Holy Spells
Level 1 Combat Spells
Bless:
Call the blessing of your God upon yourself and others.
Benefit: +5 to attack value, +5 to defense value to caster and allies.
Bane: Call the curses of your God down upon unbelievers.
Benefit: -5 to attack value, -5 to defense value to enemies.

Shield of Faith:
Call upon your faith to surround and protect you.
Benefit: +8 to defense value.

Virtue:
Faith's purity minutely empowers the caster.
Benefit: +8 to attack value.
Entropic Shield: A shield that defends the caster from ranged attacks.
Benefit: +10 to defense value against ranged weapons.
Protection from Evil: Defends the caster from Dark energies.
Benefit: +10 to defense value against Dark attacks.
Protection from Good: Defends the caster from Holy energies.
Benefit: +10 to defense value against Holy attacks.
Obscuring Mist: This spell summons a slight fog that can obscure a small area.
Benefit: +8 to defense value of all characters in battle.

Level 1 Non-Combat Spells
Guidance:
Call upon your god for divine guidance.
Benefit: Removes one day from total travel time. Chance of finding magical items in random encounters.
Sanctuary: Create a shield that prevents people from attacking you, or you from interacting with the outside world for a short time.
Benefit: Cannot be target of actions and cannot act for two days.
Detect Poison: Detect the presence of poison.
Benefit: Chance of cancelling poison.
Detect Magic: This spell allows the caster to determine if an object is enchanted.
Benefit: Chance of identifying magical object.

Level 1 Role-Playing Spells
Bless Water:
Create holy water, imbue with the power of your chosen God.
Create Water: Create 2 gallons of pure drinking water.
Purify Water and Food: Remove any taint from your food or drink.
Curse Water and Food: Applies  taint to food or drink.
Light: Creates a small globe of light in the caster's hand.

Level 2 Combat Spells
Endurance:
Through the power of your God, you are able to endure more than a normal person.
Benefit: +12 to defense value.

Silence:
Command all in a ten foot radius to be silent.
Benefit: Cancels one enemy spell.

Prayer:
Through communion with your God your spell resistance is temporarily increased.
Benefit: -15 to attack value of enemy's offensive spells.
Doom: Inspires quaking fear within an enemy.
Benefit: Chance at automatic victory.
Ray of Hope: Faith in protection from one's God dispels offending magics.
Benefit: Cancels one of enemy's offensive spells.
Visions of Glory: The entire group is inspired to fight with more vigor.
Benefit: +10 to attack value of all allies in combat.
Shield Other: Protects an ally from bodily harm.
Benefit: +12 to defense value of an ally.

Level 2 Non-Combat Spells
Cure Light Wounds:
Calling upon the power of their god they can heal minor wounds.
Benefit: Removes one day's healing.
Cause Light Wounds: By calling on their God the caster can cause reverse effects of healing. Old wounds reopen and past ailments plague them again.
Benefit: Adds one day's healing.
Delay Poison: Delay the effects of poison for a period of time.
Benefit: Removes one day of poisoning.
Clarity: Divine faith clears the taint from the target's eyes.
Benefit: Increased chance of removing blindness.

Level 2 Role-Playing Spells
Translation:
Translate any non-magic language into one you can read.
Detect Alignment:
Determine what God those around you follow.
Detect Undead: The caster can tell who is of the living, and who is not.

Level 3 Combat Spells
Consecration:
Improve your personal power by consecrating the area around you in the name of your God.
Benefit: +15 to attack value.

Desecrate:
Overshadow and hamper a consecration through desecration.
Benefit: Cancel's enemy's spell "
Consecration."
Wave of Grief: A wave of fearful emotions overtakes the enemy in a great wave.
Benefit: Chance of automatic victory against any number of enemies.

Holy Might:
Become empowered with the strength of your God for a short time.
Benefit: +20 to attack value.

God Send:
A single bolt from the heavens.
Benefit: +25 Holy damage to attack value.

