Cleric
Spells in GS4
301 - Prayer of Holding
[HOLDING]
Duration: Variable
Type: Attack
Description: 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.
The duration of the hold is based on the amount of energy a cleric can gather
and the power of the creature target.
Cost: Mana cost is proportionate
to half the target level (max 20).
302 - Smite [SMITE]
Duration: Immediate
Type: Attack
Description: Depending on the deity a
Cleric worships, the Cleric will receive either the spell Smite or the spell
Bane. Both spells inflict damage onto a host’s
body, with plasma flares that induce further harm.
Smite’s effectiveness leans toward the old ways of the Clerics. It is a very powerful spell to be used upon
the undead. Bane’s effectiveness leans
toward a darkened path of sorcery, and its power lies in harming the living.
Contained within both versions of the spell is the mastery of mana
infusion. If a Cleric is skilled enough
in the arts of mana channeling, there is a chance he/she may be able to infuse
more mana into the cast of Smite/Bane amplifying the damage considerably. Also, both spells harbor the ability to kill
a target instantly.
All Clerics will come into the realm with a default version of Smite that only
works on the undead. When a Cleric is
confident enough in their beliefs, they may align themselves to their deity by
CONVERTing their faith to that being.
After this alignment, they will receive either Bane or Smite along with
the full benefits those spells provide.
Cost: Mana costs are based upon
the target’s level divided by twelve for a base cost. Mana costs can than increased based upon mana
infusion, casting Smite on Living or Bane on Undead, and other hidden
factors. For the most part, Clerics will
find the cost to hold true to target level/12.
The mana infused is based on the caster’s control over mana.
Lore benefits: Training in Spiritual
Lore, Religion determines the rate of mana infusions.
303 - Prayer of Protection
[WARDING]
Duration: 900 seconds +30 seconds
for every Cleric spell known
Type: Defense
Description: This spell increases the
moral fortitude of the caster, allowing for greater resistance to attacks of
various forms.
The defensive benefit is +10 Defense Strength (DS), +1 DS per Cleric spell
known beyond 303 (Max +40 DS).
Cost: Mana costs are
proportionate to benefits, costing 3 Mana Points (MP) +1 for every DS bonus
increase.
Lore benefits: Training in Spiritual
Lore, Blessings enables this spell to be cast upon others, briefly. The duration is 2 minutes and requires 40
ranks of Blessings Lore.
304 - Holy Blade [HOLYBLADE]
Duration: 3 blessings per level
Type: Utility
Description: 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 and often the resulting clash of diametrically
opposed energies may prove catastrophic.
A learned cleric’s blessing may offer holy water critical
capability. Also, certain magical
weapons may be blessed if the casting cleric has great knowledge of their base
spell list. The base number of swings
for Holy Blade is 3 swings per level of the caster.
Lore benefits: The number of swings a
blade can be imbued with is increased with Spiritual Lore, Blessings ranks; +1
swing for every rank.
Tip: One “blessing” is used
during each attack, regardless of the outcome.
Note: A cleric with 40 ranks in
the spell circle may bless magic metals.
305 - Preservation
[PRESERVE]
Duration: 600 seconds
Type: Utility
Description: This spell will prevent
the soul of a fallen comrade from departing for the duration of the spell.
Lore benefits: The duration of
Preservation is increased with training in Spiritual Lore, Religion; 15 seconds
per rank.
306 - Holy Bolt [HOLYBOLT]
Duration: Immediate
Type: Attack
Description: 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 cleric’s aimed spell ability vs. the target’s defenses. However, undead are known to have an extra
susceptibility to the holy water’s effects.
Lore benefits: Training in Spiritual
Lore, Religion increases the damage of the spell when cast upon undead
creatures.
307 - Benediction [BENEDICT]
Duration: 900 seconds +20 seconds for
every Cleric spells known
Type: Bonus/Defense
Description: The favors of the gods are
often sought and are often granted through their faithful servants. Benediction permits the cleric to garner
his/her god’s favor and impart such benefits to those around them. The bonus is +5 Attack Strength (AS)/+5
Defense Strength (DS), +1 AS/DS per 2 Cleric spells known beyond 307,
maximizing at +15 AS/DS (does not add to Bolt DS). Wherewith goes the cleric, so doth the favors
of the gods.
