Spellbook Earth Cleric

11 entries found.

Rank 1

Ancestral Rage
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-7
This spell allows the Cleric to call on the ancestor spirits to feel his Rage and help him to strike his enemies. The Cleric gains +1A and +1 Phys per Level. This bonus lasts for the Cleric's Level times 2 in hours.
Crop Blessing
DurationInstant
EL4
fatigue5
difficulty-2
This spell allows the Cleric to infuse growing crops with the energy of the earth spirits, so that they better resist the difficult conditions of drought, sun and cold. It is in many ways a lesser version of the Red Order Sun's Blessing (though it affects only plants). To cast the spell the Cleric must walk the boundaries of the affected fields or plants, casting bonemeal (made from Keldian bones) onto the earth. Through this the attention of the Earth Spirits is drawn. The plants affected have a +2 bonus on Survival or Farming rolls made by those who tend them until the current crop is harvested, after which the ritual must be repeated. If the bone dust used is not drawn from the body of a Keldian who lived on the lands affected, raise the difficulty by 5.

Each use of the Crop Blessing can affect up to 1 field (100 paces square), of land.
Curing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to call upon the Ancestors and earth spirits to attempt to cure a curse, disease, or poisoning suffered by another Keldian. Taking them to a Satvan they conduct a ritual to importune the spirits for aid. The Cleric may make a roll of Presence resisted by the difficulty of the affliction to attempt to remove it, and may spend any number of additional fatigue (or Lethal) above the casting cost to increase the roll. If they make the roll then the affliction is broken and will begin to slowly fade (a curse has it's effects lessened, a poison or disease causes no further damage). Additional successes speed the recovery time. A Curing cannot affect an affliction with a difficulty greater than 10 + Caster Level x 5.

For dramatic curings (such as an attempt to remove a mighty curse) you may make the curse breaking roll into an extended contest of Presence vs. Affliction, where the Cleric may spend fatigue and lethal on each roll. Accumulating 3 successes ends the curse. In this case the Cleric takes the margin of failure on his rolls as Fatigue.

The difficulty of a disease or poison is equal to the resistance of any Physical (or equivalent) roll required by the sufferer to avoid it. Curses caused by spells have a difficulty of 10 + Rank + EL.
Earth's Strength
KeywordsAugment
DurationFixed
EL1
fatigue2
difficulty-2
The Earth Cleric draws on the strength of the earth, toughening herself like stone. The Cleric gains +2 Armour. This protection lasts for the Cleric's Level times 2 in hours.

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.

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.