Magical Abilities
Rank 1 - Cure Light Wounds - Battle Spell
Length: 150 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Holy Symbol - Area Effected: 1 Creature
This spell allows the Cleric to heal one light wound on anyone.
Rank 1 - Light - Adventure Spell
Length: 85 words - Cost: 1 point
Range: Caster - Duration: 30 minutes
Material: Flashlight - Area Effected: 10' radius
The light must reamin on for the entire time or the spell is negated. The light must pointed at the ground in a 10' radius. No spotlights allowed.
Rank 2 - Speak with Dead - Battle
Length: 100 words -- Cost: 1 point
Range: Touch -- Duration: 3 questions
Material: Holy Symbol -- Area Effected: 1 creature
After casting the spell over the dead creature, the creature is bound to answer, truthfully or to the best of its knowledge, 3 Yes-or-No questions of the caster. Breaking contact with the dead creature breaks the spell. Soulless creatures are immune.
Rank 2 - Sanctuary - Battle Spell
Length: 325 words - Cost: 1 point
Range: Self - Duration: Special
Material: Prism/Crystal - Area Effected: N/A
By invoking their deity and holding the crystal above their head with both hands, the Cleric creates an invulnerable force field around themselves. The Cleric is impervious to all attacks, even dispell magic. The spell remains in effect while the crystal is held above the player's head. Neither the hands nor the arms of the caster may rest upon their head or upon another object while the spell is in effect. No creature may come within 1 foot of the caster, nor may they attempt to grab the caster. Likewise, the caster must stay 1 foot away from other creatures as well.
Rank 2 - Truth Speak - Battle Spell
Length: 38 words - Cost: 1 point
Range: Touch - Duration: 1 question
Material: None - Area Effected: 1 creature
The Cleric who casts this spell is allowed to ask one creature one question which must be answer completely and truthfully. The Cleric must be in contact with the creature for the entire duration of the casting or the spell is negated.
Rank 3 - Word of Holding - Battle Spell
Length: 75 words - Cost: 1 point
Range: Throwing distance - Duration: A count of 100
Material: Bright orange spellball - Area Effected: 1 creature
If struck by the spell ball you are held by the power of the cleric's deity, the victim must remain motionless, count clearly and loudly to one hundred (by ones). This spell penetrates all armor but does not go through shields. The invocation line of this spell is: "I [Name] Invoke Word of Holding!"
Rank 3 - Consecrate/Desecrate - Adventure Spell
Length: 75 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Water - Area Effected: 1 cubic foot volume
This spell allows the Cleric to call upon the power of their deity to consecrate or desecrate water so that it is imbued with divine energy. The consecrated water may be used in a direct attack by throwing it at a creature. Consecrated or desecrated water should be effective against undead, summoned or extraplanal creatures. The consecrated water may be used to imbue a weapon with One Blessed Hit. A Blessed hit is the same as if holy water was being thrown at a creature except now it is linked to the damage of the weapon. The bearer of the weapon should call "Blessed" as well as the color of the weapon. Only the first hit of a consecrated weapon is counted as a Blessed hit, afterwards the weapon is no longer consecrated until more holy water is used. One dose of holy water is approximately one tablespoon. Holy water may be desecrated by mixing it with unholy water. A cleric may designate an area of ground to be sacred by pouring holy water on it. When holy water is applied to food or drink, it is instantly purified (poisons, toxins and disease are removed). Purification removes all diseases, impurities, and poisons from the food and drink. The Elder/Hosts of the Darkon Event should determine the actual effectiveness of Consecrate/Desecrate.
Rank 4 - Cure Disease - Adventure Spell
Length: 75 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Holy Symbol - Area Effected: 1 creature
When cast, this spell may counter such things as leprosy, consumption, rabies, lycanthropy, plagues, etc., cleansing the recipient of the spell of most diseases. The Elders/Hosts of the event should determine the actual effectiveness of this spell.
Rank 4 - Turn Undead - Adventure Spell
Length: 75 words - Cost: 1 point
Range: Throwing Distance - Duration: Instant
Material: Yellow spellball - Area Effected: 3 foot radius
By this incantation the caster calls upon the banishing power of their deity to summon into existence a sphere of divine energy. Depending on the power of the undead, and the Rank of the caster, the spell effect will vary. The Elder/Host of the event will determine the exact effectiveness of this spell. This spell penetrates all armor and shields. The invocation line of this spell is "I [Name] Turn The Living Dead."
Rank 5 - Cure Serious Wounds - Battle Spell
Length: 225 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Holy symbol - Area Effected: 1 creature
This spell cures all light wounds on anyone.
Rank 5 - Neutralize Poison - Adventure Spell
Length: 88 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Holy symbol - Area Effected: 1 creature
This spell allows the caster to neutralize the effects of most poisons or toxins. The Elders/Hosts of the event should determine the exact effectiveness of the spell.
