Cleric Prayers
Location:
From GH: 4s, 1e, 1s
Prefered race: elf, aldonian
Entrance bonus: Periapt of Faith (amulet), +1 wisdom
Note: sphere = skill
Light |
Level: 1 |
Skill: Elemental |
Syntax: clight |
Cost: 10 |
This prayer conjures a small, glowing orb of light
that
is slightly more luminescent than a torch.
The bonus of it creating an orb is that you can give the
orb to someone else if you choose to. |
Harm |
Level: 1 |
Skill: Healing |
Syntax: harm <target> |
Cost: 10 |
Focussing anger and hate, a cleric will use his/her
unholy powers to do a bit of damage to an enemy.. The enemy
will attack you back of course... With no argument, you will
harm yourself.
(does same damage as bind heals) |
Balm |
Level: 1 |
Skill: Healing |
Syntax: balm |
Cost: 20 |
With your healing taletns, balm allows you to
create a small jar of unguent to heal general wounds and the
scars a player may accumulate over time. Once created, "help
cruet" will instruct you on how to use the balm.
|
Bind Wounds |
Level: 1 |
Skill: Healing |
Syntax: bind <target> |
Cost: 10 |
By this prayer, the cleric calls upon his healing
powers to bind his or another's wounds. If no target is supplied,
the cleric will heal himself.
(heals about 15 to 25 hp) |
Turn |
Level: 1 |
Skill: Necromancy |
Syntax: turn <target> |
Cost: 10 + glev |
With this prayer, a cleric invokes the power of
his or her deity
to force an undead monster to flee before the cleric. The deity
may or may not grant the prayer, and will require a short time
before a second prayer of this type may be made. If the prayer
is granted, the undead being will flee from the cleric's presence
and will suffer damage as well from the force of the deity that
confronts it.
No undead monster may be turned more than once.
|
Darkness |
Level: 2 |
Skill: Summoning |
Syntax: darkness |
Cost: 20 |
With this power, you summon a sphere of darkness,
that
prevents people from seeing in the room.
Depending on the time of day, this prayer could cost more or
less than the above stated cost.
|
Know Alignment |
Level: 2 |
Skill: Divination |
Syntax: knowalignment <target> |
Cost: 5 |
Quite simply, this prayer divines the moral and
ethical
outlook of the target. This is particularly useful for those
who must maintain a certain alignment (for any number of
reasons) and do not wish to kill someone or something of the
same ethos.
When the caster reaches level 8, the caster may check the
alignment of players who are not in the same room.
|
Speak with Dead |
Level: 3 |
Skill: Necromancy |
Syntax: speakdead |
Cost: 5 |
The cleric is very attuned to the forces of life
and death,
as well as the spirit world. Due to this knowledge, a cleric
can attempt to speak with the spirits of the recently dead in
a room or area.
If there are spirits in the area of the cleric, and they
are still lingering, the cleric can identify what died there
as well as what killed it.
|
Vitalize |
Level: 3 |
Skill: Healing |
Syntax: vitalize <target> |
Cost: 20 |
This healing prayer gives new life and vigor to
the target. It wipes
away the cobwebs of intense fatigue, making movement and travel
much
easier and more bearable.
|
Bless |
Level: 4 |
Skill: Enchantment |
Syntax: bless <target> |
Cost: 20 |
The cleric can grant its blessing upon its target
via
this prayer.
The degree to which the cleric's deity agrees with this
blessing is dependent upon the cleric's guild level and
knowledge of the enchantment sphere. This determines the
duration, and to a small extent the power and effect of
the blessing.
In any case, the benefactor of this blessing will
receive increased attack skill.
|
Hold Monster |
Level: 4 |
Skill: Enchantment |
Syntax: holdmonster <target> |
Cost: 20 + glev |
When this prayer is cast, the cleric freezes much
of the
target's nervous system, making it unable to attack.
The target has a chance to resist, based on wisdom and
level, versus the guild level and sphere knowledge for this
prayer. The duration is also modified by guild level and
sphere knowledge.
