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.
 
 
   
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