Cleric RolePlay
An introduction to D&D style cleric roleplaying. Cleric restoration spellcasting is now faith-based (Arkay, Stendarr, and Mara are the Divines I've formed so far). Each Holy grants their clergy different bonuses....as long as the cleric remains legal - good! Additionally, NON-Cleric Class Skills are rated at 1% and training is disabled!
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About this mod Machine translation
An introduction to D&D style cleric roleplaying. Cleric restoration spellcasting is now faith-based (Arkay, Stendarr, and Mara are the Divines I've formed so far). Each Holy grants their clergy different bonuses....as long as the cleric remains legal - good! Additionally, NON-Cleric Class Skills are rated at 1% and training is disabled!
For those who want to role play a cleric D&D style.
Priest spellcasting is now entirely based on restoration, stemming from their holy faith. The mode also forces players to focus on developing cleric-level skills and provides penalties for clerics who engage in evil deeds.
So, what exactly does this mod do?
- The casting cost of illusion/destruction/change/summoning spells is 100 times higher than now! You are not a magic user! You are the Cleric and your restorative magic comes directly from any of the 3 deities (Arkay/Stendarr/Mara) that you personally choose to follow.
- The clergy casts restoration spells at the default cost. However, if you fall from grace (see naughty list below), Divines will no longer provide spell effects for your restoration spells = you will essentially lose the ability to cast restoration spells (100x the cost just like all other magic school spells).
- Clergy wearing sacred amulets/talismans (or the Marriage State of Mara) can focus better on their sacred energies = restoration spells only require 10% of the default value.
- Depending on the Divine you follow, wearing an amulet/talisman (or Mara's Matrimony Bond) will provide additional benefits.
-Arkay reduces undead damage by 20%
-Stendarr infuses silver weapons with holy power, dealing 10% damage bonus
-Mara reduces the cost of healing type spells by an additional 50%
- Actions that cause your Divine to reject you:
-pickpocket more than 5 items
- More than 5 items
- More than 5 horses
- Murder (Grelod the Kind does not count as murder)
- Accidental murder during combat is not a murder, reset murder count on console 'ModPCMiscStat Murder-1'
- Become a werewolf (even if you stay in human form)
- Become an undead
- Equip any Daedric armor/weapon (just equip them to restore your divine connection)
- Equip any Daedric Artifacts (simply equip them to restore your Divine connection)
- Training is handicap... the whole 'give trainers a ton of gold for 1 second of training' thing is ridiculous and immersion breaking!
- Non-cleric career skills are now only at 1% level...but priest career skills are at normal levels.
*This mod has 2 files... each file has different Cleric Class Skills. Only use one!
Mod Option #1: Cleric Skills Include: One-Handed/Two-Handed/Heavy Armor/Block/Recover
Mod Option #2: Cleric Class Skills Include: One-Handed/Two-Handed/Light Armor/Block/Recover
Future updates....let me know what you think of the following ideas in the comments section. If people show interest I will implement these ideas:
- When I have time, I'll add the evil/stupid quests to the priest's 'naughty list'...similar to what I did with the 'holy paladin', but simpler.
- I might add other Divines.....but it won't be simple. Arkay/Stendarr/Mara are easy as they are all recovery based. However, other gods are more complex when it comes to clerics' spellcasting. So, I could have Kynareth clerics cast only lightning spells....or julianos could lower the magic cost for all magic schools...or Talos could give his clerics some bonuses...or Akatosh could give his clerics a bonus to the 'Time Slows' cry...
- I could also make it so the clergy can only cast so many spells between temple prayers... but that would involve removing all magic potions/items, magic regeneration potions/items. Then, I basically only allow for quick (but short duration) regeneration when you pray at the shrine.
The result is that a cleric can only cast so many spells between rests/prays. This would help clerics get a huge casting cost reduction in their spell domain, but they would still only have so many spells for the duration of …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.