Rain of Might:
A burst of God given energy to smite those not of your faith.
Benefit: +30 Holy damage to enemy Scribe-classes not of caster's faith.

Level 3 Non-Combat Spells
Cure Poison:
Purge poison from a persons system.
Benefit: Removes poison.

Cure Paralysis:
The caster alleviates the paralysis from a target.
Benefit: Removes paralysis.
Hold Person: Target is magically bound in place.
Benefit: Target cannot move for 3 days.
Align Weapon: Caster can bless a weapon with their Lord's power.
Benefit: Weapon gains +30 to attack value of chosen alignment.
Align Armor: Caster can bless armor with their Lord's power.
Benefit: Weapon gains +30 to attack value of chosen alignment.

Level 3 Role-playing Spells
Discern Lies:
Root out deception and deceit.
Scrying: This spell allows the caster to see people in far off locations and over hear all they say.
Scrying Ward: This spell creates a ward that bars a person scrying from being able to get to the caster.

Level 4 Combat Spells
Divine Pain:
Through the power of your God you can inflict a vast amount of pain.
Benefit: +30 to attack value.
Searing Light: Spells damages the undead with divine light.
Benefit: +30 to attack value against undead.

Banishment:
Banish a summoned creature to whence it came.
Benefit: Cancels summon.

Righteous Fury:
Unleash your Gods fury in your strike.
Benefit: +35 Holy damage to attack value.
Wall of Good: Raises a wall of Holy energies.
Benefit: +40 Holy damage to attack value.
Wall of Evil: Raises a wall of Holy energies.
Benefit: +40 Dark damage to attack value.
Summon Servitor: Call one of the beings that serves your God.
Benefit: +40 Holy damage to attack value, +35 to defense value.

Level 4 Non-Combat Spells
Heal:
Be able to heal virtually any type of wound.
Benefit: Removes three day's healing.
Unheal: Reopen an opponents most sever wounds.
Benefit: Adds three day's healing.
Glyph: Inscribe the symbol of your God upon some surface that explodes when triggered.
Benefit: Causes one day's healing when another moves to "
Glyph's" location.

Level 4 Role-Playing Spells
Regenerate:
Regenerate a severed limb.
Refreshment: Caster alleviates all fatigue from their body as if they had slept eight restful hours.
Comprehension: Any language can be understood for a certain length of time.
Omen of Peril: Caster sees a momentary vision of possible danger that may find them.

Level 5 Combat Spells
Death Knell:
Attempt to kill with a touch.
Benefit: Chance of killing target.

Divine Assistance:
Get advice strait from your God.
Benefit: +35 Holy damage to attack value, +30 to defense value.

Summon Avatar:
Summon the Avatar of your God.
Benefit: +50 Holy damage to attack value, +45 to defense value.

Crusade:
Temporarily convert a small group of people to fight for you.
Benefit: +40 to attack value in settlements only.
Righteous Blade: Summons a blade of divine energy.
Benefit: Acts as a two-handed sword. +50 Holy damage to atack value. Not effected by class restrictions.

Level 5 Non-Combat Skills
Resurrection:
Bring someone back from the dead.
Benefit: Raises target from death.
Unbind: Remove any glyphs, wards, or protection spells that hold one of your faith prisoner.
Benefit: Cancels spells "
Glyph," "Sphere of Imprisonment," and "Temporal Stasis."
Inflict Plague: Causes a person to carry the plague.
Benefit: Inflicts plague upon enemy.
Flesh to Stone: This spell allows a caster to try and turn a person or creature to stone.
Benefit: Increased chance person cannot act for 5 days.
Stone to Flesh: This spell allows the caster to try and reverse the spell Flesh to Stone.
Benefit: Cures petrification.

Level 5 Role-Playing Spells
Converse with Dead:
Caster can talk with the dead when in a burial ground of some form.
Discern Lies: Spell allows the caster to see through the lies of others no matter how well performed.
Spells
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