308 - Well of Life [WELLOFLIFE]
Duration: Immediate
Type: Utility
Description: 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. This is a
very taxing and arduous endeavor for the cleric and some recuperation will be
required after a successful transfer.
Also, when cast on a dead body in preparation to
cast Raise Dead, the Cleric and the dead body have the chance to recognize each
other’s deity alignment, determined by the Intuition stat and training in
Spiritual Lore: Religion.
309 - Neutralize Curse
[NEUTCURSE]
Duration: 30 seconds
Type: Utility
Description: By gathering the favor of
the gods, a cleric may nullify a curse and place it in abeyance for a short
period of time. Once the spell’s
duration wanes, the curse will return.
310 - Warding Sphere
[WARDSPHR]
Duration: 900 seconds +20 seconds
for every Cleric spell known
Type: Defense
Description: Mastery of this spell enables
the learned cleric to not only extend the benefits of the warding spell to
those nearby, but also to increase its effectiveness.
The spell offers +10 Defense Strength (DS)/Target Defense (TD) and +1 DS/TD per
Cleric spell known beyond 310 (Max +20 DS/TD).
Cost: Mana costs are
proportionate to the benefits, with the base mana cost at 10, +1 for every
DS/TD bonus.
311 - Blinding [BLINDING]
Duration: 15 seconds +1 second for
every 4 points warding margin
Type: Attack
Description: This spell causes the
image of the cleric’s deity to be superimposed over him/her. This vision will blind the target, causing it
to be stunned for the duration of the effect.
On a warding of 20 or more (=120 or higher), there is a chance the
target will be forced into a kneeling position.
Duration Example:
CS: +273 - TD: +167 + CvA: -1 +d00: +54 - +5 == +154
This duration would be 15 seconds + (54/4) to equal 28 seconds.
Lore benefits: The chance of forcing a
target to kneel is increased with training in Spiritual Lore, Religion.
312 - Fervent Reproach
[FREPROACH]
Duration: Immediate
Type: Attack
Description: Some say the eyes are the
window to the soul and ultimately the channel to a being’s deity. The cleric calls upon the power invested in him
by his faith, focusing his fierce disapproval and rebuke of the target into a
physical manifestation that covers the target in its entirety, severely
punishing the foe.
The cleric can also perform a prayer, focusing their entire will upon their
spiritual intensity, which builds up within the cleric’s being. This concentrated focus, once channeled
towards the target, strengthens the energy being released. In order to charge the spell, clerics must
PRAY FERVENT REPROACH and choose a time between 3-6 seconds. This prayer may be performed in a safe
location at any time. While the cleric
is charging this power, after selecting the duration via PRAY, he or she will
be placed in hard RoundTime until the duration of the charge is passed. The longer the prayer, the more charged and
intense the damage will be. While the
prayer will increase the time needed to charge the power, a cleric can still
CAST it, but doing so will negate any benefits received from charging the power. A cleric must CHANNEL the power to receive
the benefits from charging.
The cleric may also receive a backlash of residual
energy that will instill into them an enhanced wisdom (Wisdom Stat bonus) as
well as amplified health and mana (maximum Health and maximum Mana bonus). Focusing the power of the spell through
prayer increases the chance of this backlash happening, and once the bonus is
applied to the cleric, it will not occur again until the effects have faded.
Lore benefits: With greater knowledge of
Spiritual Lore, Religion, the physical rebuke will have greater effect. Training in the Spiritual Lore, Blessing
skill increases the duration of the bonuses created by the backlash.
Tip: Using the CHANNEL command while open-handed is much more lethal than
using the CAST command.
313 - Prayer [PRAYER]
Duration: 900 seconds +30 seconds
for every Cleric spell known
Type: Defense
Description: By petitioning the gods
through prayer and reverent communion, the cleric gains a modicum of
protection, giving him +10 Spiritual Target Defense (TD) along with a bit of
maneuver protection. In addition, at 35
Cleric spell ranks a benefit of +10 Defense Strength (DS) is gained. This DS bonus increases +1 DS for every rank
in the Cleric spell circle over 335.
