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).