| legend
· spell lists · cleric
guild · magic guide |
| Holy
Defense |
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Protection from Evil
Defends the faithful against the unholy
powers of the undead, and other foul magics. |
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Minor Physical Protection
Enhances one's ability to block physical
attacks with a parrying weapon or shield. Requires
PFE.
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Major Physical Protection
A more powerful version of the
common Minor Physical Protection spell. It can only be self-cast,
but it also has some effect on everyone in the caster's
group. Requires MPP.
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Kertigen's Will
Helps protect an object on the ground
against being picked up by anyone other than its owner.
It doesn't guarantee that the item will stay safe, but it
may help. Requires MPP.
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Shield of Light
Creates a blessed shield, keeping it
in existence as long as mana is held. With advanced magic
skill and unwavering faith, a cleric may find that they
can create larger and less-hindering shields. The divine
shield will also allow the cleric to block attacks with
greater accuracy than they can with mundane shields. Requires
KW, DR.
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Multiple Protection from Evil
Much like the regular Protection from
Evil spell, defending the faithful against the unholy powers
of the undead, and other foul magics -- but it applies to
everyone in your group. Requires
PFE.
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| Spirit
Manipulation |
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Rejuvenation
Reverses the decline of a dead person's
memories, so that when they are resurrected, they lose less,
possibly even none, of their skills.
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Triple Rejuvenation
A careful refinement of the Rejuvenation
spell. It requires considerable finesse, but uses mana much
more efficiently than the common version. Requires
Rejuv. |
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Spirit
Healing
Feeds your harnessed energy to another
person's spirit, helping them to recover from the ravages
of unholy, soul-draining beasts. It can also delay the pull
of Urrem'tier to the Void during death. Requires
Rejuv. |
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Soul Bonding
Rejoins the spirit of a dead person back
to the body. It is for use in resurrections, and unfortunately
has no effect upon undead creatures. Requires
Spirit Healing. |
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Resurrection
The greatest gift the Immortals may grant
a Cleric. Once a soul is bonded to its body, this spell will
return the body to life. Special
requirements. |
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Persistence of Memory
Temporarily stops memory loss caused
by death. It won't reverse the damage, but it suspends further
loss and is a good complement to Rejuvenation. Requires
SB. |
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Mass Persistence of Memory
Allows the caster to temporarily suspend
the memory loss of not only one fallen friend, but an entire
army if the need should present itself. It is also possible
to strengthen the structure of an already active spell by
weaving extra power into it through an additional cast. Requires
POM. |
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Spirit Beacon
Uses a small piece of the caster's spirit
to create a beacon above a fallen comrade. This beacon can
be used as an anchor point by a Moon Mage to focus a moonbeam
at your location from afar, so that he can bring help. Requires
Spirit Healing. |
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Centering
Helps keep you from losing your balance
as long as you hold mana for it.
Requires Spirit Healing. |
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Soul Attrition
The Soul Attrition spell is most risky
and you must be ritually pure to cast it. As long as you hold
enough mana for it, it will continuously weaken both your
spirit and that of a foe until one or both of you is dead.
Never, ever cast it on the undead -- you will quickly feed
it with your own life force. Be very careful with this spell!
Requires Spirit
Healing, HE. |
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| Holy
Enchantments |
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Bless
Renders a profane object sacred. It is
used in the production of holy water, and prepares weapons
for use against the Undead. |
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Harm Evil
Disrupts the physical manifestations
of undead, demonic, and cursed beings. The spell has also
been known to have ill effects upon the minions of the Dark
Gods, although they are neither evil nor undead. It is most
effective if one targets the foul creature before casting.
Requires Bless.
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Uncurse
Can temporarily lift or permanently break
a curse on an object or person. It may be cast at the object,
or at the person who cannot be rid of it.. Requires
HE. |
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Divine Radiance
Lights the way in the darkness, eliminating
the need for a torch or lantern. When cast at a creature,
it may disorient it. Requires
Bless. |
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Phelim's Sanction
Calls down Phelim's wrath on all undead
creatures in your area. Be warned though that you cannot hold
back -- casting this spell will always use all of your harness.
Requires HE. |
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Revelation
Identifies anyone in the area who is
invisible. It also may detect those in hiding and in some
cases even allow the caster to reveal the hider. Requires
DR. |
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Faenella's Fire
Calls upon the goddess Faenella to lend
her strength in grappling with the unholy powers of the undead,
to enable the faithful to take hold of the manifestations
of those of evil magics and undead, and exert bodily force
against them. A holy feather dipped in holy water is used
to MARK the soul you wish to have the spell protect. Requires
Bless. |
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Malediction
Hinders the target's offensive and defensive
abilities. This foul blight may be removed with the Uncurse
spell. Be careful with this power, however, lest Harawep lay
waste to your plans and turn the curse on you. Requires
HE. |
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Benediction
Allows a Cleric to manifest their faith
and devotion into a blessing of enhanced physical prowess.
Under the effects of this blessing a Cleric may find that
their body moves with greater ease, their blows fall with
greater force than before, or even that their strikes land
home with far greater accuracy. This is not a spell for the
weak of mind, spirit, or faith. Requires
Bless. |
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| Divine
Intervention |
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Aesrela Everild
Rains fiery bolts of destruction upon
a target, assuming one is outdoors. |
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Confound Enemies
Makes you much more difficult to hit
with targetted magic as long as you hold mana for it. Requires
DR, PFE. |
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Glythtide's Gift
Provides refreshment for the parched,
a bit of liquid courage to the cowardly, a drop of sunshine
to warm chilly bones, a most efficacious draught to wet the
whistles of Bards and Barbarians, chieftains and cutpurses,
lords and layabouts, Gnomes and Gor'Togs. |
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Hand of Tenemlor
At the Hub of Windhowl there was an ancient
mosaic of Tenemlor as Guardian of the Blessed: a tall white-furred
lady, regal and beautiful but for one burned, withered paw.
This is the hand with which She blasts anyone who dares disturb
the peaceful rest of the dead. Requires
HE. |
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Curse of Zachriedek
Maligns the weapon or armor of your foe,
causing it to become weak and unstable. As a result, the object
will be less able to serve its intended purpose. Requires
KW, Bless. |
| legend
· spellbooks · cleric
guild · magic guide |