Players will notice individualized messaging, depending on which deity
the Cleric follows.
Cost: With the increased
bonuses, the mana cost increases. The
base is 13 mana, +1 for every 3 DS over 10.
314 - Interdiction
[INTERDICT]
Duration: 5 seconds for every Cleric
spell known
Type: Attack/Utility
Description: 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 in proportion to the cleric’s effectiveness (base
spell knowledge) until the target runs out of mana, and will remain thus for
the duration of the spell.
315 - Remove Curse
[REMCURSE]
Duration: Immediate
Type: Utility
Description: Dependant upon the
inherent curse strength imparted on an item, this spell will enable a caster to
remove the scourge relative to their ability.
Sometimes this may require more than one attempt. This spell has limited abilities; sometimes
objects contain a curse 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 [ATONEMENT]
Not yet implemented
The exact nature of this
spell is unknown at this time.
317 - Divine Fury
[Mnemonic?]
Duration: Immediate
Type: Attack
Description: A CS based attack spell
that will harness the energy of the deity with whom the Cleric is aligned. The Cleric will also utilize his or her skill
in Spiritual Mana Control to control the infusion levels of the spell.
318 - Raise Dead [RAISEDEAD]
Duration: Immediate
Type: Utility
Description: 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.
Before raising a body from the dead with Raise Dead, the Cleric must first link
to the body using the Well of Life spell (308).
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 or equal to 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).
At 25 Cleric spell ranks, Raise Dead becomes Life Restoration, a more powerful
version of Raise Dead, drawing 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.
At 40 Cleric spell ranks, Life Restoration becomes Resurrection, a more
powerful version of Life Restoration, raising 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.
The target may also receive some amount of physical healing (in some
cases complete healing), making it one of the most powerful effects a cleric
can muster.
Tip: Expect significant
Roundtime for this activity.
319 - Divine Wrath
[DIVINEWRTH]
Duration: Immediate
Type: Attack
Description: A faithful servant is
rewarded by their deity’s attention. By
invoking their god’s name, the Cleric may summon the fury of their divine
master. By utilizing the caster’s
strength, this multi-attack spell will cause direct damage to the unlucky
target with a secondary critical effect, if applicable.
Like Smite/Bane (302), certain deities will grant
their followers a version of Divine Wrath that will work effectively upon
undead targets, and less effectively versus living creatures. This principle works in reverse for the other
deities. Unlike Smite/Bane (302), there
is no additional mana cost associated with the spell when it is used on the
opposite creature type.
The verb CONVERT will list possible deities which a
cleric may align themselves with.
Deities numbered 1-49 grant higher damage against undead. Deities numbered 50-74 grant higher damage
against the living. A cleric that does
not make a deity selection on the CONVERT list (not including the ‘other’
option) will be forced to kneel in subjugation when Divine Wrath is cast.
Upon casting, a manifestation of the cleric’s deity
will appear, often taking on a physical presence in the room, upon the caster,
or both. The attack begins after a short
summoning period. The specific attack,
damage and critical types done by the attack are determined by the deity the
cleric calls upon.
After the spell has been cast, a wait time is
imposed for the cleric to recover strength before summoning the deity’s wrath
again. The maximum of this wait time is
6 minutes, but can be reduced through training.
Spiritual Mana Control (SMC) skill determines three
things for this spell. First, it helps
bolster the critical applied in the secondary effect. Second, it sets the number of creatures this
multi-attack spell can hit in one frame.
For example, a Cleric with 102 skill in SMC can hit a maximum of 5
creatures at once. Third, SMC training
will help reduce the wait time in between casts.
Lore benefits: The summoning period
before the attack can be lessened with training in Spiritual Lore, Summoning. This skill not only determines the length of
the summoning, but also the pause between each attack frame.
The skill Spiritual Lore, Religion is used to
determine the number of attack frames a cast of Divine Wrath will have. The minimum attack frame is one, with a
maximum set at three. There is no
increased mana cost for having more than one attack frame.
Note: More information on the
spell Divine Wrath, along with descriptions of the specific effects each
deity’s wrath creates, can be found at this
site.
320 - Exorcism [EXORCISM]
Not yet implemented
The exact nature of this
spell is unknown at this time.
