Cleric Prayers

Cleric spells have no level requirements. A cleric may select any spell at any time that they are entitled to select new spells. Some spells are reversible. Reversing a spell also reverses its effect on your alignment points. Note that Alignment-Dependent Spells are not reversible; instead of choosing the effect, the effect is determined by your current alignment. Casting either form of a reversible spell expends the spell for the day; you do not gain the ability to cast both forms in the same event, nor can you select the spell twice to gain this ability.

Mend Wounds
Casting Time: 2 rounds
Duration: Instantaneous
Range: Touch
Area of Effect: 1 creature
Alignment Shifts: None
Heals the target for 1d6 HP per level of the cleric.

Life’s Gift / Death Drain
Casting Time:2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Effect: 1 creature
Alignment Shifts: +1 Good / -1 Good
Life’s Gift allows the cleric to heal the target for up to 1d8 HP per level of the cleric, at the cost of the cleric’s own life. 50% of the healing done is inflicted as damage on the cleric.

Death Drain allows the cleric to rip vitality from the target. They are permitted a magic resist check to fend off the spell; otherwise, they take 1d6 damage per level of the cleric, and 33% of the damage done is restored to the cleric as hit points.

Shield of Order / Erratic Blows
Casting Time: 2 rounds
Duration: 2 rounds per level
Range: 30 ft.
Area of Effect: 1 creature / 3 levels
Alignment Shifts: +1 Law / -1 Law
Shield of Order imbues a subject with a shining halo of icy law, softening strikes directed at their person. While the shield holds, the subject receives +15% soak, up to the normal soak cap.

A target hexed with Erratic Blows will find that their enemies’ strikes just happen to find the open spots in their defenses, no matter how they arrange their guard. Reduce the target’s soak by 20%, and if this would reduce it below 0%, the extra is treated as a bonus to damage taken.

Hold Creature / Liberating Word
Casting Time: 2 rounds
Duration: 2 rounds per level
Range: 25 ft.
Area of Effect: Creatures with total maximum HP not to exceed the caster’s
Alignment Shifts: None
Hold Creature causes the targets to be held fast in place with a failed spell resist check, unable to move or speak. On the creature’s turn, it may attempt another spell resist check at -10% to break the hold, but may make no other action, nor can they evade attacks.

Liberating Word instantly ends any paralysis effects on the targets, both from spells and from poisons.

Mendicant’s Prayer / Pox
Casting Time: Instantaneous
Duration: 4 rounds
Range: Touch
Area of Effect: 1 creature
Alignment Shift: +1 Good / -1 Good
Mendicant’s Prayer imbues the target with a swell of life force that slowly mends its wounds. The target recovers HP equal to the cleric’s level for each round of the effect.

Pox inflicts a victim with sensitive, bursting pustules of filth, causing damage equal to the cleric’s level on each round that it is active, as new sores burst open. Each time that the spell deals damage, it attempts to infect a new victim adjacent to the target, but it will never infect the casting cleric, and all active Poxes end when the original duration expires. Each target gets its own attempt to resist the spell with spell resist.

Sanctify
Casting Time: One round
Duration: 5 rounds per level
Range: 5 ft.
Area of Effect: 50’ radius cylinder, 100’ tall, with the bottom face centered at a point within range
Alignment-Dependent Spell
The area of effect is filled with a visual effect befitting your alignment, always casting light visible 20’ outside of it. Any creatures within the cylinder whose alignment perfectly matches yours receive +10% to hit and evade for as long as they remain inside. Creatures whose alignments are one step removed receive +5% to hit while they remain in the area. Two steps removed causes mild discomfort. Any creature whose alignment is three or more steps removed from yours experiences intense pain while inside the area of effect, receiving -10% to hit and evade while they remain inside. Creatures four steps removed from you burst into flames on contact with the area of effect, suffering 2d5 unsoakable fire damage per round until they leave.

Strength Through Unity / Wild Disorientation
Casting Time: Two rounds
Duration: 3 rounds per level
Range: 50 ft.
Area of Effect: 1 creature
Alignment Shift: +1 Law / -1 Law
Strength Through Unity allows you to bolster the target’s indomitable will through your shared ethics. The target, who can be no more than one alignment step removed from you, receives a +2 bonus to all damage dealt for the duration. If their alignment matches yours exactly, the bonus increases to +4.

