Divina Arcana

View the various general spells available for characters
5 posts Page 1 of 1

Divina Arcana

Quote

Post by admin »

Divina Arcana

The magic of the priests and the divine, "Divina Arcana" involves drawing directly on the power of a higher being in the universe, generally immortal and aligned with an element. This diety can be of many shapes, types, and forms, some as generic as the Lifestream or some as specific as Luna, the goddess of the moon and avatar of Light.

Clerical Arcana can only be cast by the Divina Arcana school of magic, which requires a character to possess Elemental Affinity (Holy) at at least Level 1. These spells are extremely useful against Dark-type creatures and specialize in supporting and reinforcing others.
__________________________________________________________________


Level 0 Cleric spells (Orisons) 5 MP to cast, *.5 damage, 5 Spell Points
  • Bleed - God giveth, God taketh away; this spell has the ability to undo some physical and magical preventative measures (such as regenerative spells and stitches) that would otherwise slow or stop HP loss between 0 and a target's Death Threshold.
  • Create Water - The user is able to create pure, clean water out of spiritual energy, enough for (Mage Level * 2) characters to drink from.
  • Detect Magic - The user is able to use ethereal senses to find and pinpoint magical signatures within (Mage Level) Areas. Each cast lasts for 1 round/action.
  • Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
  • Guidance - Divine presence helps guide a single target towards success. Each cast gives a target a +5 bonus for ONE action following the cast, whether it's offensive, defensive, utility, or noncombat.
  • Light - The user is able to place a bright, shining light on the end of an object to make it shine like a torch. This spell is able to illuminate (Mage Level) Areas around the user. It is able to negate some low-light penalties and provide sight through some status effects.
  • Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
  • Purify Food and Drink - By putting divine blessings on food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
  • Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.
  • Stabilize - God giveth, God taketh away; this spell reduces a character's HP/blood loss after reaching 0 HP by half, giving the character more time for the needed care to be provided.
  • Virtue - Divine protection helps buffer damage to a target; each cast of this spell gives a character an additional 500 HP for 5 rounds.
  • Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.
Level 1 Cleric spells 10 MP to cast, *1 damage, 10 Spell Points
  • Bane - This spell has the ability to reduce a target's NEXT immediate action by -5/Mage Level (-50 at Level 10), whether it's offensive, defensive, utility, or noncombat.
  • Bless - This spell grants a single target a +5/Mage Level (+50 at Level 10) bonus against "Fear"-type attacks/spells, as well as anti-Intimidation checks.
  • Bless Water - This spell has the ability to create "holy water" by imbuing it with Holy energy. When applied to water containers (such as water bottles, flasks, etc.) that object can be thrown like a "grenade" (Reaction DC 20 + (Mage Level * 10)) against Dark-, Undead-, and Demon-type enemies and will deal caster's *1 magic damage. When applied to pools of water, functions as a "trap", and the user can bless (Mage Level) Areas of water to deal caster's *1 magic damage when entered by a Dark-, Undead-, and Demon-type enemy. The effect lasts for (Mage Level) rounds.
  • Cause Fear - This spell substitutes a character's Magic roll for an Intimidate check vs. wild animals or monsters.
  • Comprehend Languages - This spell substitutes a character's Magic roll for a Linguistics check, giving a character the ability to understand some basic foreign languages for (Mage Level) minutes.
  • Cure Light Wounds - The character is able to restore damage and HP. Restores 10% of total HP.
  • Deathwatch - When this spell is cast, the character detects characters between 0 HP and their Death Threshold (or similar effect on NPCs) within (Mage Level) Areas for 5 rounds.
  • Detect Undead - The character has the ability to sense and locate Undead-, Dark, or Devil/Demon-type characters within (Mage Level) Areas for 5 rounds.
  • Divine Favor - The character is able to imbue a target with a +2 bonus/Mage Level to one specific skill for 5 rounds (+20 at Level 10).
  • Doom - The character is able to strike a target with a -2 bonus/Mage Level to one specific skill for 5 rounds (-20 at Level 10).
  • Endure Elements - The character is able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • Entropic Shield - The character is able to place a buffering shield of spiritual energy around themselves or another target. When a ranged or magical attack is used against the shielded subject, caster adds +5/Mage Level to their Dodge check for 5 rounds.
  • Shield of Faith - The character is able to quicken a character's reaction speed when fighting with melee weapons. When a "Block" technique is used for 5 rounds, the caster adds a +5/Mage Level to the Block roll for melee weapons and shields.
  • Hide from Undead - This spell renders the caster and (Mage Level * 2) allies invisible to Undead-, Dark-, and Demon/Devil-type enemies for 5 rounds/actions. Imbues the subjects with Moderate "Invisible" status against these types of enemies.
  • Inflict Light Wounds - The character is able to deal spiritual damage at a range.
  • Magic Stone - For 5 rounds, the character is able to imbue the Throwing Weapons, Bows, Crossbows, and other non-firearm ranged weapons of one target with their spiritual energy, adding their *1 magic damage to the character's normal damage.
  • Magic Weapon - For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding their *1 magic damage to the character's normal damage.
  • Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
  • Remove Fear - The character is able to negate Mild, Moderate, and Acute "Stop" status effects.
  • Sanctuary - The caster is able to sanctify and protect (Mage Level) Areas from incursion of the caster's enemies, mundane or otherwise. If an enemy attempts to pierce Sanctuary, user's *1 Magic damage is dealt, and the target uses an attack roll vs. the caster's roll to pierce it. If the target fails, it's rebuffed from the shield. If the target succeeds, Sanctuary remains, but the target is able to reside inside of it without harm from the spell.
  • Summon Monster I - The caster is able to summon a Level 1 Holy-type creature for 5 rounds.
  • Abundant Ammunition - This spell, when cast on a weapon that requires reloading (suppressing fire weapons, etc.), allows a weapon to continue firing for an additional round. This only works on standard ammunition.
  • Forbid Action - The character is able to spiritually bar a target from performing one simple action, such as movement or speaking. Breathing or similar functions are not affected.
  • Ant Haul - The character is able to imbue a target with spiritual strength. For 5 rounds, the target is able to carry 12-Slot Weapons and triples the target's normal carrying weight for other purposes.
  • Dancing Lantern - A lantern, flashlight, or other similar source of light follows the caster around for 5 rounds.
  • Diagnose Disease - When cast, the character is able to quickly diagnose the symptoms of status effects for 5 rounds. This reduces First Aid rolls to cure the status by 10%.
  • Know the Enemy - The character performs a "Scan" effect on a single target, giving them basic information about the target, such as HP/MP, current status effects, and basic attributes of it.
  • Remove Sickness - The character is able to remove Mild and Moderate "Poison" status effects.
  • Restore Corpse - The character is able to restore a decomposed corpse to its original, living look for uses of identification or preservation for burial.
  • Air Bubble - The character is able to create a pocket of clean, safe air around his/her head and those of (Mage Level * 2) allies to allow them to breathe safely in clouds of airborne poisons or underwater for (Mage Level) rounds.
  • Compel Hostility - The character is able to direct the attention of (Mage Level) monsters and other nonsentient or semi-sentient creatures to a specific target instead of others. This effect lasts for 5 rounds. This spell is considered a "self buff" rather than a targetted spell, and creatures who may attack others around the targetted object/character must roll regular Willpower vs. DC50 + 20/Mage Level (250 at Level 10).
  • Deadeye's Lore - This spell gives a character improved senses and tracking ability. When hunting or tracking a creature, the character can substitute his/her Magic roll for the Survival roll. Each roll like this consumes MP.
  • Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.
  • Moment of Greatness - The character is able to bolster the morale of others and improve their performance. Inflicts Mild "Sharpen" status for 1 round on one target.
  • Reinforce Armaments - The character is able to improve the performance of others' defensive equipment. Armor soak on 1 target is raised to 150% for 5 rounds.
  • Sun Metal - The character is able to imbue a flaming quality to a melee weapon. Inflicts Mild "Enfire" status on a single target for 5 rounds.
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

