Divine Magic & Spells
Divine magic is the type that is practiced by Clerics. Clerics are those individuals who are able to commune with their deity through prayer and worship. While mages rely on mana being drawn from the magic around them and tapping the natural elements, clerics receive their power to cast spells by the intercession of their deity. The ability a cleric has for spellcasting is directly related to his dedication to a particular god or goddess. This dedication is expressed as a number of points of piety. When a new cleric character is made he will probably have a small amount of piety and spells to start with. As time goes on and the character grows he will be able to purchase more piety points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. This is representative of the cleric developing a closer relationship with his deity. When a cleric character is first created he begins with the Light spell, the Minor Healing spell, and two random starting spells from the beginning list, determined at check in. This beginning list consists of the very basic spells available to clerics of all faiths, but rest assured there are many more available. Some of these spells are available to all faiths, and some are specific to a given deity. Clerics may learn additional spells including the “hidden” spells by either finding a teacher in game or deciphering scrolls of knowledge. For more specific information you need to know in order to play a cleric see the cleric page. To learn more about the gods and goddesses of Realms of Adventure, see the deities page.
Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.
Awaken
Cost: 1
Incant: “I wake you from your sleep.”
Effect: This spell will immediately awaken a sleeping or unconscious target. This spell works on normal and magical sleep brought upon by exhaustion, poison, venom, spell, potion, or waylay. This will not wake someone who is dying from lethal poison or during their death count from normal injuries.
Communication
Cost: 1
Incant: “I create a sphere of communication, 10 minutes.”
Effect: This spell allows everyone within earshot of the caster to speak and understand any spoken language for ten minutes. This will not work on creatures with no intelligence, most undead, or those speaking in gibberish.
Holy Dart
Cost: 1
Incant: “Holy dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of holy damage.
Lesser Empowerment
Cost: 1
Incant: “I grant you/myself lesser empowerment, 2 magic health.”
Effect: This spell grants 2 points of magical health to the individual it is cast upon. This may not be stacked with any other magical health (i.e. Arcane Vigor) and if damaged the recipient of this spell will lose these magical health points after he loses normal armor and before he loses his normal health. These points cannot be healed.
Lesser Holy Armor
Cost: 1
Incant: “I grant you/myself lesser holy armor, 2 magic armor.”
Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Ice armor) and if damaged the recipient of this spell will lose these magical armor points first.
Minor Healing
Cost: 1
Incant: “I heal your/my body 1 health.”
Effect: This spell restores 1 health to an injured subject. Your health may never exceed your maximum through healing.
Purify
Cost: 1
Incant: “I purify this food/drink of all toxins and poisons.”
Effect: When cast upon any food or drink, this spell removes any toxic properties of it. If cast upon a drink or meal that is poisoned it will neutralize any effect that poison may have had upon the drinker. In addition, if cast upon an alcoholic beverage it will remove any alcoholic properties it may have had.
Root Minor Undead
Cost: 1
Incant: “I root this Minor Undead to the ground, 10 minutes.”
Effect: The target of this spell has his feet effectively attached to the ground for 10 minutes. He may not move his feet from the spot they are in or even lift them. This only works on Minor undead such as low level skeletons. Every undead creature has a power level associated with it, and you must experiment in game to learn what types of undead this spell will affect.
Release
Cost: 2
Incant: “I release you/myself from magical binding.”
Effect: This spell will immediately release the target from the effects of one binding spell including bind, entangle, root, pin, and web.
Remove Blindness
Cost: 2
Incant: “I remove your/my magical blindness.”
Effect: This spell immediately removes any blindness effects upon the target creature. This only works on magical or unnatural effects and will not allow someone who is normally blind to see.
Remove Deafness
Cost: 2
Incant: “I remove your/my magical deafness.”
Effect: This spell immediately removes any deafness effects upon the target creature. This only works on magical or unnatural effects and will not allow someone who is normally deaf to hear.