Tuesday, January 30, 2024

Bard College of Arcana, redux [5e]

 Original version

I made the original way too fuckin' complex. Like, holy cow, that was way too much work for a simple idea.

College of Arcana
The college of Arcana are different from the other Bards, and broke off from the College of Lore about three score years ago. While the College of Lore focuses on a breadth of knowledge, the College of Arcana focuses exclusively on the study of magic. In that study, they learn the basic secrets of wizardly magic; not the indepth secrets of the wizard schools, but enough that they begin to keep a spellbook and prepare spells like a wizard, in addition to some access to bard magic.

3rd: Additional Skill
At 3rd level, College of Arcana bards receive proficiency in Arcana, or in another skill of choice if they are already proficient. They may apply their 3rd level Bard expertise to Arcana, even if they just learned it.

3rd: Wizard Magic
At 3rd level, Bards of the College of Arcana begin to learn spells as wizards do, in addition to their bardic magic. As Wizards, they maintain spellbooks of known Wizard spells, and may prepare their level plus Intelligence bonus in spells from their wizard spellbook, just as wizards do. Their casting attribute for wizard spells is Intelligence, so their attack bonus with wizard spells is their Intelligence Bonus + Proficiency Bonus, and the saving throw against wizard spells is 8 + Intelligence Modifier + Proficiency Bonus. They may use Wizard spellcasting focuses, and may cast wizard ritual magic (from their allowed schools) just as wizards do. They do not gain any wizard cantrips, but as they acquire more cantrips (at 4th and 10th levels), they may choose a wizard cantrip or a bard cantrip, as they wish. Wizard cantrips do not need to conform to their allowed schools.

3rd Level: School Selection
At levels 3, the bard selects two wizard schools from among Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. They may learn and cast spells from this school, and gain the 2nd level features of this school. Thus, one bard may learn Evocation, and thus gain Evocation Savant and Sculpt Spells, while another may learn Necromancy, and gain Necromancy Savant and Grim Harvest. At levels 6 and 14, an additional school is chosen, gaining the 2nd level benefits of those schools, as well. They may not learn or cast Wizard magic from any other school, save if they are Bard spells learned as a Bard, or through their Magical Secrets class feature.

Additional Note: Magical Secrets
At levels 10, 14, and 18, bards may select 2 spells, of a level they can cast, and learn them as Bard spells. In the hands of an Arcana Bard, these spells are learned as both Bard and Wizard spells, and recorded in their spellbook. These spells cannot be learned by other Bards or Wizards, unless they are normally Bard or Wizard spells; otherwise, they are simply too esoteric for those casters to unravel. Wizard spells acquired through Magical Secrets do not need to be from one of the Bard's chosen schools.

Friday, January 26, 2024

Of Blogs and Broken Links

 Just a heads up: I've moved all of my writing stuff from GoogleDocs to Zoho Workdrive, which means that many of my links are broken on here. As I reference those in other places, I intend to update the links, but many links to my own work (like supplemental tables) will be broken.

Thursday, January 11, 2024

Savage Lance: The actual, ya know, Dragonlances

Footman's Lance (Lesser)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Footman's Lance (Greater)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), double damage, Removes Hardy and Resilient



Mounted Lance (Lesser)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Mounted Lance (Greater)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), add dragon's Strength to damage, Removes Hardy and Resilient

So, I made these more or less regular lances, with bonuses against dragons. Lesser Dragonlances, made with only the Hammer of Kharas or the Silver Arm, get bonus damage. Greater Dragonlances get more bonus damage, more AP, AND remove Hardy and Resilient from the dragons they strike. Dragonlance has enough dragons that some simply aren't going to be Wild Cards; this is a bit of a bonus when you're fighting the mooks of dragonkind.