Re: new cleric spells

Quote

Post by admin »

Level 2 Cleric spells 40 MP to cast, *2 damage, 15 Spell Points
  • Aid - The character is able to imbue a single target with +500 HP/Mage Level (+5000 at Level 10) and a +2/Mage Level (+20 at Level 10) bonus to attack and dodge rolls for 5 rounds.
  • Bear's Endurance - The character grants a bonus of +100 Physical Soak/Mage Level (+1000 at Level 10) to a single target for 5 rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Calm Emotions - The character is able to remove Mild, Moderate, and Acute "Fury" and "Sadness" status effects.
  • Consecrate - The character is able to consecrate and bless (Mage Level) Areas with Holy energy. When Undead-, Dark-, or Devil/Demon-type enemies enter these Areas, they constantly take the caster's *1 Magic Damage and suffer from Mild "Pain" status. The Areas remain consecrated for (Mage Level * 2) rounds.
  • Cure Moderate Wounds - The character is able to restore 20% of max HP on one character.
  • Delay Poison - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20.
  • Eagle's Splendor - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to a single character for 5 rounds.
  • Gentle Repose - This spell uses spiritual energy to preserve a deceased body and prevent it from decaying, either naturally or otherwise. Once cast, the spell will linger unless dispelled.
  • Hold Person - The caster is able to render a single target unable to move from a locked position. Inflicts Chronic "Stop" effect for 1 round.
  • Inflict Moderate Wounds - The caster is able to inflict damage upon a subject from afar.
  • Owl's Wisdom - The caster grants a bonus of +20 Willpower/Mage Level (+200 at Level 10) to a single character for 5 rounds.
  • Remove Paralysis - The caster is able to restore movement to a character after it's been spiritually bound. Cures Mild, Moderate, and Acute Slow and Stop effects.
  • Restoration, Lesser - The character is able to restore function to a damaged portion of a character's body, mind, or spirit. This spell cures Mild and Moderate "Weak" and "Plague" status effects.
  • Shatter - The caster is able to project concentrated sound in a cone-like shape ahead of him/herself. This is considered "Force" elemental damage, and is highly effective against glass- or crystal-like objects.
  • Shield Other - The character uses spiritual energy to buffer another. This spell is cast on a single target, and any damage that character takes is halved, then one half is given to the subject and the other the caster.
  • Silence - The character is able to mute all sound within (Mage Level) Areas. This does not inflict Silence status. The silence lasts for (Mage Level) rounds.
  • Sound Burst - The character is able to project a concentrated blast of sound waves at a single target. Deals half-damage to a single target and inflicts Mild Off-Guard status.
  • Spiritual Weapon - The character is able to imbue a Melee Weapon with spiritual energy, making it able to deal normal damage to Elemental-, Ghost-, and Heartless-type enemies. This lasts for (Mage Level) hours.
  • Status - The character is able to spiritually "mark" and track the status and position of up to (Mage Level * 2) allies. This effect lasts for (Mage Level * 2) rounds.
  • Summon Monster II - The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
  • Zone of Truth - The character is able to use spiritual energy to compel characters within 1 Area to tell the truth to the best of their knowledge. When a character attempts to tell a lie (even a lie by omission) inside of this Area, they must roll their magic defense vs. the original roll made by the caster. This effect lasts for (Mage Level) rounds.
  • Ghostbane Dirge - The character is able to give the incorporeal physical form. For 5 rounds, a Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • Grace - The character is able to grant quick, light-footed movement to a single character. For 5 rounds, the targetted character is immune to Mild and Moderate "Suppressing Fire" status.
  • Share Language - The character is able to temporarily share his/her knowledge of a known or learned language, whether through education or a successful Linguistics check. This effect is shared between (Mage Level * 2) allies for (Mage Level) hours.
  • Weapon of Awe - The character is able to temporarily bolster the strength and damage of a single weapon. The weapon's damage modifier is raised by (Mage Level) (+*10 at Level 10) for 5 rounds.
  • Compassionate Ally - The character is able to use divine influence to compel a single target to assist an ally of the caster in some way as dictated by the caster at the time of casting. The effect lasts for 5 rounds.
  • Spear of Purity - The character forms a long, pointed spear of holy energy before casting it at a target. Deals magic damage and inflicts Mild "Blind" status for 5 rounds.
  • Surmount Affliction - The caster is able to bolster the body's tolerance for pain for a short time. The caster is able to delay the effects of a negative status effect by (Mage Level) rounds, but the effect can only be used for a single iteration of a status effect. At the end of that delay time, the effect returns 2 tiers higher than it originally was cast, and will remain for twice as long.
  • Ant Haul, Communal - The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets are able to carry 12-Slot Weapons and triples the targets' normal carrying weight for other purposes.
  • Bestow Weapon Proficiency - The character is able to bestow divine knowledge onto a character temporarily. This spell removes the Unskilled penalty from a single weapon for a character's use, and lasts for 5 rounds.
  • Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • Instrument of Agony - A weapon is imbued with divine power for a short time. For five rounds, a targetted weapon grants a (Item Slots * 2) bonus to Intimidation checks.
  • Magic Siege Engine - The character is able to enchant siege, artillery, or vehicular weapons for a short time. The blessing lasts for 5 rounds, and the weapon's accuracy bonus is doubled, and its damage is raised to 150%.
  • Reinforce Armaments, Communal - The character is able to improve the performance of others' defensive equipment. Armor soak on (Mage Level) targets is raised to 150% for 5 rounds.
  • Returning Weapon - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
