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Cleric Base Spell Circle
301 Prayer of Holding I
302 Smite
303 Prayer of Protection
304 Holy Blade
305 Preservation
306 Holy Bolt
307 Benediction
308 Well of Life
309 Neutralize Curse
310 Warding Sphere
311 Blinding
312 Raise Dead
313 Prayer
314 Interdiction
315 Remove Curse
316 Atonement
317 Zealot
318 Life Restoration
319 Divine Wrath
320 Exorcism
325 Sanctify
330 Prayer of Commune
350 Resurrect

 
301 · Prayer of Holding I [HOLDING]

Duration: Variable

The Prayer of Holding spell allows a cleric to interfere with the evil controlling principle of an undead creature for a time. This can render them in a "sleep like" state (although they do not fall down) for the period of its duration.

The duration of the hold is based on the amount of energy a cleric can gather and the power of the creature target.

Mana cost is proportionate to half the target level (max 20).

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302 · Smite [SMITE]

Duration: Immediate

Depending on the deity a Cleric worships, the Cleric will receive either the spell Smite or the spell Bane. Both spells inflict damage onto a hosts body, with plasma flares that induce further harm.

Smite's effectiveness leans toward the old ways of the Clerics. It is a very powerful spell to be used upon the undead. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.

Contained within both versions of the spell is the mastery of mana infusion. If a Cleric is skilled enough in the arts of mana channeling, there is a chance he/she may be able to infuse more mana into the cast of Smite/Bane amplifying the damage considerably. Also, both spells harbor the ability to instantly kill a target.

All Clerics will come into the realm with a default version of Smite, that only works on the undead. When a Cleric is confident enough in their beliefs, they may align themselves to their deity by CONVERTing their faith to that being. After this alignment, they will receive either Bane or Smite along with the full benefits those spells provide.

Mana cost are based upon the target's level divided by twelve for a base cost. Mana costs can than increased based upon mana infusion, casting Smite on Living or Bane on Undead, and other hidden factors. For the most part, Clerics will find the cost to hold true to target level/12.

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303 · Prayer of Protection [WARDING]

Duration: 900 sec + 20 sec/cleric spells known

This spell increases the moral fortitude of the target, allowing for greater resistance to attacks of various forms.

The defensive benefit is +5 DS plus +1 DS per cleric spell known beyond 303 (Max +40 DS). Mana costs are proportionate to benefits (3 base mana +1/bonus).

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304 · Holy Blade [HOLYBLADE]

Duration: 3 blessings/lvl

Undead creatures are immune to many forms of attack. Normal blade weapons will not harm an undead creature other than to make ugly, but harmless, gashes. A cleric can use the Holy Blade spell, however, to give an ordinary weapon the ability to harm the undead.

This spell works on most weapons, however imperfections can cause a blade to be rendered unstable by this blessing. A cursed weapon cannot be blessed and often the resulting clash of diametrically opposed energies may prove catastrophic. A learned cleric's blessing may offer holy water critical capability. Also, certain magical weapons may be blessed if the casting cleric has great knowledge of their base spell list.

Note: 1 "blessing" is used during each attack, regardless of the outcome.
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305 · Preservation [PRESERVE]

Duration: 30 sec/lvl

This spell will prevent the soul of a fallen comrade from departing for the duration of the spell. This is useful when preparing for a resurrection or finding a higher level cleric capable of helping.

The soul must exist in order for this spell to work.
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306 · Holy Bolt [HOLYBOLT]

Duration: Immediate

In the service of their gods, a cleric is able to conjure a stream of purified holy water and direct it against a target. Living or dead, the target amount of damage is dependent upon the cleric's aimed spell ability vs. the target's defenses. However, undead are known to have an extra susceptibility to the holy water's effects.

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307 · Benediction [BENEDICT]

Duration: 900 sec + 20 sec/cleric spells known

The favors of the gods are often sought and are often granted through their faithful servants. Benediction permits the cleric to garner his/her god's favor and impart such benefits to those around them. Wherewith goes the cleric, so doth the favors of the gods.

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308 · Well of Life [WELLOFLIFE]

Duration: Immediate

This spell allows the cleric to channel his or her spirit force to another character. The amount of transfer is based on the caster's mana transfer skill and other subtle factors. The spirit points are transferred, so the target's spirit points will go up and the caster's down by an equal amount. The spell will not let the cleric transfer such that he/she dies; meaning that the cleric will always have at least 1 spirit point left.  This is a very taxing and arduous endeavor for the cleric and some recuperation will be required after a successful transfer.

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309 · Neutralize Curse [NEUTCURSE]

Duration: 30 sec

By gathering the favor of the gods, a cleric may nullify a curse and place it in abeyance for a short period of time. Once the spell's duration wanes, the curse will return.

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310 · Warding Sphere [WARDSPHR]

Duration: 30 sec/lvl

Mastery of this spell enables the learned cleric to not only extend the benefits of the warding spell to those nearby, but also to increase its effectiveness.

The spell offers +10 DS/TD and +1 DS/TD per cleric spell known beyond 310 (Max +40 DS/TD). Mana costs are proportionate to benefits (10 base mana +1/bonus).

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311 · Blinding [BLINDING]

Duration: 5 sec/lvl

This spell causes the image of the cleric's deity to be superimposed over him/herself. This vision will blind the target, causing it to be stunned for the duration of the effect.