Thursday, December 14, 2023

Savage Lance: Knights of Solamnia

Knight of the Crown
Requirements: Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, Riding d6+, Vow (Major)
Being a member of the Knights of Solamnia begins with being a Knight of the Crown. Squires must study the Measure, the rules by which the knighthood operates, and pledge to the Oath, Est Sularus oth Mithas, which is Solamnic for "My Honor is my Life". As Knights of the Crown, they have a suit of full, heavy armor, a war horse, a lance, a long sword, and a medium shield. Membership in the order provides a free reroll when Networking within the Order or Solamnia, or for Common Knowledge tests to know information about the Order and proper Solamnian etiquette. Those Knights who also have the Aristocrat edge receive both benefits.

(Note: This is basically the Knight edge from FC, with a couple differences; first, Obligation is changed to Vow, though, of course, that Vow frequently also places obligations upon the knight. Secondly, the persuasion and intimidation bonuses of Knighthood is changed to a reroll when Networking and Common Knowledging within/about Solamnia and the knighthood. This was done as a reroll to allow easy stacking with Aristocrat; not all knights will be Aristocrats, but it is often noted that Aristocrats have a much easier time within the knighthood in many respects)

Knight of the Sword

Requirements: Seasoned, Spirit d8+, Knight of the Crown
Knights of the Sword are seasoned Knights of the Crown who have chosen to advance into the more spiritual Order within the Knighthood, the Knights of the Rose. As Knights of the Rose, they have some clerical abilities, granted by the Triumvirate of Paladine, Kiri-Jolith, and Habakkuk. They have the skill Faith at a d4, and 5 power points. They begin knowing the powers Boost Trait, Healing, Protection, Relief, and Smite, and may take further Edges that require Arcane Background (Cleric). However, they may never learn powers above the rank of Seasoned, and new powers must come from those allowed to priests of the Triumvirate.

(A somewhat crippled Cleric AB, trading 5 points of Power for 2 more powers known. I wanted to keep them as very minor clerics, but the restrictions on AD&D knights, where they only got spells weekly, was way too much for SW).

Knight of the Rose

Requirements: Veteran, Command, Knight of the Sword
The Knights of the Rose are the leadership and lawgivers of the Knights of Solamnia; their guiding principles are Wisdom and Justice. While they maintain the clerical powers of the Knights of the Sword, they seldom expand them after becoming Knights of the Rose. However, Knights of the Rose may, as a free action, expend 1 Power Point to gain the benefits of any Leadership edge for five rounds. They must meet the requirements of the chosen edge, and may choose to maintain it as with any other power.

(A bit of a departure; this is somewhere between the Martial Flexibility edge from FC and the Warrior's Gift power from SWADE, but for Leadership edges. This makes them exceptional leaders, with the only edge they don't immediately qualify for being Tactician, which requires Smarts and Battle not otherwise required by the edges).