325 - Holy Receptacle
[HOLYRECEPTACLE]
Duration: Immediate
Type: Utility
Description: Calling upon the power and
favor of her chosen deity, a cleric will be able to infuse holy magic into
gems. These gems can then be called upon
to grant certain powers and effects to those whom the deity deems worthy.
Along with the ability to bless their spells into gems, Clerics will be able to
bless deity powers into gems. This is
more restrictive and takes much more skill than normal spell blessing. Currently, there are 5 common blessing spells
available to Clerics. The tiers are as
follows:
1. Silver to Gold
This spell enables a player to transform a solid silver object to a gold object
upon a successful attempt. The primary
target for this ability is the silver slabs created from vaporizing a treasure
box full of coins. Players may also use
this gem on silver wands to create golden wands. This gem is useable by everyone and has 1 to
3 charges max.
Requirements: Blessing Lore 25 skill/5 ranks, Religion Lore 50 skill/10 ranks,
Gem Value >= 1.
2. Brimstone
Once thrown or tossed in a room, a gem imbued with this spell will attempt to
strike creatures in the room. This is
dependent upon the character’s skill, the gem value, and the level of the
creatures in the room. The gem is
useable by everyone and has 1 charge.
Spiritual Lore, Spirit Summoning determines the
chance of hitting the target, while the value of the gem determines the crit
damage level. Using a gem will require
no mana from the user. The target will
be subject to an immolation effect following the first crit strike.
Requirements: Summoning Lore 25 skill/5 ranks, Blessing Lore 25 skill/5 ranks,
Religion Lore 70 skill/15 ranks, and Gem Value >=1001.
3. Nexus
This spell imbues a gem with the power of transporting the Cleric and
companions to a preset location. The
Cleric will set a bind location by tapping the gem in the desired destination
room, and then activates the gem by rubbing it.
This form of transportation must adhere to the same area restrictions as
a gold ring would. The chance of
creating a successful Nexus portal depends on the skill of the user along with
the value of the gem. The difficulty
becomes harder if the room that the Cleric is teleporting from contains hostile
creatures. The gem is only useable by
Clerics and can possibly hold multiple charges.
The gems blessed with Nexus could potentially have a
number of transport uses. The chance to
create a successful Nexus portal is based on the Cleric’s Spiritual Lore,
Spirit Summoning skill as well as the value of the gem. Upon each successful Nexus portal creation,
the gem loses some of its power to create another portal until it can no longer
hold any power or it fails to create a portal.
This decrease depends upon the number of people transported by the
portal. LOOK at the gem to determine the
power of the blessing.
Should the cleric fail to create a Nexus portal, he
will experience one of two types of failure.
The gem can shatter or, on a particularly bad failure, the cleric will
be hit with a 3-minute mana regeneration penalty along with the gem shattering.
Requirements: Summoning Lore 50 skill/10 ranks, Blessing Lore 25 skill/5 ranks,
Religion Lore 90 skill/20 ranks, and Gem Value >=2001.
4. Chrism
This spell imbues a gem with two different abilities. Firstly, when used as a pre-resurrection
ritual, the gem must be waved over the body of the corpse by a Cleric. Upon resurrection the previously dead player
will have an enhanced rate of recovery to their health, mana and spirit
pools. Also, the Death Recovery penalty
will be lessened by a certain percentage.
Secondly, when used upon the living, the gem has the power to bestow the
ability for other players to enter a state of meditation like Clerics, Empaths
and Savants. They will receive an
enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time and
will only work in rooms where one can meditate.
The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 70 skill/15 ranks, Blessing Lore 50 skill/10
ranks, Religion Lore 105 skill/25 ranks, and Gem Value >=3001.
5. TBD
Lore benefits: Failure rate of blessing a
spell into a gem from the all three of their spell lists is decreased by
training in Spiritual Lore, Blessings.
330 - Prayer of Commune
[COMMUNE]
Duration: Variable
Description: 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 who 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.
335 Unnamed
Not yet implemented
The exact nature of this
spell is unknown at this time.
340 Unnamed
Not yet implemented
The exact nature of this
spell is unknown at this time.
350 Unnamed
Not yet implemented
The exact nature of this spell
is unknown at this time.