Without a target, the prayer affects the cleric's current
attacker. Otherwise a target is required.
|
Spiritual Hammer |
Level: 5 |
Skill: Combat & Enchantment |
Syntax: spiritualhammer |
Cost: 40 + variable |
When the cleric casts this prayer, it creates
a mystical,
powerful hammer to wield in combat.
The potency and accuracy of the hammer depends on the
guild level of the cleric, as well as the level of knowledge
in the combat and enchantment spheres.
Should you wish to return the hammer to the gods, you
may 'disperse' it.
|
Messenger |
Level: 5 |
Skill: Summoning |
Syntax: messenger |
Cost: 35 |
When this prayer is cast, an acolyte from the
cleric's
temple is summoned.
The cleric can then give the acolyte a message by the
following command:
message <message>
The cleric can then choose to give the acolyte items
that it wishes to carry as well.
Then the cleric instructs the acolyte to whom it will
be delivering the message and item(s):
seek <player>
Only the summoning cleric can command the messenger.
|
Curse |
Level: 6 |
Skill: Enchantment |
Syntax: Curse <item> |
Cost: 50 |
With this evil prayer, clerics may place a curse
on any weapons
or armor they can hold. Cursed items are less effective, and
are
very difficult to get rid of, once they are used. The higher
the
cleric is, the less effective the item will be.
|
Uncurse |
Level: 6 |
Skill: Enchantment |
Syntax: uncurse <target> |
Cost: 50 |
With this holy prayer, clerics may uncurse all
the cursed items
in their target's inventory. Items may not always be returned
to
the exact state they were in before being cursed.
|
Poison |
Level: 6 |
Skill: Nature |
Syntax: poison <target> |
Cost: 75 |
By praying to their deity, a cleric is able to
inflict a
deadly and debilitating poison upon their victim. The
victim continues to be poisoned until death or until the
poison is neutralized.
|
Neutralize |
Level: 6 |
Skill: Nature |
Syntax: neutralize <target> |
Cost: 50 |
By praying to their deity, a cleric is able to
rid someone
fall upon the deaf ears of their deity, there is a chance
that the cleric will become poisoned as well.
|
Avalanche |
Level: 7 |
Skill: Combat |
Syntax: avalanche <target> |
Cost: 30 + glev |
By this prayer the cleric creates a number of
large heavy stones which
are sent at high speed at the target the cleric has deemed a
heretic.
The effect of these stones is significant physical damage (dependent
upon
guild level and combat sphere) and the possibility that the
opponent may
stumble or fall down from the stunning effect (also dependent
upon guild
level and combat sphere, and modified by the victim's dexterity).
|
Perform Marriage |
Level: 7 |
Skill: none |
Syntax: perform <name1> <name
2> |
Cost: free |
This prayer allows a cleric to marry two players.
The players must
come to one of the wedding chapels in the world, and must indicate
desire to "marry" one another. The cleric then performs
the marriage
using the names of the two spouses-to-be.
Clerics may not perform their own marriages. They receive experience
for performing them, but may only receive experience for one
marriage
in any three-day period.
|
Pacify |
Level: 8 |
Skill: Nature |
Syntax: pacify <target> |
Cost: 30 |
By chanting and praying in a soothing, monotone
voice, the cleric attempts to bring peace to an aggressive being.
If in combat, a target is not required, as it will default to
the current attacker. Of course, if the monster becomes aggressive
again (it is attacked, or is provoked by someone's entry to
the room), the effect expires. Also, if the cleric leaves the
room, the effect expires, and if the cleric re-enters the room
the monster may attack again. |
Fatigue |
Level: 8 |
Skill: Necromancy |
Syntax: fatigue <target> |
Cost: 40 |
With this prayer the cleric inflicts the victim
with a mighty bout of intense fatigue. This makes movement almost
impossible for a good while, and may possibly prevent the victim
from attacking for one round!