Friday, December 8, 2023

Savage Lance: Draconians

 Baaz:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Performance d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 5; Parry: 7 (2); Toughness: 10 (5)
Hindrances: Mean
Edges: Soldier, Arcane Resistance
Gear: Metal Scale armor (+3), Shield, Hand Weapons (usually Str+d8)
Special Abilities:
*Armor: Baaz's scaly hides are worth 2 points of armor.
*Claws: Baaz can attack with claws for Str+d4 damage.
*Death Throes: When a Baaz Draconian is Incapacitated, they die, turning to stone. If the weapon that kills them inflicts damage with a blade or point (such as a sword, spear, or a pick), then the wielder must make an Agility test or lose the weapon for one minute, until the draconian crumbles to dust, freeing the weapon.
*Disguise: Baaz are trained to go about incognito. When properly equipped, they receive a +2 to disguise themselves as humans (though it is largely impossible without deep hoods, long cloaks, and masks).
*Glide: Baaz have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Sprint: Baaz are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Kapak
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 8 (3)
Hindrances: Mean
Edges: Assassin, Arcane Resistance
Gear: Leather Armor, Shield, Hand Weapon (frequently Str+d6)
Special Abilities
*Armor: Kapak's scaly hides are worth 2 points of armor.
*Claws: Kapak can attack with claws for Str+d4 damage.
*Death Throes: When a Kapak Draconian is Incapacitated, they die, exploding into a pool of Acid in a small blast template. All within the area take 2d6 damage immediately, and each round they begin in the area. After five rounds, the acid is neutralized.
*Glide: Kapak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Poison: Kapak have venomous saliva, and will lick their weapons during combat (as a free action). The saliva is a strength 0 paralyzing poison (SWADE p. 129). Weapons licked retain their poison for three rounds.
*Sprint: Kapak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Bozak
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d4, Spellcasting d6, Stealth d4
Pace: 5; Parry: 8 (2); Toughness: 11 (5)
Hindrances: Mean
Edges: Arcane Background (Mage), Command, Arcane Resistance
Powers: Bolt, Entangle, Smite. Power Points: 10
Gear: Chain Armor, Shield, Hand Weapon (frequently Str+d8)
Special Abilities
*Armor: Bozak's scaly hides are worth 2 points of armor.
*Claws: Bozak can attack with claws for Str+d4 damage.
*Death Throes: When a Bozak Draconian is Incapacitated, they die. Their skin turns to dust, and their bones explode in a small blast template. All within the area take 2d6 damage.
*Glide: Bozak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Spells: Bozak are spellcasters, though not accomplished ones. Most will have Bolt (fire or lightning), Entangle, and Smite (lightning), but they may learn others.
*Sprint: Bozak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Sivak
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Shooting d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 14 (6)
Hindrances:
Edges: Arcane Resistance, Sweep
Gear: Plate Armor, Great Sword (Str+d10)
Special Abilities
*Armor: Sivak's scaly hides are worth 2 points of armor.
*Claws and Tail: Sivak can attack with claws for Str+d4 damage, or a tail strike for Str
*Death Throes: When a Sivak Draconian is Incapacitated, they die, turning into an exact replica of whoever killed them, if they are size 2 or smaller
*Flight: Unlike their less-endowed siblings, Sivak can fly at a pace of 12.
*Shapechange: Sivak can change form when they slay a humanoid of their size or smaller. When they do so, they become an exact physical replica of their subject, but have none of their subject's memories or skills. The sivak can change back at any time as a free action, but cannot shapechange again until they slay another humanoid.
*Size: In their natural form, Sivak are 9' tall; size +2.

Aurak
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Persuasion d6, Shooting d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 10 (3)
Hindrances: Arrogant
Edges: Arcane Background (Mage), Improved Arcane Resistance
Powers: Bolt, Disguise, Puppet, Smite, Shapechange and Teleport are innate powers. They may know many other spells available to a Mage, including Blast, Bolt, deflection, detect/conceal arcana, disguise, dispel, fear, obscure, protection, puppet, shape change, smite, speak language, teleport.
Power Points: 30, for all powers.
Gear: Cloth Armor
Special Abilities
*Armor: Aurak's scaly hides are worth 2 points of armor.
*Claws and teeth: Aurak can attack with claws and teeth for Str+d4 damage.
*Death Throes: When a Aurak Draconian is Incapacitated, they become frenzied and surrounded by flame. Until they take another Wound, they attack, with claw and bite, all targets nearby, and inflict 2d4 damage from the fire on all in their reach. Once that frenzy has been extinguished, they explode first into a medium blast template ball of lightning, doing 2d6 damage to all within range, then a large blast template Havoc the round after.
*Size: +1; 7' tall

Sorcery and Mysticism in Savage Lance

 The Second Cataclysm revealed the existence of two new forms of magic, separate from High Sorcery and the Order of the Stars. Sorcery, also called wild sorcery or primal sorcery, is the raw magic of Krynn. It's cousin, mysticism, draws upon the ambient nature of the divine, and its weilder's belief in themselves. The users of both upon these ambient magics to create any effect they can conceive.

By nature, sorcery functions best on the non-living, and mysticism on the living, though there are ways around this; a mystic could create a club of wood or bone to shatter a stone pillar, and a sorcerer could divine the location of a person by searching for the ring they wear. Trappings used should reflect these biases; any trapping which conflicts with them will cause the spell to have a -1 to the casting roll.