Wild Disorientation causes the target to feel intense nausea and vertigo, as if their entire world is spinning around them. This translates into an inability to apply their full force to attacks, reducing their damage dealt by 3 points.

Unity Through Faith
Casting Time: 2 rounds
Duration: 10 rounds
Range: 10 ft.
Area of Effect: 15’ radius sphere, centered within range
Alignment-Dependent Spell
So long as the spell lasts, any creature whose ethic exactly matches yours receives a +25% bonus to their magic resist for the purposes of resisting suggestions and other mind-affecting spells, as well as a +5 to their Charisma for the purposes of resisting someone trying to gainsay or convince them of anything, as their faith bolsters their resolve.

Toxicity
Casting Time: Two rounds
Duration: Instantaneous
Range: Touch
Area of Effect: 1 creature
Alignment-Dependent Spell
A good cleric who invokes this prayer draws out any venom or poison from the target at a touch, instantly detoxifying them and also healing them for a d3 hit points as they leach out impurities in the blood.
An evil cleric who invokes this prayer injects the target with a combination of Mendicant’s Bane and Curdled Death.
This spell does absolutely nothing for neutral clerics.

Divine Insight
Casting Time: One round
Duration: 4 rounds or until expended
Range: 20 ft.
Area of Effect: 1 creature / 5 levels
Alignment Shift: None
The affected creatures all receive +5% to the next non-combat skill check that they make, so long as that check can be completed in a single action. Picking a lock or trying to convince a guard to let you go can be completed in a single action, but forging a longsword or building a catapult cannot.

Omen
Casting Time: 10 rounds
Duration: Instantaneous
Range: The caster
Area of Effect: The caster
Alignment-Dependent Spell
This spell, which only functions for neither good nor evil clerics, allows them to use their philosophical balance to find insight into their situation. When this spell is completed, the caster may private message the host and ask them a single yes or no question, plus one additional question for every 7 full cleric levels that the character possesses. The host has 4 choices to answer the question: “yes,” “no,” “irrelevant,” or “flawed assumption,” and they must answer truthfully. Note that the answers are truthful, but not always complete; if the character asks the host if the vampire is vulnerable to silver, and the vampire is only vulnerable to silver that has been splashed with holy water, the answer that they will receive is “no.”

Spellsight
Casting Time: 2 rounds
Duration: Concentration
Range: Line of sight
Area of Effect: The caster
Alignment Shift: None
This spell allows the caster to see the bonds of magic in their air around them, detecting both standing enchantments and practitioners of magic. Examining an aura of magic for one round will determine what type of magic (cleric / nature / mage / bard), a second round determines the exact nature of the spell. Examining a person determines their spellcasting class in the first round and their level in the class in the second. As soon as a cleric takes an action that is not examining an aura or searching for new auras, besides speaking or walking at half pace, the spell ends.

Prism of Sunlight / Shadows Gather
Casting Time: 2 rounds
Duration: Instantaneous
Range: 30’
Area of Effect: All creatures within range
Alignment Shift: +2 Good / -2 Good
Prism of Sunlight summons a burst of holy light in the area, dealing 3d4 damage per 3 cleric levels to all demons, undead, and evil clerics within the area. Everyone else simply experiences a bright flash of light.

Shadows Gather causes a burst of darkness to fill the affected area. All living non-evil beings in the area of effect take 3d3 damage per 3 cleric levels of the caster, and paladins, good clerics, and sharpwings take double damage.

Blessing of Mobility
Casting Time: 2 rounds
Duration: 3 rounds per level
Range: The caster
Area of Effect: 50’ radius centered on the caster
Alignment Shift: None
All friendly targets within the area of effect receive +5% evade for the duration of the spell, and their movement rates are increased by 20%.

Zone of Comfort and Action
Casting Time: 1 round
Duration: 5 rounds per level
Range: 10 ft.
Area of Effect: 50’ cube, centered on a creature within range and moving with the creature
Alignment Shift: None
All creatures within the area of effect find their current environment comfortable, or at the very least liveable. Any extremes of heat or cold are dulled to mild discomfort at best, and all creatures within the area of effect can breathe and move normally, regardless of what they are breathing or moving through, so long as it is no more dense than water.