Level 3 Cleric spells 90 MP to cast, *3 damage, 20 Spell Points
  • Continual Flame - The character is able to give a torch-like radiance to a single object. This effect is permanent until dispelled, and is able to illuminate (Mage Level) Areas or less to reduce or remove low-light penalties.
  • Cure Serious Wounds - The character is able to restore 30% of one target's max HP.
  • Daylight - The character is able to create a temporary light that shines over (Mage Level) Areas, negating some area-wide shadow or fog effects. This effect lasts for (Mage Level) rounds.
  • Dispel Magic - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on a single target.
  • Glyph of Warding - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, dealing magic damage.
  • Inflict Serious Wounds - The character is able to deal magical damage on a single target at a range.
  • Invisibility Purge - The character is able to remove magical invisibility effects within a wide area. This spell negates Mild, Moderate, and Acute "Invisibility" statuses within (Mage Level) Areas for 5 rounds.
  • Magic Vestment - The character is able to bolster the strength of another character's armor and defensive equipment. The caster grants +200 Physical/+200 Magical Damage Soak/Mage Level (+2000/+2000 at Level 10) to a single character's Armor for 5 rounds.
  • Meld into Stone - The character is able to blend his/her person with a smooth face of stone, earth, or similar solid surface large enough to contain them. This effect can last for (Mage Level) rounds before the character is forced out of the face.
  • Obscure Object - This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
  • Prayer - The character is able to chant a prayer to his/her diety for a single round. This may be a positive or negative prayer against another target, wherever he or she may be, to imbue a blessing or a curse upon them. The effect lasts for (Mage Level) rounds, and can either grant a +2/Mage Level bonus or a -2/Mage Level penalty to any action taken in that time. This spell can only be used once per day.
  • Remove Blindness - The character is able to remove blindness and restore sight to a single target. This spell removes Mild, Moderate, and Acute "Blind" status effects.
  • Remove Curse - This spell is able to remove lesser curses placed on a single target. Removes Mild "Curse" status.
  • Remove Disease - The character is able to remove lesser diseases and contagions ravaging a target. Removes Mild, Moderate, and Acute "Disease" statuses.
  • Searing Light - The character is able to exude a powerful ray of Holy energy from the hands at a single target. Deals magical damage, Holy element.
  • Summon Monster III - The character is able to summon 1 Level 3 Holy lesser creature for (Mage Level) rounds.
  • Water Breathing - The character is able to breathe underwater for a short time. This effect lasts for 5 rounds.
  • Water Walk - The character can increase the density of (Mage Level) Areas of water to allow safe passage across it. This lasts for (Mage Level) rounds.
  • Wind Wall - The character is able to summon a buffering wall of wind stretching from one point to another. It is 1 Area tall, and any ranged attack, magic spell, or gas or similar substance that tries to pass through it must beat the caster's original roll to establish the wall to do so.
  • Nap Stack - The character is able to relieve the effects of sleeplessness on him/herself and up to (Mage Level) allies. Reduces "Fatigue" status by 2 levels for (Mage Level) hours.
  • Wrathful Mantle - Subject gets +1/four levels on all saves.
  • Agonize - A wrathful spell places a temporary curse on a target. The caster places it on a single subject, and issues simple commands. If the target does not obey within his/her next free action, the target suffers the caster's magic damage. This effect lasts for (Mage Level) actions/commands.
  • Archon's Aura - The character focuses divine energy into his/her body, emanating a bright glow that registers across several spectra, including visible and spiritual. Up to (Mage Level) characters within 2 Areas must roll magic defense vs. the character's magic roll to avoid its effects. Those who fail suffer a -2/Mage Level penalty to offensive and defensive rolls for 5 rounds.
  • Badger's Ferocity - The character is able to focus his/her spiritual energy into another's weapon. Each cast of this spell grants Mild "Sharpen" status to a single character for 1 round, whether the target hits or misses.
  • Blessing of the Mole - The character is able to give a spiritual boon to a group of allies, allowing them to see and move better in the dark. This spell blesses (Mage Level * 2) characters with temporary "dark vision" and enhances Move Slowly/Hide/Sneak Attack rolls by +2/Mage Level for 5 rounds/actions.
  • Symbol of Healing - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, restoring HP equivalent to the user's magic damage.
  • Vision of Hell - The character is able to mentally project a powerful series of illusory flashes into a group of targets' minds, attempting to paralyze and shake them. This spell forces an image of an illusory wasteland of fire, brimstone, floating fire heads, and other horrifying visions into (Mage Level) targets' minds. Targets roll magic defense to defend, and if they fail they are struck with Moderate "Stop" status for 5 rounds.
  • Chain of Perdition - The character is able to conjure a chain of pure spiritual energy that can be used for a myriad of tasks. This may be substituted for rope, a weapon, or a binding tool. The chain deals the user's magic damage if used as a weapon, and has a durability of the user's magic damage in HP.
  • Daybreak Arrow - When applied to a ranged weapon's ammunition, that weapon takes on a Fire elemental property. This effect lasts for 5 rounds, and works on everything from crossbow bolts to cannon shells.
  • Deadly Juggernaut - The character is able to imbue his/her body with spiritual energy and a leeching spell that pulls the lost spirit energy from felled creatures into his/her body. For (Mage Level) rounds, each target a character kills bolsters his/her Physical/Magical Soak by +200. Once the spell duration ends, the effect instantly drops and resets as well.
  • Delay Poison, Communal - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20. This spell affects (Mage Level) targets.
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

