| 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 |