| Cleric Base Spell
Circle |
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| 301
· Prayer of Holding I |
[HOLDING] |
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Duration: Variable
The Prayer of Holding spell allows a cleric to interfere
with the evil controlling principle of an undead creature
for a time. This can render them in a "sleep like"
state (although they do not fall down) for the period of its
duration.
The duration of the hold is based on the amount of energy
a cleric can gather and the power of the creature target.
Mana cost is proportionate to half the target level (max
20).
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| 302
· Smite |
[SMITE] |
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Duration: Immediate
Depending on the deity a Cleric worships, the Cleric will
receive either the spell Smite or the spell Bane. Both spells
inflict damage onto a hosts body, with plasma flares that
induce further harm.
Smite's effectiveness leans toward the old ways of the Clerics.
It is a very powerful spell to be used upon the undead. Bane's
effectiveness leans toward a darkened path of sorcery, and
its power lies in harming the living.
Contained within both versions of the spell is the mastery
of mana infusion. If a Cleric is skilled enough in the arts
of mana channeling, there is a chance he/she may be able to
infuse more mana into the cast of Smite/Bane amplifying the
damage considerably. Also, both spells harbor the ability
to instantly kill a target.
All Clerics will come into the realm with a default version
of Smite, that only works on the undead. When a Cleric is
confident enough in their beliefs, they may align themselves
to their deity by CONVERTing their faith to that being. After
this alignment, they will receive either Bane or Smite along
with the full benefits those spells provide.
Mana cost are based upon the target's level divided by twelve
for a base cost. Mana costs can than increased based upon
mana infusion, casting Smite on Living or Bane on Undead,
and other hidden factors. For the most part, Clerics will
find the cost to hold true to target level/12.
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| 303
· Prayer of Protection |
[WARDING] |
| Duration:
900 sec + 20 sec/cleric spells known
This spell increases the moral fortitude of the target, allowing
for greater resistance to attacks of various forms.
The defensive benefit is +5 DS plus +1 DS per cleric spell
known beyond 303 (Max +40 DS). Mana costs are proportionate
to benefits (3 base mana +1/bonus).
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| 304
· Holy Blade |
[HOLYBLADE] |
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Duration: 3 blessings/lvl
Undead creatures are immune to many forms of attack. Normal
blade weapons will not harm an undead creature other than
to make ugly, but harmless, gashes. A cleric can use the Holy
Blade spell, however, to give an ordinary weapon the ability
to harm the undead.
This spell works on most weapons, however imperfections can
cause a blade to be rendered unstable by this blessing. A
cursed weapon cannot be blessed and often the resulting clash
of diametrically opposed energies may prove catastrophic.
A learned cleric's blessing may offer holy water critical
capability. Also, certain magical weapons may be blessed if
the casting cleric has great knowledge of their base spell
list.
Note: 1 "blessing" is
used during each attack, regardless of the outcome.
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| 305
· Preservation |
[PRESERVE] |
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Duration: 30 sec/lvl
This spell will prevent the soul of a fallen comrade from
departing for the duration of the spell. This is useful when
preparing for a resurrection or finding a higher level cleric
capable of helping.
The soul must exist in
order for this spell to work.
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| 306
· Holy Bolt |
[HOLYBOLT] |
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Duration: Immediate
In the service of their gods, a cleric is able to conjure
a stream of purified holy water and direct it against a target.
Living or dead, the target amount of damage is dependent upon
the cleric's aimed spell ability vs. the target's defenses.
However, undead are known to have an extra susceptibility
to the holy water's effects.
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| 307
· Benediction |
[BENEDICT] |
| Duration:
900 sec + 20 sec/cleric spells known
The favors of the gods are often sought and are often granted
through their faithful servants. Benediction permits the cleric
to garner his/her god's favor and impart such benefits to
those around them. Wherewith goes the cleric, so doth the
favors of the gods.
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| 308
· Well of Life |
[WELLOFLIFE] |
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Duration: Immediate
This spell allows the cleric to channel his or her spirit
force to another character. The amount of transfer is based
on the caster's mana transfer skill and other subtle factors.
The spirit points are transferred, so the target's spirit
points will go up and the caster's down by an equal amount.
The spell will not let the cleric transfer such that he/she
dies; meaning that the cleric will always have at least 1
spirit point left. This is a very taxing and arduous
endeavor for the cleric and some recuperation will be required
after a successful transfer.
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| 309
· Neutralize Curse |
[NEUTCURSE] |
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Duration: 30 sec
By gathering the favor of the gods, a cleric may nullify
a curse and place it in abeyance for a short period of time.
Once the spell's duration wanes, the curse will return.
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| 310
· Warding Sphere |
[WARDSPHR] |
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Duration: 30 sec/lvl
Mastery of this spell enables the learned cleric to not only
extend the benefits of the warding spell to those nearby,
but also to increase its effectiveness.
The spell offers +10 DS/TD and +1 DS/TD per cleric spell
known beyond 310 (Max +40 DS/TD). Mana costs are proportionate
to benefits (10 base mana +1/bonus).
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| 311
· Blinding |
[BLINDING] |
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Duration: 5 sec/lvl
This spell causes the image of the cleric's deity to be superimposed
over him/herself. This vision will blind the target, causing
it to be stunned for the duration of the effect.
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| 312
· Raise Dead |
[RAISEDEAD] |
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Duration: Immediate
Mastery of this spell allows a cleric to actually appeal
to his or her deity to raise a fallen comrade from the dead.
