ok......I and Chris discussed my map name explanations and we decided....I was hoping for some more feedback from the rest of you but never mind.....
as always I'll split my post although it might have not be necessary but since I plan on adding a lot more names and descriptions I want some space for it.
Thrall-----> as obviously it's a city, just barely smaller then Ankara (8500 - 9000 people). City itself was named Thrall because it was the first planned city on Ankara island. People discouradged by the catastrophic look, and smell, of city Rove decieded that there must not be non planned building anymore, so to honor the city's future beauty giving it the name after the river complex Thrall.
Thrall-----> this time I'm talking about the river, as you can see it's quite big it has one of the bigest lakes on Ankara. It's quite fast in upper stream (left and right Thrall) since the area around Rhun mountains is elevated. Left and right Thrall rivers, when joining with lake Thrall, present one of the nicest waterfall cascades on Ankara.
Twins-----> river on which city of Thrall is located, their wildlife, currents and flow are mostly the same so people named it Twins.
Baran's swamp-----> one of the few swamps on Ankara, and also the bigest one. There is an old folks story of an explorer named Baran Esden who once went to explore the swamp, disapeared and then a year later showed again claiming that incredible creatures are everywhere in the swamp and that he was just by pure luck saved by one. The swamp itself is poorly explored, especially it's northern parts. Everything southern of river Zirak is explored and mapped but unfortunately everything northern of that river in almost completely unknown. As Barans swamp lies in a geographical depression the hight of water is determined by the tides.
Zirak-----> city of Zirak is located on southern part in Barrans swamp on a river named Zirak.During winters and low tides it is possible to walk over the southern part of the Barans swamp all the way to land. Inhabitants of Zirak mostly deal in trading. Fish, magical ingridients, poisons, egzotic plants is all availabile there to buy.
Zirak-----> the river, is also an interesting one, on low tides the water runs toward the sea, but when the tides rises the flow of the river flips and semingly it is flowing inlands.
Udunurin-----> river next to the mountain Udun, marks the begining West waste.
West waste-----> area in between rivers Udunurin and Celos. Waste is reffering to the lack of settlements, not the lack of life. Quite contrary it's one of the most wildlife diversitile places on Ankara island. Hunters and gatherers can oftenly be found there.
Udun-----> mountain chain that once was a great place for dwarfs. I'ts old age made sure there is a lot of minerals to mine for. But as dwarfs are greedy they dug through them fast and moved to mountains of Rhun mountain chain to find more. There are still dwarf to be found there and minerals too, but in nubers a lot lesser then on Rhun mountains. This mountain chain is now full of passages and mines thiefs use to hide and smuggle stolen possesions between Zirak and Helfing.
Lone star city-----> is now the place where dwarf can be found in obundance. Rich in gold and prosperities it trades in all kind of weapons and jewels articles man can imagine. Areas to the east and north are still not explored enough. Canyons of mountain chain Rhun are almost lined up completely north-west by south-east so if you follow them you'll probably be lead out by them right out to Lone Star city or on the opposite side. Lone star city itself possess no larger mine shafts nor does it deal in mining, all that stuff goes on in the mountains but mostly the minerals dug out in the Rhun mountains are brought down in Lone star city and processes.Dwarfs there sell swords, shields, lances etc from various quality from really bad to the best custom made weapons. They also sell jewelery made from gold or silver, but it almost never possess any kind of enchantments. Price ranges depending on the quality of the product.
Rhun-----> mountain chain bigger and slightly younger then Udun. Thier middle part is still underexplored.
Cerin rivers-----> River complex that had a funny history story of naming attached to it. As men originated from southern parts of Ankara island, where big game and a lot of food could be easily found, they never bothered themselves, until recently, to explore uper parts or Celos and Cerin rivers. Every time they would ask elves what is up there elves always responded Cerin river, thinking only on the mainstream of the river. So men plotted the name Cerin river on maps. By the time that area was explored and all kinds of smaller river where found it was too late and they just named all the rivers Cerin. Going from up to down smaller river names are(in elvish): Lhun, Lune, Gwathlo and Angren. The lake name is Ered. Lake and the river next to city Helfing are named (guess) Helfing.
Moon's forest-----> forest located in the middle of Ankara island, and on it's eastern shores. Damp, dark and scary with it's small thick trees, it's a realy opposite to sun's forest.
