[5.6.1]
| DoM 1) Water | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: None | |
| The Cleric may create enough water to supply the needs of one human-sized individual per DoM of Prayer of the casting Cleric. | ||||
| Base:100 | ||||
| water/DoM Prayer | ||||
[5.6.2]
| DoM 2) Elemental Appeal | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: 5 minutes | ST: None | |
| The Cleric may create up to 1 kg (or 0.03 cubic meters, whichever is smaller) of a basic element (Air, Earth, Fire, Water). The fire, if created around a person will do 2d6 Fire damage (half armor), CR 3. Other elements will do similar damage if circumstances grant it at GM may use discretion. | ||||
| Base:200 | ||||
| Create 1kg/0.03m^3 | ||||
[5.6.3]
| DoM 2) Meal | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: Constition-2 | |
| This Spell will provide a human sized animal internally with a full, normal meal, including drink. If repeated within a minute the target will begin violently throwing up, forcing them to stop offensive activity, for 10 seconds. The target can still defend themselves, cast powerword or bequested spells, and dodge. Further spells during this time will be ineffective. | ||||
| Base:200 | ||||
| full meal, repeat disable 10 sec | ||||
[5.6.4]
| DoM 3) Air Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 6 small air spirits who will protect the target by creating whirlwind around them. While the swarm is protecting the target they add +4 DR against missiles and +2 DR against melee attacks. They also halve all electrical and air based attacks. The Cleric (and only the Cleric) may also command his or her own swarm to distract a target. A target under attack by an air spirit suffers a -2 CR penalty (multiple spirits on one target do not increase this penalty). The air spirits have 10 HP, 6 DR, move at 60 kph, and may only be hurt by magic (but are immune to air magic). Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4 missile DR/+2 melee DR or -2 CR | ||||
[5.6.5]
| DoM 3) Create Simple Being | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 10 minutes | R: 15 meters | D: 24 hours | ST: None | |
| The Cleric has been given the power to create simple life-forms. These beings are slug-like forms that attack via the toxic juices in their bodies. They move at 6 kph, weigh 20 kg, and have CR 3, DR 0, PR 0, and 30 BHP (all in the Chest). Their acid attack does 3d6, halve armor. After the duration of the spell these creatures fold in on themselves into puddles of muck, having used the energy the gods gave them to maintain life. | ||||
| Base:300 | ||||
| slug:30 BHP/CR 3/3d6 acid dmg/6 kph | ||||
[5.6.6]
| DoM 3) Earth Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 4 small earth spirits who will protect the target by spreading their bodies over the targets body to create an armor of earth. While the swarm is protecting the target they add +4 to damage absorption and half damage from earth based attacks. The armor is considered normal, not magical, but will stack with other armor. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of his earth spirits to attack (a 3 pulse action). When the earth spirits attack they expend themselves by turning themselves into bolts of stone with CR 3 and doing 3d8 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4; attk:3d8 (-1 dfnd) | ||||
[5.6.7]
| DoM 3) Fire Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons a swarm of 6 small fire spirits who will protect the target. While the swarm is protecting the target they add +1 to his or her DR against all types of attacks, and anyone striking the target in melee with a weapon less than a meter in length (the length of a broadsword), will take a d8 worth of damage to the limb used in the attack, not stopped by non-magical armor. The Spell also halves all fire, and water-based damage. The Cleric (and only the Cleric) may also command his or her own swarm swarm to attack a target. The swarm will do 2d6 fire damage (half mundane armor) every 30 pulses until the target dies or the Cleric recalls them. The swarm must stay within 30 meters of the Cleric or it will lose contact and leave. The fire spirits have a 3 DR, 10 HP, and no armor when they are seperated from the Cleric and attacking. Multiple types of elemental spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+1DR,d8; attk:2d6 | ||||
[5.6.8]
| DoM 3) Minor Pattern | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 3 meters | D: 30 minutes | ST: None | |
| The Mage may affect 300 kg of non-living material, temporarily changing the material's nature. The change cannot be extreme and should conform to the original nature of the material, such as sand into glass. The greater the change, the more difficult the Spell, and the Game Master should assign a penalty modifier to the Cast Chance based on the degree of difficulty. | ||||
| Base:300 | ||||
| Pattern 300 kg material. | ||||
[5.6.9]
