Cleric Spells

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Spells

Banish Animal; Simple; Small Area
This spell counters the Summon Animal spell, sending the summoned creature back to where it came from, even if its task is incomplete. Duration: One use.

Banish Demon; Very Hard; Small Area
This spell counters the Summon Demon spell, sending the summoned creature back to where it came from, even if its task is incomplete. Duration: One use.

Banish Elemental; Hard; Small Area
This spell counters the Summon Elemental spell, sending the summoned creature back to where it came from, even if its task is incomplete. Duration: One use.

Banish Monster; Hard; Small Area
This spell counters the Summon Monster spell, sending the summoned creature back to where it came from, even if its task is incomplete. Duration: One use.

Banish Spirit; Simple; Small Area
This spell counters the Summon Spirit spell, sending the summoned creature back to where it came from, even if its task is incomplete. Duration: One use.

Banish Undead; Very Hard; Large Area
This power allows the cleric to break the unclean bonds holding the unliving to this plane. All undead within the area are instantly restored to the land of death, crumbling to dust before the cleric’s power. Duration: One use.

Bless; Simple; Touch
The cleric blesses the subject with the good favor and fortune of his gods. The subject will have an automatic +1 advantage in any action he takes. Duration: One game day.

Cast Off Curse; Hard; Touch
This spell counteracts and removes the effects of the Curse spell. Duration: One use.

Create Food; Simple; Small Area
Creates up to 10 lbs. of food (cleric’s choice of type and amount) each time it is cast. Duration: Permanent.

Create Water; Simple; Small Area
Creates up to 100 gallons of pure, drinkable water. Duration: Permanent.

Cure Disease; Hard; Touch
This spell instantly neutralizes the effects of any disease or Plague spell. It will not, however, reverse any damage previously taken from the disease’s effects. Duration: One use.

Curse; Hard; Small Area
The cleric inflicts the victim with a dark aura of unluck and ill fortune. The target will have an automatic -1 penalty in any action he takes. Duration: Until dispelled by a Cast Off Curse spell.

Detect Evil; Hard; Large Area
The cleric is able to sense the presence of evil or the recent use of evil sorcery within a large area of his position. The effect moves with the caster. He may also use this spell to determine if an item or place is of an evil nature. Duration: 6 turns.

Detect Falsehood; Simple; Small Area
The cleric can automatically tell if someone is lying to him, or something he examines is an illusion. Duration: 4 turns.

Exorcise; Very Hard; Touch
The cleric calls upon his gods to force a soul out of an unnatural union with another body or artifact. This is a counterspell to the Bind Soul spell, and may also be used against possessed creatures and characters, or to restore a bound soul to its original body. Duration: One use.

Find True Path; Simple; Large Area
The cleric is able to determine the safest and most direct path between any two points. While this does not guarantee absolute safety, the path chosen will always be the safest and most direct option if several choices are available. Duration: 4 turns.

Heal; Hard; Touch
Restores one die plus one wound to the player instantly. Clerical healing may only be done once per game day on any particular player; the shock of rapid healing is fatal when frequently used. Duration: One use, once per game day per person.

Invoke Gods; Extremely Hard; Small Area
This power allows the cleric to reach out to the higher god planes to commune with his or her ruling deity. The deity grants the cleric a boon equal to a 5 point bonus on one subsequent task or action. This invocation may only be used once per game; gods are busy immortals and don’t take to being bothered all the time. Duration: Until action is taken.

Neutralize Poison; Simple; Touch
This spell fully neutralizes the effects of any poison or Poison spell instantly. It will not, however, reverse any damage previously taken from this poisoning effect. Duration: One use.

Part Water; Very Hard; Large Area
Creates a pathway through any body of water exactly 12 feet wide, and 30 feet to the back and front of the caster. The effect moves with the cleric. Duration: 10 turns.

Protection From Evil; Simple; Large Area
The cleric is surrounded by an aura of saintliness and good, totally filling a large area around him. All evil things within this area must immediately retreat beyond the affected space. A willpower roll may be made against the caster’s willpower to resist this spell. Duration: 5 turns.

Purify; Hard; Touch
Counters the effects of any poisonings, as well as the spells Poison, Plague, and Corruption. Does not replace lost wounds. Duration: One use.

Regeneration; Hard; Self
Through his concentration and faith, the cleric can regenerate one wound per hour until he is fully healed or he has taken another wound. You may not regenerate from being killed. Duration: Until fully healed or another wound is taken.

Resurrection; Extremely Hard; Touch
Calling upon his gods’ aid, the cleric is able to raise one killed player or creature from death each game. The resurrected player is restored with one wound (all other lost wounds must be recovered through either normal healing, Heal spell, or regeneration effects). Duration: Once per game.

Turn Undead; Hard; Large Area
The caster creates a sphere of holy power around himself, through which undead creatures cannot pass. Duration: 5 turns.

Walk on Air; Extremely Hard; Self
The cleric can easily walk through air as though walking on a sheet of invisible glass. Speed is a normal walk. To change altitude, the cleric walks up or down as if climbing an imaginary hill. Duration: 10 turns or until dispelled.

Walk on Water; Very Hard; Self
The cleric is so holy that he can easily walk across any body of water at normal walking speed. Duration: 10 turns or until dispelled.

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Spells

Cleric Spells

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