play.net SIGN UP FOR A FREE TRIAL! | MEMBER LOGIN · LOGIN HELP 
HOME MY ACCOUNT GAMES STORE HELP

News
Forums
Platinum
Premium
The Fallen
Info
Box Office
Downloads
Links
Media
Policies


Cleric Spells
Holy Defense
Spirit Manipulation
Holy Enchantments
Divine Intervention
legend · spell lists · cleric guild · magic guide
Holy Defense
 
[PFE]
Protection from Evil
Defends the faithful against the unholy powers of the undead, and other foul magics.
 
[MPP]

Minor Physical Protection
Enhances one's ability to block physical attacks with a parrying weapon or shield. Requires PFE.

scroll-only

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.

 
[KW]

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.

held mana
[SOL]

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.

 
[MPFE]

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.

 
Spirit Manipulation
 

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.

scroll-only 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.
  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.
 
[SB]
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.
  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.
 
[POM]
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.
scroll-only
[MPOM]
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.
  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.
held mana Centering
Helps keep you from losing your balance as long as you hold mana for it. Requires Spirit Healing.
held mana
[SA]
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.
 
Holy Enchantments
  Bless
Renders a profane object sacred. It is used in the production of holy water, and prepares weapons for use against the Undead.
target
[HE]
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.
  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.
 
[DR]
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.
 
[PS]
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.
  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.
 
[FF]
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.
  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.
  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.
  top
Divine Intervention
 
[AE]
Aesrela Everild
Rains fiery bolts of destruction upon a target, assuming one is outdoors.
held mana Confound Enemies
Makes you much more difficult to hit with targetted magic as long as you hold mana for it. Requires DR, PFE.
scroll-only
[GG]
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.
target
[HOT]
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.
 
[COZ]
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

Rated E: Everyone Interactive -- The content of this site may change due to interactive exchanges.  Mild Violence.
Simutronics Corporation

Go Play!