Home Maps Immortals Clerics Spells Journal Entries Con Pics! Links
~ Cleric Spells ~
|The Spell Tree|
~ Holy Defense ~
|Protection From Evil||pfe||none||none||1||55||1 anlas+||stackable|
|Minor Physical Protection||mpp||pfe||5||58||33 roisen||replaceable|
|Benediction||bene||30||mapp, bless||5||40||15 roisen||replaceable|
|Major Physical Protection||mapp||15||mpp||15||45||20 roisen||replaceable|
|Confound Enemies (H)||coe||15||pfe||6||na||varies|
|Kertigen's Will (W)||kw||mpp, vigil|
~ Spirit Manipulation ~
|Chill Spirit (T) (W)||chs||none||none||6||37||varies|
~ Holy Enchantments ~
|Harm Evil (T)||he||dr||5||45||varies|
|Divine Radiance (T)||dr||bless||1||101||2 anlean|
|Curse of Zachreidek||coz||uncurse||8||48||varies|
|Persistence of Mana||pom||om||5||50||1 anlas||no/no|
|Shield of Light (H)||sol||dr||5||na||varies|
~ Divine Intervention ~
|Aesrela Everild||ae||20||dr, vigil||20||70||varies|
|Glythtide's Gift (S)||gg||none||none||3||10||varies|
~ Abilities ~
(H) = Held Mana Spell (T) = Targeted Spell (S) = Scroll Only Spell (W) = It's being worked on / not currently available.
* If a space in the table is blank, I don't know the info - feel free to send any info you would like to see added to email@example.com
+ "You can't add to pfe once you hit 1 anlas, but you can prep past that"
all times on this table are approximate - this is only meant as a guide
~ ~ Thank you to my fellow clerics for offering up alot of this info as they tested the spells ~ ~
What the Spells Do....
|~ ~ ~ ~ Holy Defense Spells ~ ~ ~ ~|
|Protection From Evil||pfe||The Protection from Evil
spell defends the faithful against the unholy touch of the Undead. It will
also attempt to repel various varieties of magic including Necromancy,
Sorcery, and all that employed by otherwise cursed or Undead beings. While
not evil, attacks with origins in Holy magic or by minions of the dark
gods are also buffered by this spell's pattern. Those with advanced skill
in Primary Magic may find themselves able to cast this spell at their
group, affecting all nearby with added difficulty. Depending on how
skilled you are, the strength of the spell may be lessened compared to a
singular weave of the pattern.
The strength of any singular weave of the spell is rooted in one's Primary Magic skill, with extra power simply lengthening its duration.
|Minor Physical Protection||mpp||The Minor Physical Protection spell enhances one's ability to block physical attacks with a parrying weapon or shield. The strength and duration of the spell is affected by the amount of mana successfully channeled into the pattern.|
|Benediction||bene||The Benediction spell 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. Be warned, however, that this is certainly not a spell for the weak of mind, spirit, or faith.|
|Major Physical Protection||mapp||The Major Physical Protection
spell will impart the caster and his or her group with a temporarily
enhanced ability to avoid attacks. Those who receive the benefit of the
essence surrounding the Cleric must take care not to stray too far from
the source, lest the effect fade prematurely.
Through much study, scholars of the Holy arts have surmised that the spell enhances one's inherent ability to evade -- therefore the stronger one's intrinsic ability to evade is, the more effective the spell's pattern becomes. The strength and duration of the spell is affected by the amount of mana successfully channeled into the matrix.
|Confound Enemies||coe||The Confound Enemies spell conjures a pall of spectral fog that obscures one from enemies as long as mana is held to sustain it. Projectile attacks including targeted magic, thrown weapons, and bows will find it more difficult to strike any employing it. Your adeptness at primary magic will affect the strength of the spell's matrix, and thus the thickness of the barrier.|
|Halo||halo||Much as the Divine Radiance
and Shield of Light spells solidify lucent energy into solid matter, the
Halo spell forms a powerful wall of light that echoes away from the
caster. If successful, this force will push foes at close range back, and
may even knock them into a daze or send them sprawling. The Undead are
especially suceptible to these magics, often suffering wounds at the brunt
of the holy energy crashing into them.