Equity of Life / Hale Burst
Casting Time: 2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Effect: 2 creatures within range
Alignment Shift: +1 Law / -1 Law
Equity of Life restores a creature to a condition halfway between full health and unconsciousness. The targets are healed to precisely ½ of their maximum HP, rounding fractions down.

Hale Burst causes the target to surge with wild, untamed life. This energy can sometimes cause more harm than good, however. The targets are healed for 1d40-15 HP, and no modifiers of any kind may be applied to this roll. A negative result causes injury to the target equal to the negative amount. Every 5 cleric levels adds an additional d40-15 to the healing done.

Simple Arithmetic / Winds of Chaos
Casting Time: 2 rounds
Duration: 3 rounds per level
Range: 30 ft.
Area of Effect: 1 creature
Alignment Shift: +2 Law / -2 Law
Simple Arithmetic causes the damage that the target takes and deals, after soak, to round to the nearest multiple of 5 instead of the nearest whole number. Anything ending in 2.5 will still round up to the next highest 5.

The Winds of Chaos twist causality, causing some blows that the target deals to be utterly ineffective, and others to be devastatingly effective. Incoming attacks are equally warped by the chaotic magic. Whenever the target lands a blow or is struck in combat, roll a d5. On a 1, no damage is dealt. On a 5, the total damage dealt, including modifiers, is doubled.

Medicate / Plague
Casting Time: 2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Effect: 1 creature / 2 levels
Alignment Shift: +1 Good / -1 Good
Medicate allows the cleric to treat any mundane disease, or any magical disease cast by a cleric of equal or lower level. The spell wipes out any such diseases, but it does not heal any damage done by the disease.

Plague allows the caster to infect the targets with a magical malady that slowly consumes the subject’s flesh, causing gaping, open sores. Each sunset that the target is infected, their maximum HP will be reduced by 5%, causing death at the 20th sunset. A cleric of level 10 or greater may accelerate this rate to 8% per day, causing death at the 13th sunset, if they wish.

Lighten Soul / Hex
Casting Time: 5 rounds
Duration: Permanent
Range: 20 ft.
Area of Effect: 1 creature
Alignment Shift: +2 Good / -2 Good
Lighten Soul allows the cleric to remove a curse cast upon the target by a caster of equal or lower level. The curse resists this spell with the original caster’s Magic Resistance, minus 20%. Should the attempt fail, the cleric cannot attempt to remove that curse on that subject again until they gain a cleric level.

Hex allows the cleric to cast a terrible curse upon the target. In its most basic form, a curse can do one of the following:
-Reduce the target’s maximum HP by 10%.
-Reduce the target’s hit by 10%.
-Reduce the target’s soak by 10%.
-Reduce the target’s evade by 10%.
-Reduce any one of the target’s core statistics by 2 points.
-Reduce any one of the target’s non-combat skill ratings by 15%.
The cleric may choose an additional effect for every 10 cleric levels that they have attained. If the cleric includes an escape clause, which must be made known to the target as the curse is cast and must not be impossible (asking for world peace, or to stride across lava barefoot, are impossible, for example), the cleric may choose another effect, and all effects of the spell are doubled. When the target achieves the escape clause, the curse ends.
If the caster is killed while casting Hex, the spell immediately triggers, all effects are tripled, and the caster’s level is +5 for the purposes of dispelling the curse.

Lifesight / Deathsight
Casting Time: 1 round
Duration: 3 rounds per level
Range: Line of sight
Area of Effect: The caster
Alignment Shift: +1 Good / -1 Good
Lifesight allows the caster to detect living auras within their line of sight. Lifesight is not blocked by solid objects of less than a foot’s thickness of wood, three inches of stone or metal, or an inch and a half of lead. The caster can only discern if the aura is strong (positive HP) or faint (0 HP and below, until death). Casting any other spell ends the Lifesight. Deathsight functions exactly as Lifesight, but it only detects dead bodies and undead. Undead auras are strong or faint as described above, and corpses are always faint.