Rank 6: Prayer Touch Type: Adventure
Length: 150 Energy Cost: 1
Range: Caster Duration: Special
Material: Colored Gloves AOE: None
This spell allows the Cleric to hold one spell for later use. Once Prayer Touch is cast, the spell to be stored must then be cast (thus using the appropriate number of spell points for both spells) and the appropriate Colored Gloves are prepared. The Cleric may save the gloves for use at a later time. To use the stored spell, the Cleric simply has to put on the Gloves. (Gloves must be worn on both hands). The stored spell will be discharged on the first thing the Cleric touches. Clerics may hold spells on the intervals as follows:
Character Rank |
Spell Rank Held |
6 |
1st Rank |
7 |
1st - 2nd Rank |
8 |
1st - 3rd Rank |
9 |
1st - 4th Rank |
10 |
1st - 5th Rank |
11 |
1st - 6th Rank |
12 |
1st - 7th Rank |
13 |
1st - 8th Rank |
14 |
1st - 9th Rank |
15 |
1st - 10th Rank |
Stored spells are identified by the following Glove Color:
Spell Stored |
Glove Color |
Curing, Protection,
Divining |
White |
Turn Undead |
Yellow |
Word of Holding |
Orange |
Curse |
Pink |
All spells used through Prayer Touch are reduced to touch range. All spells used through Prayer Touch penetrate through all armor, but not shields. Once the Gloves are worn, the Cleric may not cast any other spells, use weapons or hold any object. With Prayer Touch active, the Cleric may touch themselves and move about normally without releasing the stored spell. If the Cleric is hit with Prayer Touch active, the spell is not broken unless they are hit in the arms, mortally wounded, or killed. A Cleric may have only one spell stored at any given time. A Cleric may cast other magic while they have a spell stored. Prayer touch is unique to the caster. Only the caster can use their own stored spell. A Dispel Magic will negate Prayer Touch and any stored spell held within.
Rank 7 - Cure Mortal Wounds - Battle Spell
Length: 300 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Holy symbol - Area Effected: 1 creature
This spell allows the caster to cure anyone who is mortally wounded.
Rank 8 - Holy/Unholy Weapon - Adventure Spell
Length: 200 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Silver weapon - Area Effected: 1 weapon
This spell allows the Cleric to permanently Bless a single weapon. The weapon must be made from silver. After the spell has been cast, the weapon does Blessed Hits. The silver weapon must be specially made and purchased with Glacia currency, a weapon cannot just be declared "made of silver" (see rules for making silver weapons). The weapon must be covered with blue cloth and have the name of the Cleric's deity written clearly on the weapon. Only one Holy/Unholy weapon can be made by a Cleric at any time, until the old one is destroyed or dispelled. The weapon is a personal item and cannot be stolen (unlike Relics). A Cleric may make a Holy Weapon for another character provided they are of similar alignment. The Holy/Unholy weapon is a permanent item and carries between Glacia Events. The enchantment can be broken by having the weapon declared destroyed, or the enchantment can be broken by having a Curse Spell applied to the weapon which renders it a normal silver weapon. Holy/Unholy weapon does not increase the damage done by the weapon, but allows the weapon to strike with Blessed Hits (see Cleric spell Consecrate/Desecrate). It allows a weapon to strike creatures normally not affected by ordinary weapons. The Elders/Hosts of the event should determine the exact effectiveness of the Blessed Hits done by a Holy weapon.
Rank 9 - Curse - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Throwing distance - Duration: Instant
Material: Pink spellball - Area Effected: 1 creature
This spell allows the Cleric to call forth the power of divine anger and holy fury, which instead of divine healing, divine pain is inflected. The spell inflicts a light wound to every limb. Curse penetrates all armor and shields. The invocation line for this spell is "I [Name] Invoke [Deities Name] Curse."
Rank 9 - Last Rites - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Green Headband w/black cross at center - Area Effected: 1 creature
This allows the cleric to put to rest the soul/spirit of any one dead creature. Any creature affected by this spell may not be resurrected, animated, or otherwise revived in any way. Creatures such as trolls, vampires, and other that regenerate are permanently put to rest and cannot return to the living world. A green headband etched with a black cross is put on the creature to signify that it has been affected by Last Rites. Player Characters who have been affected by Last Rites must spend the appropriate time in Hades. If no Hades is in play, then you must remain out of the game for a period of 12 minutes before returning to play. Any creature affected by Last Rites cannot be affected by Speak with Dead. The only instance where Last Rites may be applied to a "living creature" is when cast against demons, undead, or summoned beings. If Last Rites are cast against any creature from these three categories, they are immediately banished from the Cleric's plane of existence and instantly returned to whatever plane they originated from. The banished creature may not return to the Cleric's plane (assuming it has the ability to return) for a period of 12 minutes. Only one Last Rite may be in affect on any one creature.
Rank 10 - Resurrection - Battle Spell
Length: 500 - Cost: 2 points
Range: Touch - Duration: Permanent
Material: Holy symbol - Area Effected: 1 creature
Allows the caster to remove the condition of dead from 1 person, but does not repair armor.