Re: new cleric spells

Quote

Post by admin »

Level 4 Cleric spells 160 MP to cast, *4 damage, 30 Spell Points
  • Air Walk - The caster is able to increase the density of air to allow the caster to walk on it as one would ground. This spell allows a caster to cross empty air as if it were ground; this spell must be recast for every Area to be crossed, but the effect lasts for (Mage Level) rounds.
  • Control Water - The character is able to control existing bodies of water with some proficiency, allowing them to expend power to mold and move water. This spell allows a character to control (Mage Level / 2) Areas of water (deep and/or wide), allowing them to part, push, lower, or raise it. This effect lasts for 5 rounds.
  • Cure Critical Wounds - The character is able to restore 50% of max HP to a single target.
  • Death Ward - The character is able to keep a character from reaching death, letting them remain alive and breathing while help comes. This spell is cast on someone between 0 HP and his/her Death Threshold, and when cast halts their deterioration towards DT for (Mage Level) rounds.
  • Discern Lies - The character is able to use spiritual power to recognize other character's lies. The character replaces a Bluff roll to discern lies with his/her Magic roll; each time this substitution is made, it costs MP.
  • Dismissal - The character is able to banish a creature or monster back to the plane it originally came from. This spell is only useful against Level 4 or lower extraplanar or similar summon creatures; roll magic vs. target's magic defense for success.
  • Divination - The character is able to spend time praying to his/her diety for advice on a given action. This action can be nearly anything, but the diety can only give answers on one action once; any further attempts will simply yield the same answer regardless of roll.
  • Divine Power - The divine power and will of the character's diety shines through, as if they were being guided by his/her hand directly. The character gains +20 Strength/Mage Level (+200 at Level 10), +20 Spirit/Mage Level (+200 at Level 10), and +400 HP/Mage Level (+4000 at Level 10) for 5 rounds. Once the effect is over, though, the character succumbs to Mild "Weak" status for 5 rounds.
  • Freedom of Movement - The target is able to move easily through what would otherwise be inclement ground or objects to slow them. This effect removes Mild and Moderate "Slow" effects from a single target.
  • Holy Smite - The character is able to strike a target with pure Holy energy. This attack deals Holy magic damage at range, and against Undead-, Dark-, and Devil/Demon-type characters, inflicts Acute "Blind" status for 5 rounds.
  • Inflict Critical Wounds - The character is able to deal magic damage at range.
  • Magic Weapon, Greater - For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding their *4 magic damage to the character's normal damage.
  • Neutralize Poison - The character is able to dissolve and prevent against poisons and other such toxins for a short time. This spell removes Mild, Moderate, Acute, and Chronic "Poison" statuses, as well as Mild and Moderate "Infested" statuses.
  • Order's Wrath - The character is able to dole out magic judgement at range. This spell deals magic damage at a range, and inflicts Moderate "Pain" status on a single target.
  • Planar Adaptation - The character is able to use spiritual pressure to ward off the strange and foreign effects of other planes on the caster and other characters. The character is able to deny the strange effects of different planes on a single character for (Mage Level) rounds per cast.
  • Repel Vermin - The character is able to exude a spiritual presence that makes small vermin -- such as bugs, rodents, and flies -- away. Vermin flee from the Area the caster walks in for (Mage Level) rounds per cast.
  • Restoration - The character is able to restore strength via divine power to a character who has lost theirs. This spell removes Mild and Moderate Curse, Weak, and Plague status effects.
  • Summon Monster IV - The character is able to summon 1 Level 4 Holy lesser creature to fight for him/her for 5 rounds.
  • Tongues - The character is able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges.
  • Rest Eternal - The character has the ability to prevent a corpse, skeleton, or similar deceased creature from being revived or reanimated. This spell lasts until dispelled.
  • Spiritual Ally - The character is able to summon a divine likeness of a champion of his/her diety for a short time. This spell summons a Ghost/Spirit-type Champion of the character's diety to do battle with him/her and his allies. The apparition is given similar statistics to a (Mage Level) lesser Holy summon and is immune to physical harm save for magic weapons. The summon lasts for (Mage Level * 2) rounds.
  • Control Summoned Creature - The character is able to subjugate a lesser summoned monster as if it were his/her own. The character rolls his/her magic roll vs. the original summoner's magic roll for subjugation control of the summoned monster. The effect lasts until the summoned monster is dismissed or the caster is usurped again, but is not usable against Grand Summons or similar.
  • Symbol of Revelation - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, an illusion is projected around the surrounding (Mage Level) Areas. This effect lasts for 5 rounds.
  • Symbol of Slowing - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, the rune inflicts Acute "Slow" effect on all targets in that Area for 5 rounds.
  • Summoner Conduit - The character is able to form a spiritual binding between one character and his/her summoned creature or spiritual companion. When the summoned creature takes damage, the target does as well, for (Mage Level) rounds.
  • Water Walk, Communal - The character can increase the density of (Mage Level) Areas of water to allow safe passage across it. Up to (Mage Level) people can cross with the caster, so long as they keep touch with him/her or someone who is, allowing hands to be chained together to cross. This lasts for (Mage Level) rounds.
Level 5 Cleric spells 250 MP to cast, *5 damage, 40 Spell Points
  • Atonement - The character has the ability to remove the burden of misdeed from a passed or living soul to provide catharsis to the willing. A forced change in demeanor -- such as magical burdening or "alignment change" -- can be removed by this catharsis as well.
  • Break Enchantment - The character is able to break the enchantments and transmutations of another character. Removes Mild, Moderate, and Acute "Confuse," "Transform," and "Curse" status effects.
  • Breath of Life - The character is able to awaken a character and restore a portion of his/her stamina. Removes the KO status from a single character and restores 50% of his/her Max HP.
  • Commune - The character is able to speak to his/her diety through spiritual prayer for a longer time and a close connection. With meditation, the character can ask (Mage Level) "yes or no" questions to his/her diety and receive answers appropriate to his/her casting roll. This spell can only be used once per diem, and multiple questions about the same subject will receive the same answers until a new roll is made.
  • Cure Light Wounds, Communal - The character is able to restore health and stamina to 2 characters. Heals 10% of max HP.