Sanctify Water
Casting Time: 2 rounds
Duration: 1 hour
Range: Touch
Area of Effect: 1 vial of water / 3 levels
Alignment-Dependent Spell
By imbuing the power of their faith into pure water, the cleric can cause that liquid to thrum with holy energy. The sanctified holy water mends the faithful and burns the unholy, and “faithful” and “unholy” depend wholly on the caster’s ethic. A full vial of sanctified water heals the target that it is dumped upon for 1d8 points of damage per 3 cleric levels for each axis of alignment that perfectly matches the target, and burns like acid for 1d8 points of damage per 3 cleric levels for each axis of alignment that is directly opposite of the target (Law <-> Chaos and Good <-> Evil). A difference of one step on each axis causes no heal, nor harm, so a True Neutral cleric’s sanctified water is incapable of causing harm.

Quash Enchantment
Casting Time: 3 rounds
Duration: Instantaneous
Range: 40 ft.
Area of Effect: 20 ft. radius sphere, centered on a point within range
Alignment Shift: None
By unleashing a burst of their deity’s power, the cleric can wash away standing enchantments and spells. Any enchantments in the area of effect cast by a character of the cleric’s level or lower is wiped away, scoured clean by the divine energy of the spell. The lone exception is enchantments that are anchored to an item; rather than being wiped out, the item’s enchantment is merely suppressed for 1d2 rounds per level of the cleric. The cleric may not terminate this effect early.

Empower Weapon
Casting Time: 1 round
Duration: 2 rounds per level
Range: Touch
Area of Effect: 1 weapon
Alignment-Dependent Spell
The cleric contributes a hint of their power to a weapon at a touch, causing it to glow with a radiance that reflects their deity. In the hands of someone of a matching ethic, the weapon will deal devastating blows to those of opposite alignment, dealing an extra 20% damage per hit for each axis that is opposite. This damage bonus is reduced by half for each alignment step of variation between the cleric and the wielder. If the wielder is of an opposing alignment to the cleric, then the weapon becomes uncomfortable and hot in the wielder’s hands, forcing them to pass a Constitution check each round or drop the weapon at their feet. If they are opposed on both alignment axis, the Constitution check is made with a -5 penalty.

A True Neutral cleric that casts this spell creates a Baneslayer weapon, which deals an extra 10% damage to everything that it touches, with no regard for alignments. It can be wielded by someone of any alignment without penalty.
Note that touching an enemy’s weapon in combat requires a successful unarmed attack, which will do no damage to the target.

Manipulate Flame
Casting Time: Instant
Duration: 5 rounds per level
Range: 30 ft.
Area of Effect: 1 fire per cleric level
Alignment Shift: None
As the first gift from the gods to the people of Omen, fire will always remain in the purview of the gods and their servants. The casting cleric may double or halve the intensity of any flame, which affects the light, heat, and damage that the flame causes.

Alternately, the cleric may transform the flame into balefire, or balefire back into regular flame. Balefire burns with a sickly purple light, but no heat, causing no damage to undead, demons, or evil creatures, while still dealing its normal damage to all other creatures as it sears the soul.

Luminance
Casting Time: Instant
Duration: 1 hour per level
Range: 10 ft.
Area of Effect: 1 person, object, or point within range
Alignment Shift: None
The target begins to glow with a bright, warm light, colored by the cleric’s ethic. The light cast is as effective as a hooded lantern, and causes no heat. If this is cast on a person or object, it will move with the target, but a light cast onto a point in space will remain stationary. The cleric may will the light to end at any time. The illumination will also pierce magical darkness cast by anyone of lower level than the cleric, destroying it on contact.

Tenebration
Casting Time: Instant
Duration: 3 rounds per level
Range: 20 ft.
Area of Effect: 30 ft. sphere, centered on a point within range
Alignment Shift: -1 Good
The area of effect is plunged into deep magical darkness. Any attempt to see in the area is flatly impossible for anyone other than the caster, even darkvision.

Lanterns refuse to light the area, torches are useless for anything but heat, and any magical light cast by a caster of lower level than the cleric is immediately terminated. The cleric can see in the globe, but subjects are misty and indistinct, and he receives -15% to hit them with physical attacks. The cleric may end this spell prematurely with a simple thought.

Restful Nap / Death’s Cold Embrace
Casting Time: 2 rounds
Duration: 1 hour
Range: 15 ft.
Area of Effect: 1 creature
Alignment Shift: +1 Good / -1 Good
Restful Nap causes an hour’s nap to do a body good. For each 20 minute period that the creature’s nap is uninterrupted, they will heal for 10% of their total hit points. The nap will end when any damage is dealt to the creature, or from a thorough shaking.