The Halo pattern will lie dormant until you are within pole or melee range of an opponent, at which time it will activate. The initial cast of the spell will determine how fierce each pulse of the spell will be, and also how much mana will be drained from the power supply of the pattern. Subsequent casts will further charge the pattern with additional power, but at a less efficient pace than the initial weave of the spell. The spell's energy will slowly decay over time if not utilized.
If woven into an Osrel Meraud orb, the pattern will lie dormant until such a time as you are in serious peril, such as being severely wounded or incapacitated. The orb will then unleash the power held within in an effort to preserve your safety. Alternately, you may attune the orb to the Halo pattern and then invoke it, if you find a dire circumstance and need to immediately escape. In the process of either, it will drain some or all of the mana within the orb, the same way the self-cast pattern depletes the spell's inherent energy. In concert with Osrel Meraud, however, Halo has no mana supply of its own, so subsequent casts are not effective.
While not a traditional targeted attack, your skill in targeting magic will aid you somewhat in controlling the velocity and accuracy of the wall upon its path.
|Keritgen's Will||kw||* This one is not yet released...the stuff in the table is from the last time it was available to us.|
|~ ~ ~ ~ Spirit Manipulation Spells ~ ~ ~ ~|
|Rejuvenation||rejuv||The Rejuvenation spell
reverses the decline of a dead person's memories, so that when they are
resurrected by the will of the gods or the intervention of a Cleric, they
lose less, possibly even none, of their skills. You will find that the
spell grows more efficient in its use of mana as you progress in skill.
It has been documented that diffuse energy burned in the process of erecting the spell pattern will manifest as a colored light that will give some indication of how far the target's memories have declined. The silver nimbus in particular is of great importance, as it testifies to the full rejuvenation of a mind -- until it fades, that is.
Multiple applications of the spell pattern once the silver nimbus has been achieved are also quite beneficial, as they will prolong the time until the target's memories will begin to decline again.
|Vigil||vig||Through discipline and focus,
the Cleric learns to manipulate the ebb and flow of an energy foreign to
all but fellow clergy -- the spirit. The Vigil spell will form a conduit
of Holy essence between yourself and the target which will foster the
passage of this spiritual energy. Whichever party lacks spirit while the
other's cup overflows shall be the benefactor of this osmosis. This is
especially useful to preserve the spirit of a fallen friend while
ministering the rites of death.
Certain spiritual spells may be cast through this conduit, even if you are not in the same vicinity as the target, or the target is concealed. In this manner, spells such as Rejuvenation or Soul Bonding may aid a fallen friend from safety.
Alternately, the spell may be cast with no target. This will form a similar conduit of magical essence between yourself and the the spiritual plane -- commonly referred to as the Starry Road -- to bolster your spirit's strength and the rate at which it recovers from harm.
|Soul Bonding||sb||The Soul Bonding spell rejoins a dead spirit back to its body, preventing the spirit from being separated -- by will or by force -- from it. The spell is also used in Resurrections and other holy rituals.|
|Centering||cent||The Centering spell channels one's steadiness of faith and spirit into a force which aids the body when it falters. This spell may be woven into an Osrel Meraud orb.|
|Chill Spirit||chs||Chill Spirit is a targeted spell pattern which, if successful, will drain the spiritual essence of its target. The most elementary spell available to aspiring spiritual warriors, Chill Spirit serves great purpose even to the elders -- as a portion of the aural energy torn away from the target may be transferred back to the caster. Your skill with Primary Magic as well as the mana you invest in the spell will contribute to making this transfer more efficient.|
~ ~ ~ ~ Holy Enchantments ~ ~ ~ ~
|Bless||bless||The Bless spell renders a profane object sacred. It is used in the production of holy water, and prepares weapons for use against the Undead.|
|Harm Evil||he||The Harm Evil spell 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.|
|Uncurse||uncurse||The Uncurse spell can temporarily lift or permanently break a curse on an object, person or creature. It can be selfcast, but only by the skillful and even then at less capability.|
|Divine Radiance||dr||The Divine Radiance spell is a
matrix of two possible patterns.
The first will yield a glowing aura which enwreathes the caster, lighting the way in the darkness and eliminating the need for a torch or lantern.
