== Giving clerics more offensive power ==
	by Meg Harrelson

* Introduction *

One of the major objections to the 2001 rules changes was that the 
offensive power of clerics was weakened too much. Now, we have niche 
abilities for casters for a reason. Mages should have a different flavor 
than clerics, and one of the niche abilities of mages is good offensive 
spells. That said, the removal of Mass Nightmare (which was way 
overpowered) left clerics with only one offensive Mass spell (Mass Fear), 
and it's test of will. In addition, in the change from the two Cause X 
Wound spells to Wounding Grasp, that spell lost one of its major 
advantages, its ability to bypass armor. This really did give clerics a 
substantial hit to their offensive powers. I don't really have a problem 
with that, overall, since I think they were overpowered before. But I do 
think that we can afford to give clerics a *little* more offensive power.

In doing so, I think we should be careful to both protect the distinctive 
flavor of clerics and mages, and make sure that the Cleric Magic ability is 
not clearly better than the Mage Magic ability (nor, of course, the 
reverse). Mages should retain their niche ability for the best offensive 
casting, and clerics should retain their niche flavor of offensive casting 
(Curse spells and Grasp spells). So I'm proposing two new offensive spells 
for clerics that I think both keep with the flavor of clerics while keeping 
them relatively balanced with mages.


* Mass Curse *

Lots of offensive spells have Mass versions, and I think this is another 
one that could afford to have one. Much better than restoring the ability 
to cast "annoyance" curses would be the ability to curse a group with one 
spell. (This obviously assumes that the ability to cast Minor and Major 
Curse hasn't been restored.)

This spell should be expensive; I think four levels higher than Curse is
the right spot.  It would have about the same effects as a successful Mass
Hallucination or a successful Mass Fear, in that it could prevent or turn
the tide of a fight.  However, it's not test of will, its effects would
require a Dispel Magic, and they last until dispelled.  To me, that
suggests ninth level.

To prevent confusion, all targets should suffer the same curse affliction 
when the Mass version is used.


* Piercing Grasp *

One of the difficulties with using Wounding Grasp is that it can be blocked 
by all forms of protection. That makes the spell hold its main advantage 
over a wimbly dagger, which is free. Now for an effective combat caster, 
that can still be a great spell, and I don't think we should get rid of it. 
But I do think we could afford to bring back the ability for clerics to 
have one spell that bypasses protection (not just armor, magical protection 
too), so I'm proposing Piercing Grasp, which would do so.

I think this ability is about as good as Shatter Limb, which is at sixth 
level in the mage canon. Shatter Limb also bypasses protection. Piercing 
Grasp is touch range, which makes it more difficult to use than the 
sight-range spell. However, it can cause a torso wound. Torso wounds are 
cheaper to heal than shattered limbs, but they can, by themselves, kill 
you, which shattered limbs, by themselves, can't.


* The proposals *

1) Mass Curse at 9th

-- Create a new spell at cleric level 9:

Mass Curse
	This spell acts as Curse, but affects one target per level of the
caster.  All targets of this spell suffer the same curse affliction.



2) Piercing Grasp

Create a new spell at cleric level 6:

Piercing Grasp
	This spell acts as Wounding Grasp, but ignores all protection.