Noise)

Knowledge: Communication/Empathy (Truthsayer), Enchantment (Crystal Ball), Illusion/Creation (Know Illusion), Knowledge (Identify Spell, Analyze Magic, See Secrets, Know True Shape, Seeker, Trace, History, Ancient History, Echoes of the Past, Images of the Past, Divination, Wisdom, Memorize, Recall, Find Direction, See Invisible, Know Location)

Law: Communication/Empathy (Truthsayer, Compel Truth), Enchantment (Talisman, Amulet), Healing (Relieve Sickness, Relieve Madness, Cleansing), Illusion/Creation (Know Illusion), Knowledge (Know True Shape, See Secrets), Light/Darkness (See Invisible), Making/Breaking (Clean, Repair, Restore), Mind Control (Command, Lesser Geas, Great Geas, Oath), Sound (Silence)

Life: Air (Create Air, Purify Air), Body Control (Vigor, Boost Health), Communication/Empathy (Sense Life), Food (Create Food), Healing (Lend Vitality, Share Vitality, Relieve Sickness, Remove Contagion, Suspended Animation, Cleansing, Resist Disease, Resist Poison, Regeneration, Instant Regeneration), Plant (Blossom, Rejuvenate Plant), Water (Create Water, Purify Water)

Luck: Body Control (Clumsiness, Fumble, Grace, Boost Dexterity, Balance, Reflexes), Enchant (Accuracy, Deflect, Lesser Wish), Light/Darkness (Invisibility, See Invisible), Making/Breaking (Find Weakness), Mind Control (Glib Tongue), Movement (Haste, Hinder, Slow Fall), Protection/Warning (Missile Shield, Sense Danger, Detect Poison)

Lust: Body Control (Hair Growth, Haircut, Perfume, Vigor, Grace, Alter Body, Transform Body), Communication/Empathy (Sense Emotion, Persuasion), Food (Water to Wine), Making/Breaking (Dye), Mind Control (Emotion Control, Forgetfulness, Fascinate, Madness, Drunkenness, Daze, Weaken Will, Enthrall, Charm, Ecstasy), Sound (Alter Voice)

Magic: Enchant (Suspend Enchantment), Meta (Pentagram, Suspend Magery, Drain Magery, Dispel Magic, Seek Magic, Conceal Magic, Suspend Magic, Suspend Mana, Drain Mana, Restore Mana, Magic Resistance, Scryguard, Scrywall, Spell Wall, False Aura, Remove Aura, Ward, Great Ward, Spell Shield)

  • Magery 0 [5]

Metal: Air (Lightning, Lightning Armor), Earth (Steelwraith), Making/Breaking (Sharpen), Protection (Shield, Armor, Resist Lightning, Iron Arm), Technological (Shape Metal, Body of Metal, Metal Vision, Identify Metal)

Moon: Animal (Shapeshifting), Communication/Empathy (Sense Emotion, Dream Viewing, Dream Sending), Illusion (Simple Illusion, Complex Illusion), Knowledge (Astral Vision), Light/Darkness (Light, Glow, Night Vision), Mind Control (Madness, Peaceful Sleep, Vigil, Emotion Control), Protection (Watchdog, Mystic Mist), Weather (Cool)

Ocean: Air (Wind), Body Control (Nauseate, Retch), Knowledge (Find Direction, Tell Position, Know Location), Protection (Resist Pressure), Water (Purify Water, Seek Coastline, Breathe Air, Breathe Water, Walk on Water, Whirlpool, Water Vision, Swim), Weather (Current, Tide, Fog, Waves, Predict Weather)

Protection: Enchant (Effigy, Pentagram), Meta (Spell Shield), Protection/Warning (Shield, Shade, Armor, Missile Shield, Deflect Missile, Turn Blade, Bladeturning, Block, Watchdog, Hardiness, Detect Poison, Sense Danger, Mystic Mist, Reflect Gaze, Atmosphere Dome, Force Wall, Force Dome, Utter Wall, Utter Dome)

Plant: Plant (Seek Plant, Identify Plant, Shape Plant, Pollen Cloud, Heal Plant, Walk Through Plants, Walk Through Wood, Arboreal Immurement, Plant Sense, Plant Control, Plant Speech, Plant Growth, Bless Plants, Blight, Blossom, Wither Plant, Tangle Growth, Create Plant, Rejuvenate Plant, Animate Plant)