The second pattern will conjure an intense beam of holy light which will streak forth from the caster's palm to strike a specified foe. The physical force manifested by the blessed ray may cause enemies to stumble, and will likely even burn the accursed flesh of the Undead. One's skill in Targeted Magic will increase the accuracy and strength of this pattern.
|Osrel Meraud||om||The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favor of the spell's namesake deity or one of his aspects with holy mana, transforming it into a magical resevoir. If skilled enough, the caster will be able to weave the pattern of other magical spells into the orb. These spells will affect the caster, but feed off of the orb's energy, leaving the caster free to utilize other magics. Currently the Osrel Meraud spell will work in conjunction with the Centering, Shield of Light, Confound Enemies and Halo spells.|
|Curse of Zachreidek||coz||The Curse of Zachriedek spell will malign 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. The Uncurse spell may be able to unravel this foul enchantment.|
|Persistence of Mana||pom||Through intense study and concentration, the Holy Mage learns to build upon what they have learned from Meraud's Gift. The Persistence of Mana spell will allow her to rend apart the normal boundaries of her magical prowess, extending those horizons to new heights. The process is painful and taxing upon her concentration, but the rewards are quite bountiful - as long as the spell remains in effect, her capacity to harness mana will be bolstered.|
|Malediction||male||The Malediction spell is a
curse that will enfold the target in a pall of dark energy, constricting its
movement and making it less effective in combat. As with most enchantments
of this nature, the pattern may be unwoven with the Uncurse spell. Be
careful with this power, however, lest Harawep lay waste to your plans and
turn the curse back upon you.
Through deep study, it has been determined that the Malediction curse is very versatile. You may focus its energies upon your target's defense or offense abilities specifically, or weave the cast generally to affect both. An unfocused cast will be less effective than a focused one, however.
|Shield of Light||sol||The Shield of Light spell 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 the attacks of cursed and Undead beings with greater accuracy than they would otherwise with mundane shields.|
~ ~ ~ ~ Divine Intervention Spells ~ ~ ~ ~
|Aesrela Everild||ae||The Aesrela Everild spell will transmute a portion of your spirit energy into a physical force, manifesting as deadly bolts of flame that will rain destruction upon your intended foe. Both the strength of your spirit and your skill in targeted magic will bolster the spell's effectiveness. Take great care with this spell pattern -- the more mana you feed it with, the more bolts it spawns, and the more spirit energy it will expend!|
|Revelation||rev||Divine Intervention spell
patterns are active by nature. The Revelation spell is no different,
attempting to reveal hidden pockets of spiritual essence that may indicate
the presence of another mortal as long as the pattern is sustained by the
mana channeled into it.
If you are able to identify the source of the spiritual energy, you may be able to form a conduit between it and your own spirit with the Vigil spell.
|Glythtide's Gift*||gg||The Glythtide's Gift spell
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.
*This Spell can be learned permanently at the cost of a spell slot and a number of tdps.
|Huldah's Pall||hulp||Huldah's Pall is a
trickster's spell. It sets up a lattice of magic around its hapless target
that drains any attempt to channel mana into a spell pattern! This means
that whomever is afflicted by Huldah's Pall will be unable to cast spells
for a time, including those already prepared when you cast."
"Calling upon this spell's namesake is risky business, so make sure your target really is a spellcaster, or you will be the one afflicted with the curse! One can remove Huldah's Pall from its victim with Uncurse, so remember this if you forget the nature of Huldah!
|Resurrection||rezz||The Resurrection spell is but one of the greatest gifts the Immortals may grant a Cleric. Once a soul is bonded to its body, this spell will return the body to life.|
Murrula's Flames spell is a powerful enchantment that will invoke the
favor of all the Immortals in order to rebirth a devout Cleric in a
blazing pyre of phoenix's fire. Great care must be taken, as the careless
may find their state of death worsened if they weave the magics too
loosely, or allow them to wane once in effect.
* It is the wise and devoted cleric who has honed the skills of working with magical devices, harnessing, primary magics and scholarship before attempting the quest for this spell. This is not an ability to be taken lightly and the Gods may judge harshly when awarding it.
~ ~ ~ ~ Clerical Abilities ~ ~ ~ ~
|Infusion||inf (?)||Although this ability is not
technically a spell, it is a helpful tool to use with your spells.
It allows you to manipulate harnessed mana into spell patterns.
More information will be added as it is gleaned.