This spell is very taxing on the caster and success is not
always assured. The target must have a soul (undeparted) for
this spell to work and the body must be able to sustain life
which means the services of an empath may be needed.
If successfully raised, the formerly dead character will
have but 1 spirit point and be in whatever condition he/she
was in prior to being raised otherwise. The character will
not suffer any stat loss due to this death, so resurrection
by a cleric is far superior to that of one of the gods.
The caster will lose 75% of the target's maximum spirit
points. This is not to be confused with actual spirit points;
this means that if the cleric has less than or equal to 75%
of the dead character's spirit points, the resurrection attempt
will kill him/her. For example, if the dead character has
10 spirit points, a cleric would need 8 actual spirit points
to complete the resurrection (and survive).
The dead character's soul must
exist in order for this spell to work.
Expect significant round times for this activity.
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| 313
· Prayer |
[PRAYER] |
| Duration:
900 sec + 20 sec/cleric spells known
By petitioning the gods through prayer and reverent communion,
the cleric and his party gain a modicum of protection to ward
off spells (+10 Bolt DS) and a bit of 'luck' to deal with
maneuver attacks.
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| 314
· Interdiction |
[INTERDICT] |
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Duration: 5 sec/number of Cleric spells
known
Clerics are the masters of channeling mana. By the grace
of their gods, the cleric may sanction the target's ability
to harness mana, thereby depriving them of their magic for
the duration of the spell.
The target will lose mana in proportion to the cleric's effectiveness
(base spell knowledge) until the target runs out of mana,
and will remain thus for the duration of the spell.
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| 315
· Remove Curse |
[REMCURSE] |
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Duration: Immediate
Dependant upon the inherent curse strength imparted on an
item, this spell will enable a caster to remove the scourge
relative to their ability.
Sometimes this may require more than one attempt. This spell
has limited
abilities; sometimes objects contain a curse so set into the
fabric of the
object that it cannot be removed. Sometimes removal of a curse
will also
destroy the other powers of the object, but occasionally these
two elements are independent and this may leave behind a useful
item. There is always a chance this spell will fail in unpredictable
ways.
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| 316
· Atonement |
[ATONEMENT] |
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Not yet implemented
Duration: Variable
By their will and dogma, the cleric can invoke this spell
to consign their target with guilt and remorse so as to overwhelm
their sensibilities. Thus encumbered, the target will hesitate
in their actions from doubt, or retard their attacks from
endless deliberations.
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| 317
· Zealot |
[ZEALOT] |
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Duration: 10 sec/lvl
To those who follow the true path, there can be only one
Way. Any other choice is heresy. Thus are born the zealots
whose minds and actions are solely dedicated to enforce the
'righteousness' of their enlightenment upon the world. For
their single-mindedness, these clerics are imbued with great
strength and conviction. Life is a mere trinket to idly toss
aside in the service of their divine masters.
The cleric must be the leader. All those joined to the cleric
shall gain +15 AS / -30 DS, +1 AS per 2 cleric spells known
above 317 (max 30 AS / -30 DS) and will be unable to stance
higher than offensive. Mana cost is fixed.
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| 318
· Life Restoration |
[LIFRESTORE] |
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Duration: Immediate
This is a higher version of Raise Dead,
but draws more favor of the deity to soften the impact on
the caster and the one being raised. The caster loses 50%
of their maximum spirit points and the target is
restored to 10% of their maximum spirit points and health
points.
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| 319
· Divine Wrath |
[DIVINEWRTH] |
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Duration: Immediate
Truly is the faithful servant rewarded by their deity's attention.
By invoking their god's name, the cleric may summon the fury
of their divine master to smite down the undead before them.
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| 320
· Exorcism |
[EXORCISM] |
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Not yet implemented
The exact nature of this spell is unknown at this time.
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| 325
· Sanctify |
[SANCTIFY] |
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Not yet implemented
The exact nature of this spell is unknown at this time.
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| 330
· Prayer of Commune |
[COMMUNE] |
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Duration: Variable
Upon reaching this level in the cleric spell circle, the
cleric is able to cast a commune spell in order to contact
his or her deity. Casting this spell requests the presence
of the deity who may or may not respond. If the deity does
not respond, most of the mana points consumed by this spell
are returned to the caster within a few minutes.
If the deity does respond, you will know it! The presence
of a deity is not to be taken lightly, so use all due respect
else risk losing the favor of the gods of Elanthia. The exact
deity which responds is never quite assured regardless of
which deity the cleric worships and serves.
When a deity does respond, your character may ask of him/her
a few questions. The number of questions you may ask and the
complexity are limited. A deity is known to respond in an
ethereal manner many times and the best response you can usually
expect is a prepositional phrase. You can be assured, however,
the answer will be the truth if there is one.
As an example of how to be cautious with your questions:
A cleric, hopelessly lost in a maze asks, "How do
I get out of this maze, lord?"
The deity responds, "By following the correct path."
You are cautioned to not attempt to pin down or outwit a
deity who is being ambiguous, since there is usually a purpose
in it. However you can expect that at times a deity will give
very valuable information, especially when you are serving
him/her in your quest.
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| 350
· Resurrect |
[RESURRECT] |
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Duration: Immediate
The highest level spell for a cleric is the ultimate resurrection
spell. It will raise a character from the dead with a loss
of only 25% of the target's spirit points by the casting cleric.
The deity supplies most of the work. In fact the target will
be restored to 50% of their spirit and health points as well.
This spell is also known to do some amount of physical healing
(in some cases complete healing), making it one of the most
powerful effects a cleric can muster.
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