(room hold by EP + stun) |
Commune |
Level: 9 |
Skill: Divination |
Syntax: commune |
Cost: 50 |
By this power, a cleric issues a fervent prayer
to his/her deity in hopes HE or SHE will provide assistance
in a current difficulty or problem. The chance of receiving
helpful information depends upon the piety of the cleric (guild
level and divination sphere). In some situations, (depending
upon the cleric's deity) alignment may play an important factor
as well. If the cleric is deemed to have been particularly irreverant
lately, the deity may decide to inflict a punishment, or exact
a coinage cost either in exchange, or in lieu of information.
A loyal cleric need not fear such things, however.
(very helpful for solving quests.. it tells you everything you
can look at in a room..) |
Resist |
Level: 9 |
Skill: Elemental |
Syntax: resist <target> |
Cost: 50 |
By praying to their deity, the cleric is able
to request a specific type of resistance for a certain duration
and amount depending on their level and spere.
types are acid, charm, cold, disease, electricity, fire, magic,
and poison
|
Resist |
Level: 9 |
Skill: Elemental |
Syntax: resist <type> |
Cost: 50 |
By praying to their deity, the cleric is able
to request
a specific type of resistance for a certain duration and
amount depending on their level and sphere.
Types: acid, charm, cold, disease, electricity, fire, magic,
poison |
Animate Dead |
Level: 10 |
Skill: Necromancy |
Syntax: animate |
Cost: 50 |
With this prayer you animate the corpse of a recently
dead being.
Once animated, you have total control over the zombie. However,
there
is always a chance that the zombie can break free of your control
and
attack you! This chance depends upon your guild level and necromancy
sphere against the level of the zombie. The level of the zombie
depends upon the level of the being's corpse you animated. To
command your zombie once animated: zombie commands |
Heal |
Level: 10 |
Skill: Healing |
Syntax: heal <target> <amnt> |
Cost: 10 + variable |
This is one of the most vital healing prayers
of the cleric. The
cleric connects with the healing forces of his/her deity, and
can
channel these forces to heal thy self, someone else in the same
room,
or when his or her deity permits and additional force is channeled,
another player in some distant part of the realm. The greater
the
force channeled, the more taxing the prayer is.
When the target isn't supplied, the prayer will default to the
cleric. When the amount isn't supplied, the prayer will attempt
to
heal the target to full health.
|
Party Heal |
Level: 10 |
Skill: Healing |
Syntax: partyheal |
Cost: 20 + 5 / person |
With this prayer, a cleric manifests his healing
powers upon
the members of a party. The prayer does not affect the cleric,
however all other members of the party are healed. The amount
of healing depends upon healing sphere.
|
Sunray |
Level: 11 |
Skill: Elemental |
Syntax: sunray<target>/room |
Cost: 30 |
With this prayer a cleric issues forth a massive
burst of pure, sunlight in the direction of the target. If the
target is an undead creature, the effects of this prayer are
extremely destructive. Other creatures can be blinded for a
few rounds (thus making attacks impossible) though no damaging
effects will occur. A special effect of this prayer functions
if it is cast in a room. The rays of the sun bathe the room
in such brilliant radiance that the room becomes brightly lit
for all. Furthermore, it becomes very difficult for invisible
beings to maintain hidden from the vibrant, gleaming sunlight,
though not impossible. The command "sunray <name>",
or "sunray" when you are in combat, will produce the
combat effect; the command "sunray room", or "sunray"
when you are not in combat, produces the illuminating effect.
When the Sun draws closest to the planet, during the months
of Mirtul, Kythorn, Flamerule, and Eleasias, your sunray gains
added potency from its proximity. Thus, your sunray burns hotter
and truer, and causes more damage to your foes. |
Communedead |
Level: 11 |
Skill: Divination |
Syntax: communedead |
Cost: 10 |
This power enables a cleric to hear the words
of departed ghosts,
which ordinarily can be heard by no mortal. The duration of
the prayer
depends on the cleric's guild level but will normally last at
least
a couple minutes.
