Benediction:
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.
Prerequisites: Major Physical Protection, Bless, 30th circle.
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.
Prerequisite: Protection from Evil, 15th circle.
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 susceptible to
these magics, often suffering wounds at the brunt of the holy energy
crashing into them.
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.
Prerequisites: Minor Physical Protection, 15th circle.
Minor Physical Protection (mpp):
The Minor Physical Protection spell enhances one's ability to
block physical attacks with a parrying weapon or shield.
Prerequisite: Protection from Evil.
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.
Bitter Feast (bf):
A modified version of the Eylhaar's Feast matrix, Bitter Feast removes
the elements of the spell responsible for euphoria. There is no risk of
addiction when using Bitter Feast, but the true sensation of having a
portion of his soul forcibly ripped apart to fuel the transmutation is
unpleasant for the caster, to say the least.
Since Bitter Feast is essentially an incomplete spell, the caster must
have knowledge of the Eylhaar's Feast spell to permanently memorize it.
This practical limitation has kept Bitter Feast from replacing Eylhaar's
Feast entirely.
Prerequisite: Eylhaar's Feast.
Note: This spell is scroll only.
Centering:
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.
Prerequisite: Vigil.
Eylhaar's Feast (ef):
Eylhaar's Feast grants its caster unique control over his soul. A Holy
Mage with this spell can transmute a portion of his spiritual energy
into any other form of bodily energy: be it vigor, magical attunement
or raw life force.
The sensation of using Eylhaar's Feast is surprisingly euphoric.
Repeated short-term use may addict the caster to the sensations the
spell provides. In the thrall of addiction it is dangerously easy to
steal away too much of the soul at once, granting the caster the pleasant
death of the spell's namesake.
Prerequisites: 20th circle, Vigil.
Rejuvenation:
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.
Prerequisite: 2nd circle.
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.
Prerequisite: Vigil.
Vigil:
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.
The spiritual link has various other applications which you may
surmise through its use.
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.
Prerequisite: Rejuvenation.
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.
Curse of Zachriedek (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.
Prerequisites: Uncurse.
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.
Prerequisite: Bless.
Fist of Faenella (ff):
Fist of Faenella creates a globe of holy energy which can cause great
damage to a single foe. While fairly effective against living creatures,
Faenella's intense hatred for the Undead infuses the spell with extra
power against those accursed creatures. Ethereal flames envelop the
blessed globe cast at an Undead creature, burning the target with divine
'fire' where normal fire spells falter. The caster, with enough skill
and power, can produce multiple globes to hurl at an Undead foe. Take
care, however, as these globes are much harder to finely control.
Prerequisites: 15th circle, Hand of Tenemlor.
Hand of Tenemlor (hot):
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.
Prerequisite: Bless.
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.
Prerequisite: Divine Radiance.
Harm Horde (hh):
The Harm Horde 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. While in most respects similar to Harm Evil, the Harm
Horde spell will create an outward expanding ring of holy power,
inflicting damage to all such beings it strikes until its power wanes.
Prerequisite: Harm Evil.
Horn of the Unicorn (horn):
Quite an exalted power, this spell shapes holy energy into a dreamlike,
ephemeral manifestation of the fabled unicorn and unleashes it toward
an enemy. Although only the horn of the ethereal beast is tangible
enough to be lethal -- hence the spell's name -- the unicorn itself will
reflect the Cleric's soul; be it as light as Berengaria's morning or as
dark as Asketi's night. Divinity inspirits the magical unicorn when faced
with the accursed, directing its gallop to their annihilation.
Prerequisites:40th circle, Fist of Faenella.
Malediction:
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.
Prerequisites: Uncurse, 15th circle.
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 reservoir. 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.
Prerequisites: Divine Radiance, 20th circle.
Persistence of Mana (pom):
The Persistence of Mana spell will allow him to rend apart the normal
boundaries of his magical prowess, extending those horizons to new
heights. The process is painful and taxing upon his concentration,
but the rewards are quite bountiful - as long as the spell remains in
effect, his capacity to harness mana will be bolstered.
Prerequisites: Osrel Meraud.
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.
Prerequisite: Divine Radiance.
Uncurse:
The Uncurse spell is our response, restoring those people back to
normalcy or returning items to a usable state. It will prove useful
if you are unfortunate enough to be struck by a curse , but be warned
that self casting this spell will not be as effective as having a
fellow Cleric cast it.
Prerequisite: Bless, 10th circle.
Abeyant Orison (ao):
The Abeyant Orison spell lets you intercept self cast, beneficial spells
and place them at rest within an Osrel Meraud orb. Later, by invoking the
Abeyant Orison spell from the orb, you can release the energy of the spells
stored within, activating all of them rapidly.
Abeyant Orison is known to work with almost all beneficial spells, even
those outside the realm of Holy magic, though the strength of those spells
is limited based on the energy invested in the initial casting. The Osrel
Meraud orb must be attuned to Abeyant Orison in order to place any spell
in abeyance.
Prerequisites: 30th circle, Osrel Meraud.
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!
Prerequisites: Divine Radiance, Vigil,
20th circle.
Huldah's Pall:
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!
Prerequisites: Uncurse.
Murrula's Flames (mf):
The 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.
Prerequisites: Unknown
Note: If you are not yet ready to do the quest for this spell, guild leaders will
tell you the following: "You speak the name of a powerful enchantment indeed,
perhaps the most esteemed magic any of our order may wield." and "You must progress
further in the guild before I will divulge more about its workings, however."
Phelim's Sanction (ps):
Among his many deeds, Phelim is renowned for putting the mighty World Dragon to
sleep with a handful of silvery sand. Drawing on this example, Phelim's Sanction
is a spell pattern which, if successfully cast, will stun its target with a deluge
of divine light. This spell is especially useful to aspiring Undead hunters as it
functions with greater efficiency when used against those accursed abominations. It
is possible that an Undead target -- even a disembodied spirit -- will be utterly
incapacitated by the Holy power channeled by Phelim's Sanction.
Prerequisite: Bless.
Revelation:
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.
Prerequisites:
Divine Radiance.
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.
Prerequisites: 30th circle, quest
Notes: This spell must be prepared as rezz, rather than resurrection. Favorless
can no longer be resurrected.