Sorcerers and Mystics do not learn discreet powers. Rather, they may use any power they desire. However, they have very few power points, and regain them quite slowly.

Arcane Background: Wild Sorcerer
ARCANE SKILL: Sorcery (Smarts)
„POWER POINTS: 5

Arcane Background: Mystic
ARCANE SKILL: Mysticism (Spirit)
„POWER POINTS: 5

Mystics and Sorcerers have only 5 power points, and regain them at the rate of only 1 per hour. They may use any power up to their own rank, but they cannot maintain powers. The Power Points edge only grants them two additional power points, and they may not take the Rapid Recharge edge. The Soul Drain edge functions normally for them. They may Short powers, but shorting imposes an additional 1 point penalty; shorting cost by 1 is a -2, shorting by 2 is a -3, shorting by 3 is a -4, usw.

Divine Magic in Savage Dragonlance

 Divine magic on Krynn
After the Cataclysm, divine magic disappeared from Krynn for hundreds of years, then again after the Second Cataclysm. However, for ages before, and hopefully for ages after, the gods have granted magic to select representatives across Krynn. As all the gods have celestial homes, represented by constellations, these priests are known as the Holy Order of the Stars though, unlike their arcane counterparts, they do not function as a single order, rather as something between three and twenty one orders.

Clerical Magic
The magic of the divines is more limited than that of Wizards, though it is powerful in its own right, and different in scope. While Wizards manipulate a wide variety of forces, clerics are limited to the aspects of their deities. Each deity has their own list of powers available, and clerics require some token of their deity (often a holy symbol) to use many of their powers. Without that holy symbol, powers double in power point cost. Powers marked with an asterisk (*) receive a +2 on the Faith roll when used. All three pantheons have six deities with clerics; Solinari, Lunitari, and Nuitari do not have clerics, only the Wizards dedicated to them.

Arcane Background: Cleric
ARCANE SKILL: Faith (Spirit)
„STARTING POWERS: 2, plus one from among the god's favored powers.
POWER POINTS: 10

Clerics must remain devoted to their deity; all have a Vow (Major) to represent their deity and uphold their tenets. However, this vow is not part of the Cleric Arcane background; someone choosing to be a cleric takes it separately, as a Hindrance.

Good Deities:
Branchala, deity of Song and Inspiration: (N) Arcane Protection, Beast Friend, Boost*/Lower Trait, Deflection, Empathy*, Healing, Illusion, Light (not Darkness), Mind Link, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Telekinesis, Warrior's Gift (V) Banish, Fly
Habbakuk, Nature, Truth, and Persistence: (N): Arcane Protection, Blind, Boost*/Lower Trait, Burrow, Darksight, Deflection, Elemental Manipulation*, Entangle, Environmental Protection*, Healing, Light/Darkness, Protection, Relief, Shape Change*, Stun, Summon Ally (S): Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Slumber, Warrior's Gift* (V): Banish, Drain Power Points, Fly
Kiri-Jolith, Courage and Justice: (N) Boost*/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Light (not Darkness), Mind Link*, Mind Reading, Protection, Relief, Smite*, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V): Banish
Majere, Discipline: (N) Beast Friend, Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Mind Link*, Mind Reading, Protection, Relief*, Smite, Silence, Speak Language, Stun, Wall Walker (S) Damage Field, Dispel, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Drain Power Points, Mind Wipe
Mishakal, healing and restoration: (N) Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy*, Environmental Protection, Healing*, Illusion, Light, Mind Link, Mind Reading, Protection, Relief*, Slumber, Speak Language, Stun (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Slumber (V) Banish, Drain Power Points, Mind Wipe
Paladine, Majesty, Good: (N) Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Environmental Protection, Fear, Healing, Illusion, Light, Mind Link*, Mind Reading, Protection*, Relief*, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally* (S) Disguise, Dispel, Farsight, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points, Mind Wipe