  • Disrupting Weapon - The character is able to bless a melee or ranged weapon with holy power, especially effective against Undead-, Dark-, or Devil/Demon-type enemies. Grants Moderate "Enholy" status effect for 5 rounds.
  • Flame Strike - The character is able to attack a single target with baptism by fire. A surge of holy fire erupts around a single target, dealing Holy (not Fire)-element magic damage.
  • Hallow - The character is able to consecrate and bless a single Area as holy to his/her diety. This Area can be used as a safe refuge for characters and NPCs out of combat for (Mage Level) hours and will bathe its occupants in holy favor, restoring their HP and MP as if it were a legitimate rest point. Enemies who attempt to pass into the Hallowed area will have to answer to the divine directly...
  • Inflict Light Wounds, Communal - The character is able to deal ranged damage to up to 2 targets simultaneously. Deals non-elemental magic damage.
  • Mark of Justice - The character is able to place a "trigger" curse on a single subject that will activate when a character performs a single, specific action. The character may or may not be aware when this spell is placed on them; if the action is performed, the character suffers consequences. This spell will last until dispelled.
  • Raise Dead - The character is able to restore life to a character who has passed beyond the Death Threshold within the past 24 hours. The character may still require medical treatment, but will return to the realm of the living.
  • Righteous Might - The character is able to focus some of their diety's power into their own form, increasing their physical size and mass and imbuing them with divine might. The character is granted the "Giant 2" trait, for (Mage Level) rounds (+50 at Level 10).
  • Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.
  • Spell Resistance - The character is able to bolster the spiritual pressure of a single target to provide an additional buffer to incoming status-inflicting spells. When cast on a target, the character has "resistance" to status-based spells. Whenever a status-inflicting spell is cast against that target, he/she rolls dodge/magic defense as usual; if the defense fails, though, the attacker must roll 1d100, with a DC of 75 + (Caster's Mage Level * 2) (75 + 20 at Level 10), for the status to successfully "take". Any straight damage is not buffered.
  • Summon Monster V - The character is able to summon 1 Level 5 Holy-element monster to fight for him/her for 5 rounds.
  • Symbol of Sleep - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Sleep" status on all targets in the Area.
  • True Seeing - The character is able to bestow "divine sight" on a single target. This spell doubles a character's roll result when attempting to look through or discern illusion-type spells or effects. The character is also automatically able to see through shapeshifting effects
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Mage Level) Areas in dimension, and it has (Magic Damage * 2) HP. IT is considered "Earth" elemental in nature.
  • Cleanse - Heals a myriad of status effects from one target. Removes Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses. (360 MP) (60 SpP)
  • Ghostbane Dirge, Mass - The character is able to give the incorporeal physical form. For 5 rounds, up to (Mage Level) Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • Life Bubble - The character is able to protect a group of allies from inclement environments. This spell surrounds targets with a constant and moveable shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure.
  • Pillar of Life - The character is able to erect a large pillar that glows with his/her diety's power. When characters touch this pillar, they are restored (caster's magic damage) HP and MP, and many Mild status effects are removed.
  • Snake Staff - The character is able to transform a wooden object into an ethereal serpent that has (magic damage) HP and inflicts (half-magic damage) HP damage with a bite, as well as Moderate "Poison" status for 5 rounds with each bite.
  • Astral Projection, Lesser - The character is able to project him/herself into the "astral plane" or the Lifestream, to commune with spirits past and present. The character is able to reside in this state of trance for (Mage Level) hours at a time.
  • Fickle Winds - A swirling cyclone of wind forms around a group of targets to protect them from projectiles attempting to get inside of it, but allows projectiles to be fired from the inside, out. This spell surrounds (Mage Level) targets with a buffering circle of wind that helps deflect projectiles and spells from reaching the targets, but allows the targets to shoot through the wall. Ranged attacks, magic spells, or gas or similar substances that try to pass through it must beat the caster's original roll to establish the wall to do so.
  • Forbid Action, Greater - The character is able to spiritually bar a group of targets from performing one simple action, such as movement or speaking. Breathing or similar functions are not affected. This affects (Mage Level) targets.
  • Holy Ice - The character is able to conjure up a series of thick, long javelins of frozen Holy water to strike out at a target. This spell deals 1d3 hits of Holy-element, *2 magic damage to a single target.
  • Reprobation - The character is able to mark a single target as intolerable by his/her diety, which is recognizable by any follower of that diety. When a reprobated character is noticed by followers of the shunning diety/character, that character may suffer "hunted" traits. This effect lasts until dispelled.
  • Serenity - The character is able to inflict a "pacifist zone" around him/her that will strike offending targets with nonlethal pain and damage. This spell creates a zone of tranquility (Mage Level) Areas in diameter and fills minds inside of it with peaceful feelings. Those attempting to commit violence suffer the caster's nonlethal magic damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves using defensive actions, such as dodges, blocks, counters, and magic defenses, without suffering the effects.
  • Symbol of Scrying - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped, it activates a "scrying sensor" for the caster, which causes the image to appear on a given reflective surface nearby.
  • Air Walk, Communal - The caster is able to increase the density of air to allow the caster and a group of allies to walk on it as one would ground. This spell allows a caster and (Mage Level) allies to cross empty air as if it were ground; this spell must be recast for every Area to be crossed, but the effect lasts for (Mage Level) rounds.
  • Magic Siege Engine, Greater - The character is able to bless siege, artillery, or vehicular weapons with divine power, enhancing their performance greatly. This spell adds +25% damage and +25% accuracy to a weapon per Mage Level (+250% Damage/Accuracy at Level 10, for a total of 350% effectiveness (weapon * 3.5)).
  • Tongues, Communal - The character and a group of allies are able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges (between each character, not total) and includes (Mage Level) characters per cast.
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