| DoM 3) Water Spirits | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| Summons 4 small water spirits who will protect the target by spreading their bodies over the targets body to create an ice shield. While the swarm is protecting the target they add +4 to damage absorption, half damage from water and fire based attacks, and allow the target to breath underwater. The armor is considered normal, not magical, but will stack with other armor. In addition, all creatures within a meter of the Mage take d6 of damage, with only magical damage absorption as protection, to the body part entering the field (a person standing unprotected in the cold field would take damage every 15 seconds). Creatures attacking the Mage should take damage to attacking limbs. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of her water spirits to attack (a 3 pulse action). When the water spirits attack they expend themselves by turning themselves into bolts of ice with CR 3 and doing 3d6 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple elemental types of spirits may not be used defensively at once. | ||||
| Base:300 | ||||
| dfnd:+4 dmg abs; attk:3d6 (-1 dfnd/atk) | ||||
[5.6.10]
| DoM 4) Minor Organic Creation | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: Permanent | ST: None | |
| The Cleric may create 1 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 3-fold. | ||||
| Base:400 | ||||
| Create 1kg, 3X | ||||
[5.6.11]
| DoM 5) Patternings | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 3 meters | D: 30 minutes | ST: None | |
| This Spell operates as Minor Pattern, but can affect 300 kg of animate material or 3000 kg of inanimate material. This Spell will repair breaks in the target's bones, as the Clerical Healing Spell, Knit Simple Fracture, and can also act as the Clerical Healing Spell, Bodily Healing I. | ||||
| Base:500 | ||||
| Pattern 300 kg animate/3000 kg inanimate | ||||
[5.6.12]
| DoM 5) Poison | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch | D: Permanent | ST: Faith-5 | |
| This Spell will create poison within the targets stomache, bypassing external defenses. The poison created is "Death" poison (see GM, Poison). | ||||
| Base:500 | ||||
| poisons target | ||||
[5.6.13]
| DoM 6) Organic Creation | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 15 meters | D: Permanent | ST: None | |
| The Cleric may create 30 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 30-fold. | ||||
| Base:600 | ||||
| Create 30kg, 30X | ||||
[5.6.14]
| DoM 7) Elemental Command | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| This Spell combines the Elemental Appeal (DoM 2) and the four Elemental Spirits (DoM 3). When the Cleric casts this Spell, he or she has Elemental Appeal operating and has summoned each of the four Elemental Spirits to protect the target simultaneously. The Cleric (and only the Cleric) may also command the spirits summoned to her or himself, as described in each Elemental Spirit Spell. | ||||
| Base:700 | ||||
| All Elemental Appeals/Spirits | ||||
[5.6.15]
| DoM 8) Golem | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 7 days | R: Touch | D: Permanent | ST: None | |
| The Cleric must first create a giant humanoid figure out of clay. This will require 1 week. The creature (a Golem) will be brought to life when the Cleric writes the cosmic word for Truth (emet) on the Golem's brow. This requires 30 seconds. To deactivate the Golem, the Cleric must erase the first letter of (emet), converting the word to (met) (dead). This also requires 30 seconds. The Golem is 275 cm tall with 300 Basic Hit Points and a Strength of 24. Its CR is 7, DR is 2, PR is 5, and armor value equal to 10. It will strike three Blows per Round for 3d10 damage. The Golem is considered to have a Saving Throw of 18, unless a Strength Saving Throw is called for, in which case the Golem uses its 24 Strength. The Golem will only fight for a cause aligned with the religion of the creating cleric. Only the creating Cleric can heal the Golem. | ||||
| Base:800 | ||||
| Create Golem. | ||||
[5.6.17]
| DoM 10) Change True Name | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: Permanent | ST: Faith | |
| This formidable Spell will alter the True Name of any creature or object. The target will conform in all respects to its new True Name. The Cleric must know both the target's old and new True Name in order to throw the Spell. | ||||
| Base:1000 | ||||
| Alter the True Name of creature/object. | ||||
[5.6.18]
| DoM 10) Elemental Shield | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Touch And/Or Companions | D: 60 minutes | ST: None | |
| All Elemental damage (Air, Earth, Fire, or Water) is stopped, and the shield may emulate any one of the four elemental Shield Spells (DoM 2). The Cleric must decide what shield effects will be expressed at the start of the casting of the Spell. | ||||
| Base:1000 | ||||
| One shield,stops all elemental dmg | ||||
[5.6.19]
Creation Tree