Death’s Cold Embrace causes the creature to fall comatose for the duration. No physical force will affect the target, and the target will take damage equal to 10% of their maximum hit points every 10 minutes. Healing can keep the target comfortable and alive, but the only way to waken the target early is by dispelling the spell.

Holy Plea
Casting Time: 1 round
Duration: Instantaneous
Range: 20 ft.
Area of Effect: All allies or enemies within range
Alignment-Dependent Spell
The cleric may use this spell to call out directly to their god for a divine intervention. The god’s power radiates from the cleric, healing all allies within range for 3d6 points of damage per 5 levels of the cleric, halved for each step of alignment separating the cleric and the ally in question.

Alternately, the cleric may request that their god smite the enemies around them, dealing 3d8 damage per 5 levels of the cleric to those of opposite ethic, halved for each step that the target is aligned toward the cleric.

Note that, as a direct intervention from a deity, this damage pierces all soaks, wards, and protections, but it is utterly useless in the sanctified ground of another god. Meddling on another god’s home turf is tantamount to declaring holy war, and the results of such an action would be catastrophic.

Regenesis
Casting Time: 2 rounds
Duration: 3 days
Range: Touch
Area of Effect: One creature
Alignment Shift: None
This spell is used to regrow lost limbs on a target. When the spell expires, one lost limb on the target is regrown, restored to full life and action. Each day of strenuous activity that the target performs while the spell is active extends the duration of the spell by one day.

Zone of Truth / Chaotic Words
Casting Time: 1 round
Duration: 1 round per level
Range: 10 ft.
Area of Effect: 30 ft. cube, centered on a point within range
Alignment Shift: +1 Law / -1 Law
Zone of Truth creates a magical field that compels all within it to tell the absolute truth, as they understand it. Any who wish to resist this spell may make one magic resistance check as it is cast. Failure to do so prevents the subject from uttering a lie, and if they attempt to do so, they will tell the unembellished truth instead. Chaotic Words causes statements to warp, fragment, twist, and become unhinged in the area of effect. Each subject is allowed a magic resistance roll, including the caster.

Any who fail become caught up in the madness of the moment, and any spoken word that they hear, even from sources outside the area of effect, has a chance to become twisted. Whenever anything is said to a subject in the zone, roll a d5 secretly. On a 1, they hear the spoken statement as said. On a 2, they hear the exact opposite of that statement. On a 3, they hear utter gibberish or word salad. On a 4, they hear the exact truth of the intended statement, even if the statement was utter falsehood, and on a 5, they hear a perfect lie, even if the statement was lily-white and true.

Last Gasp
Casting Time: 2 rounds
Duration: Special
Range: 20 ft.
Area of Effect: All creatures within range
Alignment Shift: Special
As a last resort to support the party, the cleric reaches out to any deity that may be listening at the time, not just their own. If the spell is successful the cleric must roll an additional 1d12 to determine which of the gods and goddesses will hear their plea.
Though the being that hears this cry for help will bring a recovery on the group of at least 1d4 HP per level of the cleric to each member, the response of the deity depends entirely on who they manage to reach.

If one of a counter alignment comes to their aid, the reply may not be to the benefit of the party (healing or empowering their foes along with healing the party for the minimum die roll) or the 'fee' for bringing aid might be deferred until another time. If the deity is of a friendly alignment, the heal may be increased to 1d9 HP per level of the cleric, or other effects may be added by the boon of the divine. The cleric’s alignment shifts two points on each axis toward the deity’s alignment. Calling a Neutral Good deity would always give +2 Good, and would give +2 Law if the cleric was currently at negative Law and -2 Law if the cleric was currently at positive Law.

Purify Food and Drink
Casting Time: 1 round
Duration: Instantaneous
Range: 50 ft.
Area of Effect: All foodstuffs and potables in range
Alignment Shift: None
With a simple prayer and a sweep of their arm, the cleric renders all foodstuffs and drinks within range edible and nutritious… or as edible and nutritious as they had been when they were first created. Any rot, decay, parasites, and infestations are instantly removed, and the food and drink are returned to the state that they were in when they were first created. Note that things that improve with age, like fine wine, will be returned to their original state, not their aged state.

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