  • Plant Empathy [5]

Rune: Communication/Empathy (Gift of Letters), Enchantment (Talisman, Amulet, Attune, Password, Spell Stone, Spell Arrow, Blank Spell Arrow, Link, Name), Making/Breaking (Inscribe, Mystic Mark, Copy, Mapmaker), Meta (Pentagram, Hang Spell), Mind Control (Encrypt), Protection (Magelock), Sound (Scribe)

Spell: Enchant (Spell Stone), Meta (Counterspell, Suspend Spell, Catch Spell, Throw Spell, Spellguard, Displace Spell, Delay, Penetrating Spell, Link, Maintain Spell, Hang Spell, Reflex, Ward, Great Ward, Reflect, Lend Spell, Steal Spell, Spell Shield)

Storm: Air (Wind, Windstorm, Air Vortex, Lightning), Earth (Sandstorm), Protection (Resist Lightning, Atmosphere Dome, Weather Dome, Coolness), Sound (Thunderclap, Concussion), Water (Waves), Weather (Storm, Spark Storm, Cool, Rain, Hail, Predict Weather, Clouds)

Strength: Body Control (Might, Boost Strength, Frailty, Vigor, Boost Health, Resist Pain, Enlarge), Enchant (Puissance, Lighten, Penetrating Weapon), Healing (Share Vitality), Making/Breaking (Shatter, Shatterproof, Toughen, Rive), Movement (Lighten Burden), Necromancy (Steal Might), Protection (Hardiness, Vigil)

Sun: Fire (Ignite Fire, Deflect Energy, Warmth, Heat, Flaming Weapon, Flaming Missiles, Flaming Armor), Light/Darkness (Light, Continual Light, Flash, Glow, Sunlight, Continual Sunlight, Sunbolt, Dark Vision, Bright Vision, Shade), Necromancy (Turn Spirit), Weather (Warm)

Time: Body Control (Hold Breath), Enchantment (Suspend Enchantment, Quick-Draw, Quick-Aim), Food (Decay, Mature, Thirst, Hunger), Gate (Slow Time, Accelerate Time, Timeslip, Suspend Time), Healing (Suspended Animation), Knowledge (History, Ancient History, Images of the Past, Echoes of the Past), Meta (Suspend Spell, Delay), Movement (Haste, Slow)

Travel: Air (Walk on Air), Communication/Empathy (Lend Language, Borrow Language), Fire (Ignite Fire), Food (Test Food, Preserve Food, Create Food, Cook), Gate (Seek Gate), Movement (Quick March, Lighten Burden, Flight, Swim, Teleport, Trace Teleport, Freedom, Long March, Teleport Other), Water (Walk on Water), Weather (Predict Weather)

Trickery: Body Control (Fumble), Communication/Empathy (Persuasion, Mind-Reading, Hide Thoughts, Hide Emotion), Illusion (Know Illusion, Complex Illusion, Perfect Illusion, Phantom), Light (Invisibility), Meta (False Aura, Scryfool), Mind Control (Suggestion, Hallucination, Compel Lie, Glib Tongue), Sound (Imitate Voice, Garble, Silence, Mage-Stealth)

War: Body Control (Reflexes, Vigor, Might, Grace, Boost Health, Boost Strength, Boost Dexterity), Enchant (Deflect, Puissance, Accuracy, Fortify, Penetrating Weapon), Fire (Flaming Weapon, Flaming Missiles), Ming Control (Fear, Bravery, Panic, Vigil), Movement (Haste, Quick March), Protection/Warning (Shield, Armor, Turn Blade)

Water: Body Control (Thirst), Water (Seek Water, Purify Water, Create Water, Essential Water, Foul Water, Destroy Water, Dehydrate, Shape Water, Resist Water, Water Jet, Umbrella, Breathe Water, Create Spring, Steam Jet, Geyser, Current, Swim, Walk on Water, Boil Water, Body of Water)

Weather: Air (Create Air, Wall of Wind, Windstorm), Water (Create Water), Weather (Weather Dome, Clouds, Rain, Frost, Snow, Hail, Storm, Fog, Cool, Warm, Predict Weather, Cloud-Walking, Resist Lightning, Lightning, Wind, Shocking Touch)

Deities

GURPS Forgotten Realms Deities are on a separate page.