Cleric Spell Circle

Updated 12/14/02 (Note: Durations have been updated, however spell descriptions have not yet been changed)

301 Prayer of Holding
DURATION: 10 seconds per level
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. A spirit warding is required for success.  

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).

302 Smite/Bane
The nature of the spell varies on a clerics deity alignment.   Clerics who choose to side with gods or goddesses who oppose the undead will learn smite while those who side with supporters of the undead will learn bane.  Both spells work on living and undead creatures, however the cost of using the spell on a creature opposite your deity is four times (4x) as great.  There are several possible results of the spell if it wards the creature.  The spell may instantly kill the creature or cause damage to it with or without additional plasma flares.

Mana cost is proportionate to target level divided by 10 (target/10) with a minimum of 2 mana and a maximum of 15.  There is also a chance the spell will require additional mana based on the casters mana share training.  This increase will cause much greater damage, and the additional mana cost is fixed based strictly on mana share, with a maximum of 7 additional mana being infused.

303 Prayer of Protection
DURATION: 900 seconds + 20 seconds per cleric spell 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/TD plus +1 DS/TD per cleric spells known beyond 303 (Max +20 DS/TD).  Mana costs are proportionate to benefits (3 base mana +1/bonus)
Self-cast only.

304 Holy Blade
DURATION: 3 "blessings" per level
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. Certain magical weapons may be blessed if the casting cleric has knowledge of at least 50 spells within the cleric circle.
Notes: 1 "blessing" used during each attack, regardless of outcome.

305 Preservation
DURATION: 30 seconds per level
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.

306 Holy Bolt
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 clerics aimed spell ability vs. the target's defenses.  However, undead are known to have an extra susceptibility to the holy water's effects.

307 Benediction
DURATION: 900 seconds + 20 seconds per cleric spell known
The favors of the gods are often sought and are often granted through their faithful servants.  Benediction permits the cleric to garner his or her god's favor and impart such benefits to those around them.  Wherewith goes the cleric, so doth the favors of the gods.

The cleric may impart +5AS and +5DS to all those joined.  The learned cleric may succor more favors to gain +1AS and +1DS per 2 known cleric spells beyond 307 (Max +15AS/DS) at a proportionate increase in mana costs (7 base mana +1/bonus).

308 Well of Life
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. After use of this spell, the caster must rest for a period of time, based on the amount of spirit transferred.

This spell is also used to link the soul of the cleric with the soul of a dead adventurer.  You must link to the other person before attempting to cast raise on them.  When used in this capacity, no spirit is transferred.


309 Neutralize Curse
DURATION: 10 seconds per level
This spell will nullify the curse on an object for the duration of the spell. Once the spell wears off, the curse will return.

310 Warding Sphere
DURATION: 900 seconds + 20 seconds per cleric spell known
This spell offers +10 DS/TD and +1 DS/TD per cleric spell known past 310 (Max total +40 DS/TD).  Mana costs are proportional to benefits (10 base mana +1/bonus).

311 Blinding
DURATION: 5 seconds per level
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.

312 Raise Dead
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 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).
Note: The dead player's soul must exist for this spell to be effective. Expect significant round times for this activity.  Must be used in conjunction with 308 (Well of Life).

313 Prayer
DURATION: 900 seconds + 20 seconds per cleric spell known
Offers a +15 TD bonus along with a bit of 'luck' to avoid some critter special attacks. Mana cost is fixed. Refreshable but does not accumulate. Non-cleric casters will find their effectiveness somewhat diminished.

314 Interdiction
DURATION: 5 seconds per level, maximum 500 seconds.
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 proportional to the knowledge of the cleric's base list until they reach zero mana at which point they will remain thus for the duration of the spell.

315 Remove Curse
This spell will completely dispel a curse from an item. This spell has limited abilities; sometimes objects contain curses 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.

316 Atonement (NOT implemented)
By their will and dogma, the cleric can invoke this spell to consign their target with guild and remorse so as to overwhelm their sensibilities.  Thus encumbered, the target will hesitate in their actions from doubt, or retart their attacks from endless deliberations.

317 Zealot
DURATION: 420 seconds + 5 seconds per cleric spell known
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.


Everyone who joins the cleric in his/her cause gains +15 AS/-30 DS and will be unable to stance higher than offensive.  For every two cleric spells known beyond 317, the cleric may impart an additional +1 AS (Max total +30 AS) to the group.  Mana is fixed at 17.


318 Life Restoration
This is a higher version of 312, 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.  Must be used in conjunction with 308 (Well of Life).

319 Divine Wrath
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 all undeads before them.  The effectiveness can be further enhanced through dedicated study of the cleric circle spells.  

320 Exorcism (NOT implemented)
Unknown

325 Sanctify (NOT implemented)
Unknown

330 Commune
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.

350 Resurrect
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.  Must be used in conjunction with 308 (Well of Life).