Re: new cleric spells

Quote

Post by admin »

Level 6 Cleric spells 360 MP to cast, *6 damage, 60 Spell Points
  • Animate Objects - The character is able to give temporary spiritual "life" to otherwise inanimate, mundane objects, such as brooms, boxes, or ladders to move themselves at a caster's whim and follow simple, pointed directions. This spell creates a temporary "Flunkies" effect, giving a character up to (Mage Level) small-to-medium sized minions to perform simple actions with swarm bonus. The effect lasts for (Mage Level) rounds/actions before the life is drained from the objects.
  • Banishment - The character is able to dismiss multiple extraplanar or lesser summoned creatures at a time to return them to their original places. This spell banishes up to (Mage Level / 2 (round down)) lesser summoned creatures by besting a Magic vs. Magic Defense roll. This spell can also be used against Greater Summons, but instead of Banishing them, deals critical Spell Damage against them if they strike.
  • Bear's Endurance, Mass - The character grants a bonus of +100 Physical Soak/Mage Level (+1000 at Level 10) to up to (Mage Level * 2) (20 at Level 10) characters for up to 5 rounds.
  • Blade Barrier - The character is able to create a wall of non-elemental phantasmal blades between itself and a group of enemies for a short time. Any enemy that attempts to pass through the barrier must make a Reaction check, DC (50 + 40/Mage Level (450 at Level 10)), to pass through without damage. Failure results in the attempting target taking the caster's non-elemental magic damage, and success allows the character inside of the barrier without damage. In addition, a Blade Barrier provides Light Cover to targets on either side of the barrier against the other side.
  • Bull's Strength, Mass - The character grants a bonus of +20 Strength/Mage Level to (Mage Level * 2) (20 at Level 10) characters for lifting and damage purposes (+200 at Level 10) for 5 rounds.
  • Cure Moderate Wounds, Communal - The character is able to heal damage and restore stamina across 2 characters simultaneously. Restores 20% of targets' total HP.
  • Dispel Magic, Greater - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on up to (Mage Level) targets.
  • Eagle's Splendor, Mass - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to (Mage Level * 2) characters for 5 rounds.
  • Geas/Quest - The character is able to place a divine mandate on a single character, forcing them to either complete a set of tasks laid out before it or suffer the consequences... This spell places a "mandatory" quest on a single character, which can be as closed- or open-ended as needed, but geas/quests that are too open-ended or impossible by the user's own ability can only last a period of (Mage Level) days at maximum. So long as the character stays on a "voluntary" path towards the goals of this quest or task, they suffer no consequences; if the character stops or is prevented from carrying on the task, it begins to suffer the "Curse" status effect. The first week incurs Mild "Curse" status; after a month, Moderate; after two months, Acute; after six months, Chronic; after a year, Terminal. A Geas can be removed by a Curse-curing spell, but someone attempting to break the geas must roll against the caster's original spell cast result each time the "break" is attempted. Otherwise, this spell lasts until the quest is completed or it is successfully dispelled.
  • Glyph of Warding, Greater - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, dealing magic damage to all targets in range.
  • Heal - The character is able to heal damage to a character, restore a great amount of satmina, and remove a number of negative effects from a single target. Restores 30% of target's total HP and cures Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Poison," "Silence," "Sleep," "Slow," "Stop," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses from the target.
  • Inflict Moderate Wounds, Communal - The character is able to deal non-elemental magic damage to 2 targets at range.
  • Owl's Wisdom, Mass - The caster grants a bonus of +20 Willpower/Mage Level (+200 at Level 10) to (Mage Level * 2) characters for 5 rounds.
  • Summon Monster VI - The character is able to summon 1 Level 6 Holy-element lesser creature to fight for them for 5 rounds.
  • Undeath to Death - The character is able to almost instantly dismiss and collapse Undead-type creatures. This spell has the ability to reduce some lesser undead creatures to dust with the wave of a hand, if their Holy-element magic damage at this level is at least 50% of the targets' maximum HP. This can be used on up to (Mage Level) targets at once.
  • Wind Walk - The character and his/her allies are able to take a gaseous/vaporous form in the likeness of their normal selves and are given the ability to fly at twice their running speed for a short time. This allows them to cross great distances quickly, without bonuses to maneuverability or speed save for those with Flight feats; this effect can be placed on (Mage Level) allies per cast and lasts for (Mage Level * 2) rounds.
  • Word of Recall - The character is able to specify a "sanctuary" (such as with the Hallow or Sanctuary spells) for his/her use to allow teleportation from any place back to that sanctuary at any time. This can only be used once per cast, to one sanctuary per cast, and can take (Mage Level * 2) characters with him/her per cast.