NOTE: This power is most useful in conjunction with the level
16
resurrect prayer, and may be of limited usefulness until the
cleric
has to power to raise the dead.
|
Electric Blast |
Level: 12 |
Skill: Elemental |
Syntax: eblast <target> |
Cost: 70 |
This prayer unleashes a mighty bolt of crackling,
electric energy
inflicting severe damage on the target. The amount of damage
varies
with the elemental skill of the supplicant.
|
Guardian |
Level: 12 |
Skill: Summoning |
Syntax: guardian off/dismiss/ status |
Cost: 50 |
The guardian prayer beseeches the heavens for
protection and
calls a servant from above (or below) to your side to shield
you from damage. The guardian protects until it becomes too
damaged to maintain its form. You can dismiss your guardian
by using "guardian off", or you can dismiss it for
an entire
day by using "guardian dismiss." Performing the latter
will
prevent you from evoking the prayer for one day, but usually
elicits a boon from the guardian. You can learn the damage
status of your guardian with "guardian status".
|
Sanctuary |
Level: 13 |
Skill: Protection |
Syntax: sanctuary |
Cost: 50 |
With this prayer the cleric can make an area an
oasis of peace and
tranquility. In this area, no fighting is possible, and a faint,
soothing
light will be present. Teleportation is also impossible. Clerics
in
the area will regenerate at a slightly faster rate; if the cleric
is above
level 18, others in the sanctuary will also regenerate more
rapidly.
The prayer's effect will be disrupted if the cleric leaves the
sphere,
and you cannot cast this unless your own mind is peaceful (that
is,
you are not in combat).
A cleric may dispel the sphere if needed by typing 'dispel
sanctuary'. Some monsters may also be able to dispel or destroy
a sanctuary.
In the event that sphere*30-480 is negative, the spell will
last
for 30 seconds.
|
Disease |
Level: 13 |
Skill: Nature |
Syntax: disease <target> |
Cost: 100 |
By praying to their deity, a cleric is able to
infect
their victim with various types of deadly diseases. The
victim continues to be diseased until death or until the
disease is cured.
|
Cure |
Level: 13 |
Skill: Nature |
Syntax: cure <target> |
Cost: 75 |
By praying to their deity, a cleric is able to
rid someone
or something of an inflicted disease. Should their prayer
fall upon the deaf ears of their deity, there is a chance
that the cleric will become infected as well.
|
Meditate |
Level: 14 |
Skill: Nature |
Syntax: meditate |
Cost: free |
When a cleric enters this deep, meditative trance,
the powers of
his/her deity are able to flow with newfound purity. The result
is
an extremely fast regeneration of spell points.
The drawback is that while in this state, the cleric can perform
no actions, and is completely unaware of anything that goes
on in
his/her surroundings. However, the introspective nature of this
state does allow one to contemplate his/her prayers.
|
Incinerate |
Level: 14 |
Skill: Elemental |
Syntax: incinerate |
Cost: 100 |
Through her deity, a cleric can call fiery vengeance
down upon
everything (NPC's only) in the same room as her. The form and
intensity of the vengeance varies with the deity and elemental
skill of the avenging cleric.
|
Blade Bind |
Level: 15 |
Skill: Combat |
Syntax: bladebind <target> |
Cost: 50 |
With this prayer the cleric surrounds the target
in a swirling
mass of viscious blades that slice and hack at the victim for
a number of rounds based on guild level and combat sphere.
If the cleric does not remain in the same area of the victim
surrounded in blades, they shimmer out of existence.
|
Recall |
Level: 15 |
Skill: Summoning |
Syntax: recall |
Cost: 50 |
By chanting this single word, the cleric prays
for a divine rescue.
If successful (guild level, summoning sphere, and in some cases
alignment)
the cleric will be transported to the temple.
|
Resurrect |
Level: 16 |
Skill: Necromancy |
Syntax: resurrect <target> |
Cost: 100 sp, half ep |
One of the most amazing powers of the cleric,
the ability to resurrect
is a direct gift from the gods to create life from death.
