Hey look, it’s another system for cleric magic. You need another one of those, right?
In addition to turning undead, clerics have the ability to call upon boons from patron immortals. All boons require an action and the brandishing of a holy symbol. Any target must be touched. A cleric may use a number of boons per adventure equal to class level. Thus, a third level cleric may use three boons. Boons need not be prepared in the manner of magician spells. The following eight effects are available.
- Bless: grant +1d6 towards a single specific action (use prior to roll).
- Cure: restore 1d6 HP.
- Dispel: suppress a major enchantment or destroy a minor enchantment.
- Exorcise: drive out a possessing spirit, which may not return to the same host.
- Know: determine whether an object or creature is unholy or possessed.
- Light: holy symbol shines; duration and illumination as torch.
- Purify: remove corruption, including from contaminated food or drink.
- Resist: 1d6 DR versus one of acid, fire, lightning, or cold for one exploration turn.
That is a simple version of the system. A more complicated version might have clerics only start with access to a few boons (say, 1 to 3) and gain one more per level attained. In that case, eight boons are probably not enough. Here are several more (with the original entries repeated, so that this list can be used as a random table if desired).
- Antidote: negate the effects of poison if used within one exploration turn.
- Awe: impose penalty to enemy morale checks.
- Bless: grant +1d6 towards a single specific action (use prior to roll).
- Clear: counteract a magical mental effect such as confusion or charm.
- Cure: restore 1d6 HP.
- Courage: counteract magical fear.
- Dispel: suppress a major enchantment or destroy a minor enchantment.
- Exorcise: drive out a possessing spirit, which may not return to the same host.
- Inspire: grant bonus to morale checks for all allied retainers for one exploration turn.
- Know: determine whether an object or person is unholy, enchanted, or possessed.
- Light: holy symbol shines; duration and illumination as torch.
- Protect: grant a defensive bonus of +1d6 for one exploration turn.
- Purify: remove corruption, including contamination from food or drink.
- Question: know if the answer to one question is a lie.
- Remedy: cure a non-magical disease.
- Resist: 1d6 DR versus one of acid, fire, lightning, or cold for one exploration turn.
- Seal: closure may not be opened by unholy creatures while holy symbol remains.
- Silence: prevents speaking or the casting of spells for 1d6 turns.
- Smite: a weapon’s next successful strike deals +1d6 damage to an unholy creature.
- Ward: protection from unholy creatures for 1d6 turns or until recipient attacks.