  • Planar Adaptation, Mass - The character is able to use spiritual pressure to ward off the strange and foreign effects of other planes on the caster and other characters. The character is able to deny the strange effects of different planes on (Mage Level * 2) characters for (Mage Level) rounds per cast.
  • Cold Ice Strike - The character is able to summon a deadly storm of ice slivers and uneven chunks of frozen atmosphere towards 2 characters. Deals Water-element magical damage.
  • Joyful Rapture - The character is able to balance the emotional states of him/herself and many of his/her allies to save them from despair or fury. The character is able to remove Mild, Moderate, Acute, and Chronic "Confuse," "Stop," "Sadness," "Trouble", and "Fury" status effects.
  • Symbol of Sealing - The character is able to place a symbol above or below a door or similar passage/throughway less than 2 Areas wide, which -- when triggered by a character or creature passing within 1 Area of the symbol -- activates a powerful wall of non-elemental, shimmering spiritual energy that bars passage beyond the wall. This wall has (magic damage * 2) HP and is considered non-elemental.
Level 7 Cleric spells 490 MP to cast, *7 damage, 75 Spell Points
  • Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
  • Cure Serious Wounds, Communal - The character is able to heal serious damage and restore stamina to 2 targets. Heals 30% of Max HP.
  • Dictum - A "word of power" given by a diety, the dictum has the ability to rattle most Dark-, Undead-, or Demon/Devil-type creatures with a single, booming shout. This spell inflicts magic damage and moderate "Off Guard" status on all Dark-, Undead-, or Demon/Devil-type targets in the Area.
  • Ethereal Jaunt - The caster is able to surround itself or a single target in ethereal spiritual energy to render them partially out of phase with the current plane. Inflicts Acute (Alt) "Invisible" status on a single target for (Mage Level) rounds.
  • Holy Word - A "word of power" given to subjects by a diety, the Holy Word has the ability to halt and paralyze most Dark-, Undead-, or Demon/Devil-type characters/targets in their tracks with the sheer power alone. This spell inflicts magic damage and Chronic "Stop" status for 5 rounds.
  • Inflict Serious Wounds, Communal - The character is able to inflict serious non-elemental magic damage at a range on up to 2 targets simultaneously.
  • Regenerate - The character is able to restore stamina to a single target, as well as rejuvenate their minds and bodies. Heals 50% of a target's total HP and inflicts Chronic "Regen" status on a single target for 5 rounds.
  • Repulsion - The character is able to create a powerful field of spiritual pressure around him/herself to ward off other creatures in the area. Erects a powerful non-elemental spiritual energy barrier within 1 Area of the caster, and moves with the caster throughout the duration of the spell. This field, when a character/creature outside of the field when it is erected attempts to breach it, will deal magic damage and (+1 Severity "Knockback" status / (Mage Level / 2)) (Damage + Terminal "Knockback" at Level 10) to any creatures who fail a Movement check (of any type) vs. the caster's original roll to establish the field. This field lasts for (Mage Level) rounds per cast.
  • Restoration, Greater - The character is able to restore strength via divine power to a character who has lost theirs. This spell removes Mild, Moderate, Acute, and Chronic Curse, Weak, and Plague status effects.
  • Resurrection - The character is able to revive and restore a single mostly intact character from below the Death Threshold to their full hit points, repairing all bodily damage and removing all negative status effects from their previously destroyed bodies. This spell can only be used once per diem.
  • Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.
  • Summon Monster VII - The character is able to summon 1 Level 7 Holy-element lesser monster to fight for him/her for 5 rounds.
  • Symbol of Stunning - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Off Guard" status on all targets in the Area.
  • Symbol of Weakness - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Weak" status on all targets in the Area for 5 rounds.
  • Bestow Grace of the Champion - The character is able to designate a single ally as his/her Champion for a time, and imbues him/her with the divine might of his/her diety to strike down their common enemies. This spell imbues a single non-elemental character with Acute "Enholy" status, Mild "Sharpen" status, Mild "Haste" status, and Chronic "Defense" status, and allows the target to choose ONE Paladin-based Class Feat to use for the duration of the spell, for (Mage Level) rounds. This spell can only be used once per diem.
  • Circle of Clarity - The character is able to place an area enchantment on his/herself or a single target that will emanate within a wide area to dispel illusions, reveal the hiding, and enhance the sight of those within. This spell is cast on a single target and within (caster's Mage Level) Areas of that target, allies' Spot/Search check results are immediately doubled before any other modifications. This works against other creatures' Move Slowly/Hide/Sneak Attacks, against Illusions, and against Invisibility effects.
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