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312 · Raise Dead [RAISEDEAD]

Duration: Immediate

Mastery of this spell allows a cleric to actually appeal to his or her deity to raise a fallen comrade from the dead. This spell is very taxing on the caster and success is not always assured. The target must have a soul (undeparted) for this spell to work and the body must be able to sustain life which means the services of an empath may be needed.

If successfully raised, the formerly dead character will have but 1 spirit point and be in whatever condition he/she was in prior to being raised otherwise. The character will not suffer any stat loss due to this death, so resurrection by a cleric is far superior to that of one of the gods.

The caster will lose 75% of the target's maximum spirit points. This is not to be confused with actual spirit points; this means that if the cleric has less than or equal to 75% of the dead character's spirit points, the resurrection attempt will kill him/her. For example, if the dead character has 10 spirit points, a cleric would need 8 actual spirit points to complete the resurrection (and survive).

The dead character's soul must exist in order for this spell to work.

Expect significant round times for this activity.
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313 · Prayer [PRAYER]

Duration: 900 sec + 20 sec/cleric spells known

By petitioning the gods through prayer and reverent communion, the cleric and his party gain a modicum of protection to ward off spells (+10 Bolt DS) and a bit of 'luck' to deal with maneuver attacks.

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314 · Interdiction [INTERDICT]

Duration: 5 sec/number of Cleric spells known

Clerics are the masters of channeling mana. By the grace of their gods, the cleric may sanction the target's ability to harness mana, thereby depriving them of their magic for the duration of the spell.

The target will lose mana in proportion to the cleric's effectiveness (base spell knowledge) until the target runs out of mana, and will remain thus for the duration of the spell.

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315 · Remove Curse [REMCURSE]

Duration: Immediate

Dependant upon the inherent curse strength imparted on an item, this spell will enable a caster to remove the scourge relative to their ability.
Sometimes this may require more than one attempt. This spell has limited
abilities; sometimes objects contain a curse so set into the fabric of the
object that it cannot be removed. Sometimes removal of a curse will also
destroy the other powers of the object, but occasionally these two elements are independent and this may leave behind a useful item. There is always a chance this spell will fail in unpredictable ways.

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316 · Atonement [ATONEMENT]

Not yet implemented
Duration: Variable

By their will and dogma, the cleric can invoke this spell to consign their target with guilt and remorse so as to overwhelm their sensibilities. Thus encumbered, the target will hesitate in their actions from doubt, or retard their attacks from endless deliberations.

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317 · Zealot [ZEALOT]

Duration: 10 sec/lvl

To those who follow the true path, there can be only one Way. Any other choice is heresy. Thus are born the zealots whose minds and actions are solely dedicated to enforce the 'righteousness' of their enlightenment upon the world. For their single-mindedness, these clerics are imbued with great strength and conviction. Life is a mere trinket to idly toss aside in the service of their divine masters.

The cleric must be the leader. All those joined to the cleric shall gain +15 AS / -30 DS, +1 AS per 2 cleric spells known above 317 (max 30 AS / -30 DS) and will be unable to stance higher than offensive. Mana cost is fixed.

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318 · Life Restoration [LIFRESTORE]

Duration: Immediate

This is a higher version of Raise Dead, but draws more favor of the deity to soften the impact on the caster and the one being raised. The caster loses 50% of their maximum spirit points and the target is restored to 10% of their maximum spirit points and health points.

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319 · Divine Wrath [DIVINEWRTH]

Duration: Immediate

Truly is the faithful servant rewarded by their deity's attention. By invoking their god's name, the cleric may summon the fury of their divine master to smite down the undead before them.

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320 · Exorcism [EXORCISM]

Not yet implemented

The exact nature of this spell is unknown at this time.

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325 · Sanctify [SANCTIFY]

Not yet implemented

The exact nature of this spell is unknown at this time.

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330 · Prayer of Commune [COMMUNE]

Duration: Variable

Upon reaching this level in the cleric spell circle, the cleric is able to cast a commune spell in order to contact his or her deity. Casting this spell requests the presence of the deity who may or may not respond. If the deity does not respond, most of the mana points consumed by this spell are returned to the caster within a few minutes.

If the deity does respond, you will know it! The presence of a deity is not to be taken lightly, so use all due respect else risk losing the favor of the gods of Elanthia. The exact deity which responds is never quite assured regardless of which deity the cleric worships and serves.

When a deity does respond, your character may ask of him/her a few questions. The number of questions you may ask and the complexity are limited. A deity is known to respond in an ethereal manner many times and the best response you can usually expect is a prepositional phrase. You can be assured, however, the answer will be the truth if there is one.

As an example of how to be cautious with your questions:

A cleric, hopelessly lost in a maze asks, "How do I get out of this maze, lord?"

The deity responds, "By following the correct path."

You are cautioned to not attempt to pin down or outwit a deity who is being ambiguous, since there is usually a purpose in it. However you can expect that at times a deity will give very valuable information, especially when you are serving him/her in your quest.

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350 · Resurrect [RESURRECT]

Duration: Immediate

The highest level spell for a cleric is the ultimate resurrection spell. It will raise a character from the dead with a loss of only 25% of the target's spirit points by the casting cleric. The deity supplies most of the work. In fact the target will be restored to 50% of their spirit and health points as well.

This spell is also known to do some amount of physical healing (in some cases complete healing), making it one of the most powerful effects a cleric can muster.


 


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