This prayer is extremely taxing to the cleric, draining 100
spell points
as well as half of the cleric's remaining endurance. The result
is a
relatively non-traumatic return to life of the beneficiary of
this divine
gift.
The cleric must be in the presence of the corpse of the departed
in order to work the prayer; in addition, the prayer can only
be
cast if the ghost of the departed is about in Astaria.
Those who are resurrected by the will of the clerics will not
suffer the usual penalty for death.
|
Freeze |
Level: 16 |
Skill: Elemental |
Syntax: freeze <target> |
Cost: 85 |
A cleric can call upon his deity to channel divine
power in the form of cold. The form taken by this channelling
varies according to the priest's proficiency with the elemental
sphere, but usually results in considerable damage and difficulty
of movement to the unfortunate victim. |
Quake |
Level: 17 |
Skill: Elemental |
Syntax: quake |
Cost: 100 |
This prayer summons a localized earthquake that
does damage
not only to every living thing in your room, but everything
in every surrounding room as well. Use with care.
|
Talisman |
Level: 18 |
Skill: Summoning & Enchantment |
Syntax: talisman |
Cost: 75 sp, 1 crown |
By this prayer a cleric creates and enchants a
very special and potent
item that contains the power to return its user to the temple.
Once
created, the item can be used at any time. When the item is
then invoked,
the mystical divine energies are released, and the user is transported
to the temple. When created, there is always a small chance
that some
type of error occured, and the item will not function once used,
based
on the guild level and enchantment power of the cleric, and
on
the player level of the invoker. For low-level players the gods
are unlikely to grant the request.
The cleric must have, in his possession, one crown coin; the
gods
will transform this coin into the charged talisman. The player
who
invokes the talisman must be of the same ethos as the cleric
who
created it, and must not be out of alignment at the time the
talisman is invoked.
|
Wither |
Level: 18 |
Skill: Protection |
Syntax: wither <target> |
Cost: 60 |
The wither prayer asks your god or goddess to
invoke divine power
to rapidly age the victim. The victim will find itself moving
more
slowly, making fewer attacks, and suffering the pains and torments
of decay and decrepitude.
Undead monsters, by their nature, are immune to withering.
|
Restore |
Level: 19 |
Skill: Healing |
Syntax: restore<target> |
Cost: 50 |
With this prayer, the cleric lays his/her hands
upon the recipient,
and channels the forces of his deity. The result is the target
is
completely healed of all wounds and feels completely refreshed
(healed
to maximum hps and eps).
Unlike the 'heal' prayer, the target must be present for this
prayer
to be cast. Also, this prayer can only be cast on someone else.
|
Petrify |
Level: 19 |
Skill: Nature |
Syntax: petrify <target> |
Cost: 75 |
Petrify channels your deity's nature powers into
a monster,
attempting to turn its flesh to stone. Even if the attempt fails,
petrify will cause the target to temporarily stiffen up, which
prevents
it from attacking until it returns to normal, and will also
inflict
some damage. Anything the victim is carrying may also be turned
to stone.
|
Unpetrify |
Level: 19 |
Skill: Nature |
Syntax: Unpetrify <target> |
Cost: 75 |
In your travels, you may encounter creatures capable
of turning
a player into stone, in which case a normal resurrect won't
work.
Unpetrify restores a petrified player to his normal state, with
the
same penalties and caveats of the resurrect prayer.
|
Slayliving |
Level: 20 |
Skill: Necromancy |
Syntax: slayliving <target> |
Cost: 100 |
With this prayer, the cleric prays for almost
divine intervention,
asking for a living enemy to be struck dead. Depending on the
level
of the cleric and other variables, the living monster may escape
death,
but will still suffer considerable damage.
The gods will certainly not grant the prayer if the cleric is
not in proper alignment, and the gods will also not grant the
prayer if you request that a monster of the same ethos as your
god be struck dead. |
|
|
 |