Re: new cleric spells

Quote

Post by admin »

Level 8 Cleric spells 640 MP to cast, *8 damage, 100 Spell Points
  • Antimagic Field - The caster creates a powerful anti-magic field around itself to prevent nearly all magic, magic-like, psionic, or similar effect from functioning within the field. Magic-imbued creations have their magical effects suppressed (not removed) while within the field, and all magic that attempts to enter it is automatically suppressed. Magical creatures that cannot sustain themselves without magic are weakened appropriately. This field extends to 1 Area around the caster, and lasts for (Mage Level) rounds.
  • Cure Critical Wounds, Communal - The character is able to heal damage and restore stamina to up to 2 characters simultaneously. Heals 50% of Max HP.
  • Earthquake - The character is able to use spiritual energy to cause an emulation of seismic movement that stretches out a great distance from the epicenter.. This spell has the capacity to deal great damage to an environment if cast by a strong enough character. This spell deals Earth-based magic damage and Chronic "Off Guard" status against every character/creature within (Mage Level) Areas.
  • Fire Storm - The character is able to conjure a powerful pyroclastic cloud of fire and smoke to wash over a wide area. Deals Fire-element magic damage to each target within (Mage Level) Areas, and each affected target must roll 1d100: 1-5: Chronic "Heat", Acute "Burning", Moderate "Melt" statuses; 6-25: Moderate "Heat", Moderate "Burning," Mild "Melt" statuses; 26-50: Moderate "Heat" status, Mild "Burning" status; 51-75: Mild "Heat," Mild "Burning" statuses; 76-95: Mild "Burning" status; 95-100: None
  • Holy Aura - A character is able to bathe him/herself or a single target in divine power and favor. This character acts as a flaring beacon for good and order, and as such receives great boons to power. A single target is granted Moderate "Enholy", Terminal "Offense" and Chronic "Defense" statuses for (Mage Level) rounds.
  • Inflict Critical Wounds, Communal - The character is able to deal non-elemental magic damage on up to 2 target at a range.
  • Summon Monster VIII - The character is able to summon 1 Level 8 Holy-element monster to fight for him/her for 5 rounds.
  • Divine Vessel - The character is able to transform him/herself into a powerful vessel of his/her diety, its form changing in various, awesome, and fantastical ways to reveal the diety's power on the mortal plane. This effect lasts as long as the character can bear the spiritual pressure, up to (Mage Level * 2) rounds.
  • Euphoric Tranquility - A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it.Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to be helpful to any questions, though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. This effect lasts for (Mage Level * 2) rounds.
  • Stormbolts - The character is able to conjure a powerful spiritual thunderstorm that covers a wide area and strikes foes with bolts of supernatural lightning. The storm covers (Mage Level) Areas, and all enemies within those Areas are struck by bolts of lightning that deal the caster's magic damage (Wind-Lightning element), as well as inflicts Chronic "Shock" status for 5 rounds.
Level 9 Cleric spells 810 MP to cast, *9 damage, 125 Spell Points
  • Astral Projection - The character is able to travel to "the astral plane," or the Lifestream, for a period of time, about (Mage Level * 2) rounds in the material world (though time passes differently in the astral plane). The character is also able to connect with and bring (Mage Level * 2) allies with him/her.
  • Etherealness - The character is able to cause him/herself and a group of allies to become ethereal and out of sync with the current plane. This spell inflicts Acute (Alternate) "Invisibility" effect on the caster and up to (Mage Level * 2) allies.
  • Heal, Mass - The character is able to conjure grand spiritual energy to purify a wide area of blemishes, magical effects, and other torpor that plagues it. Restores 30% of a target's total HP on up to 3 targets and removes Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses.
  • Soul Bind - The character is able to remove the soul of a powerful undead monster from its "knocked out"/"dead" body and place it into an object in order to prevent it from resurrecting. This spell lasts until it is dispelled.
  • Storm of Vengeance - The character is able to conjure a powerful supernatural storm of acid rain, lightning, and icy hail. This spell creates a powerful storm over (Mage Level) Areas and deals non-elemental magic damage with a barrage of acidic rain, lightning, and hail; however, this spell also inflicts Acute "Shock", Acute "Melt", and Acute "Freeze" status on all targets within the affected Areas.
  • Summon Monster IX - The character is able to summon a Level 9 Holy-element monster to fight for him/her for 5 rounds.
  • True Resurrection - The character is able to lift a spirit from the dead and create for it an entire new home to dwell in, a body identical to its previous one out of the aether; remains are not necessary. This spell can only be used once per diem.
  • Winds of Vengeance - The character is able to conjure a mixture of powerful winds that both help allies and hinder enemies. This spell grants a caster and up to (Mage Level) allies the ability to fly, as well as granting them each the ability to create powerful Air-element attacks with cuts or swings from their weapons; each target attacks normally, but their melee attacks are all considered ranged and Air element, regardless of nature.
  • Overwhelming Presence - The character exudes a powerful, intimidating spiritual pressure, causing all targets within (Mage Level) Areas to either pass a Magic Defense check or be magically forced to bow and submit themselves to the caster as if he/she were divine or had similar power over the characters. This effect lasts until the caster's concentration is broken.
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

5 posts Page 1 of 1