A Higher Purpose (Class: Cleric)
Adolph von Menzel, War Signal
Prayers
While Clerics benefit from their deity very directly, any character may pray for divine intervention.
Once per day, a character may utter a prayer, "by Crom!" "The force be with you." Etc. Roll a d100, and on a 100 the attention of the gods turns favorably on the character.
If the prayer is in relation to a test, the test is a critical success.
If the prayer is said as a blessing, the blessed character may choose to take advantage on one action until they rest.
The Cleric
Those who have sworn not only to live under the tenants of a faith, but to directly serve the cause of their deity, are known as Clerics.
Faith: Gain a skill and gear from your chosen faith.
Prayers of the Devout: Your prayers are answered on 90+, and you may attempt a prayer 1+[Templates] times per day.
Invocations: Gain 1 MD, spell 1 and 1 other random spell from your faith. Gain +1 MD and 1 random spell with each template. If you spend an hour praying at a shrine or temple, you may choose one of your spells to reroll.
A. Blessing - You may have 1 blessing of your faith active at a time. Switching the target of your blessing takes an action.
B. Psychopomp - You gain the service of a small psychopomp, a spirit that shepherds the souls of mortals between death and life, and performs other odd jobs for the deities as needed. They can see into the spiritual and mortal realms, and switch which realm they occupy freely once per turn. It has 1 HD and can fly, and you may cast your Cleric spells from its location.
C. Twice-Blessed: You may have 2 blessings active at a time.
D. Divine Font: Once per day, double the number of MD in a casting roll you make. For every MD of that spell that rolls 4+, also choose a creature to take d8 healing or damage. You may only retain as many MD from this spell as you invested.
Known Deities of Ard Talahm

Selëne
She Who Watches, Three-in-one, Mourner
Purpose: To defend the innocent. Does she go too far?
Symbol: A Half-moon with two eyes, one in light, one in shadow.
Skills: Way-finding, Sleight of Hand, Cooking
Gear: Khopesh & Shield, Leather Armor, silk rope - in moonlight, it animates to answer your commands.
Blessing: Pure Light - Cause an object to glow with soft moonlight out to 10'. Blessed weapons gain +1 to hit and DMG vs. demons and the undead.
Spells:
- Selëne's Tears: Gain a pool of [Sum]+[Dice] points. On your turn, you may spend any amount of those points as a free action to restore 1 HP each to a creature who can hear you. These points are lost when you rest.
- Selëne's Embrace: Moonlight surrounds a creature you point at. The creature gains [dice] AC for [Highest] x10 seconds, and undead and evil creatures must save to attack that target, taking some other action on failure.
- Moonlit Path: While outdoors, the shortest path to a location of your choice becomes visible only to you, illuminated with soft silver light until you rest. For each [dice] expended on this roll, choose an effect for yourself and those you lead while you remain on the path:
- Travel at 2x speed.
- Become invisible.
- Leave no trace of your passage.
- Waning Moon: Turn translucent for [dice] x10 minutes. You hide and sneak with advantage, and undead ignore you unless attacked. If your [sum] is 6+, become invisible instead.
- Waxing Moon: Shine with painfully bright light. All evil creatures who see you must test morale or flee. Those with [sum] or less HP are destroyed.
- Selëne's Wrath: Add [Sum] DMG to a successful attack you make. The target glows with soft moonlight, granting you +[Dice] to hit and DMG vs. that creature for 10 minutes.
Morroga
Dreamer, Grandmother, Dark Stone
Purpose: To give rest and hope. She birthed nightmares, long ago.
Symbol: A diamond within a circle - broken at the top.
Skills: Smithing, Spelunking, Lore-Song
Gear: Maul, Chain Armor, A pair of rings - causes the wearers to dream together, no matter the distance.
Blessing: Morroga's Hide - A creature you touch ignores non-magical heat and cold, and takes 1/2 damage from magical sources of heat and cold.
Spells:
- Crystalize: A creature you point to turns to crystal for [dice] x10 seconds. It cannot act or be harmed for the duration. At the end of each turn, it heals [sum] HP.
- Sleep: Up to [sum] x2 HP of creatures fall into a deep sleep until damaged or an hour passes.
- Stone's Knowledge: For [dice] x10 minutes, you may extend your senses through stone you touch out to 60', treating the stone as if it were your skin. You sense passages, creatures, objects, and temperatures touching stone within that area.
- Bear Curse: Take a curse or affliction upon yourself for 6-[highest] hours. After the duration, the curse is broken. If you die during the duration, the curse returns to its original bearer.
- Shape Stone: For [dice] x10 minutes, treat stone you touch as clay. You may dig through 1' of stone every minute.
- Eruption: The ground cracks open at a point within 120'. All creatures within 20' of that point take [dice]+[sum] DMG, or 1/2 on a save. The area becomes painfully hot, dealing [dice] DMG to all creatures that start their turn in the area.
Saint Caillon
First of the Seven, Light of Nemir, Blessed Usurper
Purpose: To establish order. Order to what end, I wonder?
Symbol: An upright key.
Skills: Oratory, Stealth, Herbalism
Gear: Twin Sickles (d6, Light), Leather Armor, A silver key - it has a 1-in-6 chance to open any lock when you turn it.
Blessing: Whirlwind - a target you bless gains +10' of movement speed and ignores the first 10' of fall damage it would take.
Spells:
- Create Food - Create enough bread to feed [sum] average humans, or a fine feast for [dice] individuals who choose one rolled dice each and regain its result as HP after they eat. Uneaten food rots when you rest.
- Caillon's Rebuke - A figure you point to glows with soft golden light for [dice] x10 minutes. If they would be harmed, 1/2 the damage is instead reflected back on the attacker, then this spell ends. At 3 [dice], all damage is reflected.
- Hidden Ways - Open any door you touch to another door to which you hold the key. The portal closes after [dice] x10 minutes, or when the door is shut. You may also use this spell with a skeleton key to create a portal to a random door within a [sum] mile radius.
- Stone upon Stone - Arrange existing stone within 120' of you to create [sum] features, such as:
- Wall - 10' high, 5' long, 1' thick - you may leave an opening for a door or window.
- Stair - Goes up 10'.
- Pillar - Goes up 20'.
- Bridge - 10' long, 5' wide.
- Coronation: Point to a creature, a crown appears on its head for [sum] x10 minutes. Beings with whom the target shares a language must save, believing the target a worthy king on success, or a wicked imposter on failure.
- Quest: Compel a creature who can hear you to take on a specific quest for [dice] days or until the quest is completed. While acting toward the quest, they gain +[dice] to all tests. When refusing to act on the quest, they make all tests with disadvantage.