Spellbook Earth Cleric

3 entries found.

Rank 3

Great Spirit's Blessing
KeywordsSurvival, Augment
DurationExtended
EL3
fatigue8
difficulty-6

This is actually three spells : Day-spirit's Blessing, Dusk-spirit's Blessing, Night-spirit's Blessing. The Cleric must learn each separately.

Using this ritual the Cleric makes contact with a Great Spirit of a region, allowing the Spirit to use him as a conduit. The Blessing extends to those around the Cleric, protecting them from the hardships of the Great Spirit's chosen environment. The Cleric, and a number of other people up to the Cleric's Level, gain +5 Survival for 1 day. The Day-Spirit's Blessing gives Survival / Drylands, the Dusk-Spirit gives Survival / Twilight and the Night-Spirit gives Survival / Nightlands. The effect of allowing such a mighty Spirit into his body affects the Cleric badly. At the end of the day he takes a Spirit Wound (Ridden).

It is possible to dilute the Spirit's Blessing amongst a larger number of people. The Cleric can give Survival as follows :

  • 1 x Level people get +5 Survival
  • 2 x Level people get +3 Survival
  • 4 x Level people get +1 Survival
Harvest of One Cycle
KeywordsSurvival
DurationFixed
EL4
fatigue10
difficulty-10
This spell allows the Earth Cleric to bring a single field of crops from planting to harvest in the space of one cycle. The Cleric must perform all the work involved, from planting to harvesting, and must succeed on a Phys + Farming / Drylands or Farming / Poison Forest roll on each of the 6 days, starting on the Brilliance and working non-stop until the Passing. The Ritual must be cast on each day, using Keldian Bone Meal each time, and the Cleric will take 1 Weakening Damage for each day. Any failure, of a spell casting roll or a Farming roll, will break the ritual and waste all the effort. Any crop planted will wither and die at once.

If the Ritual succeeds then a single field is taken from planting through to Harvest in the space of one cycle, producing enough food to feed a family for a season, or a small village for a few cycles. The ritual cannot be repeated on the same field within one Short Year, indeed nothing will grow on that soil till the year has passed, it is simply too exhausted.
Spiritwalker
KeywordsTravel
DurationFixed
EL2
fatigue10
difficulty-14
During this Ritual the Earth Cleric summons the attention of a specific ancestor. To do so he must know the name of an ancestor, and have some of his remains. When the spell is successfully cast the ancestor takes the hand of the Cleric and draws him through the veil into the Spirit World. The Cleric becomes a Spirit for the duration of the spell. While in this form they can perceive Spirits as if they were solid creatures (though they can still tell a Spirit from a non-Spirit) and may converse with them. Like a ghost they cannot affect the real world, but they can still be damaged by any effect that normally damages a Spirit.

Entering the Spirit World is a dangerous proposition. The Cleric will attract the attention of Spirit creatures, who are often hostile. The Spirit transformation also affects the Cleric's senses, making things hard to perceive. Especially they perceive emotions as having the same solidity and reality as physical things. Finally the transformation of their Clay may have long lasting effects. The Cleric must make a Spirit roll vs. a 14. If they fail then they lose one Spirit. On the other hand entering the Spirit World may allow the Cleric to lay a Ghost to rest (by speaking to it, or by learning what it seeks), or combat a Spirit threat that cannot otherwise be faced.

The spell lasts for a maximum of 10 minutes per Level, though the Cleric may return to the real world sooner if they wish.