Spellbook Earth Cleric

4 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.