Spellbook Earth Cleric

4 entries found.

Rank 2

Chant
KeywordsAttack, Control
DurationMaintained
EL1
fatigue4
difficulty-8
The Earth Cleric begins a chant, a slow deep song of the ancestors. Any who hear the song must make a Spirit roll resisted by the Cleric's Presence. If they fail they will nod off to sleep, only to awaken naturally a few minutes after the song ends. Most people affected will sleep only lightly, and will be awoken by loud noises (make unresisted Stealth rolls to pass them by). Anyone who rolls more than one failure falls into a deeper slumber, and can be awoken only by vigorous shaking (or being attacked). The Cleric can continue to chant beyond the time needed to send the targets to sleep, maintaining the sleep, but any new person entering the area will be similarly effected. Note that the Cleric's companions are similarly affected. Only the Cleric is immune.
Drawing on the Earth
KeywordsLink
DurationInstant
EL1
fatigue4
difficulty-9
This spell allows the Cleric to draw on the strength of the earth to cast a spell. The Cleric casts this spell followed by another, or casts it on another person who then casts a spell. If both spells work then the Cleric only gains the fatigue for this spell, the fatigue from the second spell is absorbed into the earth. To perform this the Cleric must be in contact with the earth directly in some way, either through their feet or hands. It cannot be cast in a building above ground nor in a boat.

Whenever a Cleric Draws on the Earth they run the risk of absorbing some of the Earth into them. Roll a D20. If the roll is less than or equal to the Circle of the Spell whose energy was absorbed the Mage gains one fatigue permanently.
Fetish
KeywordsCreation
DurationMaintained
EL3
fatigue11
difficulty-8
This ritual allows the Earth Cleric to construct a Fetish from bones and sacred remains. A Fetish allows an Earth Cleric spell to be cast in advance and bound into the Fetish for later activation.

The Cleric must first construct the Fetish, using value 4 materials and a successful roll of Agility + Faith / Satvan resisted by 12. Once the Fetish is successfully constructed the Cleric may bind a spell to it. The Cleric need only successfully cast the spell once, and it is then contained in the Fetish ready for later activation. Until that time the Fetish counts as a maintained spell.

To activate the Fetish the Cleric must simply destroy it. This takes one action, and requires a successful casting roll with a +3 bonus, but no fatigue. If the casting roll fails the Fetish is not wasted and the Cleric may try again on another round.
Healing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to attempt to heal a wounded Keldian with the help of an Ancestor. The Cleric must have some of the Ancestor's remains at hand, and the Ancestor must be willing. The Cleric touches the remains with one hand and the Keldian with the other and attempts to move damage from one to the other. If the spell succeeds the Cleric heals up to the capacity of the remains in Lethal damage, and the remains crumble to ash and blow away. Whether the spell fails or succeeds the Cleric takes 1 Lethal damage.

Different sizes of remains can absorb different amounts of damage. A small bone (finger or toe) will heal up to 4 Lethal, a larger bone (rib, forearm) will heal 6, while the largest bones (skull, upper limbs, spine) will heal 10. Obviously the stock of remains held by a given Cleric may be very limited.