Neutral Deities
Chislev, Nature and Instinct: (N) Beast Friend*, Blind, Boost/Lower Trait, Burrow, Confusion, Darksight, Deflection, Elemental Manipulation*, Entangle*, Environmental Protection*, Fear, Healing, Light/Darkness, Protection, Relief, Shape Change*, Sound/Silence, Stun, Summon Ally (S) Barrier, Disguise, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Fly*
Gilean, Knowledge: (N) Arcane Protection*, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Environmental Protection, Healing, Illusion, Light/Darkness*, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Mind Wipe
Reorx, Craft and Creation: (N) Arcane Protection*, Boost/Lower Trait, Burrow, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation, Environmental Protection*, Healing, Light/Darkness, Mind Link, Protection*, Relief, Smite, Sound/Silence, Speak Language (S) Barrier*, Disguise, Dispel*, Farsight, Growth/Shrink, Object Reading*, Warrior's Gift (V) Banish, Drain power Points, Mind Wipe
Shinare, Trade and Diplomacy (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Detect/Conceal Arcana*, Empathy*, Fear, Havoc, Healing, Light/Darkness, Mind Link*, Mind Reading, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading*, Sloth/Speed, Slumber, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points
Sirrion, Flame and Transformation (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Detect/Conceal Arcana, Elemental Manipulation*, Empathy, Environmental Protection*, Fear, Havoc, Healing, Illusion, Light*, Protection, Relief, Shape Change*, Smite, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink*, Object Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly
Zivilyn, Wisdom (N) Arcane Protection*, Beast Friend, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Environmental Protection, Fear, Havoc, Healing, Illusion, Light, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Invisibility, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Puppet

Evil Deities
Chemosh, Death and the Undead (N) Arcane Protection, Blind*, Lower Trait*, Burrow, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Entangle, Fear*, Havoc, Darkness, Protection, Silence, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Object Reading, Sloth (V) Banish, Drain Power Points, Puppet, Zombie*
Hiddukel, Explotation and Unfair deals (N) Blind*, Lower Trait*, Confusion*, Darksight, Deflection, Conceal Arcana, Fear, Havoc, Healing, Illusion, Darkness, Mind Reading*, Protection, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink, Object Reading, Slumber (V) Banish, Drain Power Points, Puppet*, Zombie
Morgion, Rot and Decay (N) Blind*, Lower Trait*, Confusion, Darksight, Deflection, Conceal Arcana, Fear, Havoc*, Darkness, Protection, Silence, Stun (S) Damage Field, Disguise, Dispel, Invisibility, Object Reading, Sloth* (V) Banish, Drain Power Points, Mind Wipe, Zombie
Sargonnas, Wrath (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Entangle, Environmental Protection*, Fear*, Havoc*, Healing, Darkness, Protection, Relief, Smite*, Stun*, Summon Ally (S) Damage Field, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points*, Puppet
Takhisis, Control and Domination (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Entangle, Environmental Protection, Fear*, Havoc, Healing, Illusion, Darkness*, Mind Link, Mind Reading*, Protection, Relief, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally (S) Barrier, Damage Field, Disguise, Dispel*, Farsight, Invisibility, Object Reading, Sloth, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points*, Mind Wipe, Puppet*, Zombie*.
Zeboim, Strife and the Sea (N) Beast Friend, Blind, Boost/Lower Trait*, Confusion*, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation*, Entangle, Environmental Protection*, Fear, Havoc*, Healing, Illusion, Light/Darkness, Protection, Relief, Smite*, Sound, Stun (S) Barrier, Damage Field, Dispel, Farsight, Growth/Shrink, Objection Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly*

If using the Fantasy Companion, Clerics use the Cleric edge from the fantasy companion. The domain of each deity is the listed powers above, and powers from other sources as might be appropriate. In addition, the following Arcane Backgrounds can be used for certain deities:
Alchemist: Shinarae
Bard: Branchala
Druid: Habbakuk, Chislev, Zeboim
Elementalist (Fire): Sirrion
Necromancer: Chemosh
Tinkerer: Reorx

When used in place of a Cleric Edge, the linked attribute for their Arcane Skill becomes Spirit