Sun's forest-----> located in the middle of Ankara island it is a pure opossition to moon's forest. It has large tall tree's with thin tree top that enables the sun to penetrate.
Helfing-----> one of the newest towns. It is a town that thrives on travels and trade. In helfing there is nover anybody hungry since it is located in a place thriving with animals and plants.
Loa mountain chain-----> youngest and bigest mountain chain on Ankara stands tall in the middle of the island. It's easilly vissible from all of Ankara, but nobody has clibed to it's top yet, nor is it known how tall it is. (be aware that Falas forest doesn't grow on all of Loa, Loa is like earths Everest)
Falas forest-----> the largest forest on Ankara. Elves claim that it once covered all ofa Ankara, but that was long before the other races appeared. Since then some of it has been cut down, but mostly died from ilnesses. Today wood elves managed to stop the forest from dying, but it's recovery is far from over. It is still mostly unexplored due to the diversity of wild life in it unexpected stuff always comes up preventing further progres.
Forest river-----> rich in fish, got the name because once it was completely in the forrest (even in the scripts of never races)
Rove-----> city located on Rove river and lake Taos. City is highly oriented dried meat products, products from leather, shoes etc.. This city raised a political storm and forced races to work together and build cities using a general plan. City of Rove is also famous for it's ivory trout, it is grown in mass quantities in lake Taos and parts of the city can smell really bad due to the fish. While the fish are good for eating its the ivory bones of the trout that help the trade business and its main source of income.
Frozen rivers-----> term that gathers the three most lower and eastern rivers. Starting from the top river names are(in elvish): Tumhalad, Ginglith and Uinen. Tumhalad is rarely frozen and is always clear. It originates from the Loa mountains that collect rain so it is really fast and cold. Ginglith is frozen in upper stream thoughout the winter, in lower streams see prevent's it to freze. Uinen is almost always frozen, but that is only on surface, under the ice river flows constantly.
Altar-----> swift and rich in fish river that originates from Loa mountains.(see Nerwen for more details)
Nerwen-----> slower river that joins with Altar into Ankara river and lake. it is rich in crabs. The area in between is called Surion. Surion area poses incredible herbal diversity like no other on Ankara island.
Ankara-----> capital of Ankara island. Large city with population of 10 000 people. The city deals mostly in politics and trading. Although at first look it seems that it's isolated from others it's not true(read traveling and distances).
Traveling and distances-----> From Ankara via Nerwen one can quickly cover over half of the territory to the city Rove, and on the way to Helfing there is mostly straight grasslands with a lot of food. Traveling to each of the cities takes about 5 days. Cold streams that circle the South waste qiuckly transport ships all the way to Celon river shortening 5 days of traveling into 3 days, from there to city Zirak it takes aproximately 2 days of journey. From Zirak To Thrall it's additional 2 days. Usually the quickest way of getting to Ankara is Throught Helfing via river Celos. From Helfing to Rove one can arrive by using Forest river and then Rove river, it usually takes about a day and a third to arive in Rove. From Rove to Helfing it takes 2 days, because you are traveling upstream. From Thrall to Helfing easiest way is by using Thrall river all the way up to the lake, and then by paying the usage of the special pully sistem made by gnomes, or walking around the falls to left Thrall. from there via Cerin river it's easy to quickly reach Helfing. Using pully sistem traveling lasts about 3 and a third of a day, when if you walk around the falls it takes 4 days straight.
right here's the guidelines for spell caster levels and the spell they may wield
This is going by the Istharian, halfling ad gnome races who have life spans comparable to humans it also works on the assumption that where life force is lost due to the natural ageing process there is an influx of magical energy to replace it giving those who can tap into magical energies greater power as they age. For Longer lived races like elves and dwarves start at 50 years of age and add a half century for every decade needed to progress a spellcaster level in the list.
The levels listed are just a formal ranking system used by the mages guild you may choose any of the following type of spellcaster they all use the same spells at the same levels
1.Warlock someone who sold all or part of his/her soul to a demon in exchange for magical powers or the descendant of someone who made such a contract. This is a path chosen by someone who wants access to great power in a hurry.While they may be capable of casting spells right after forging the contract or birth in the case of a descendant it takes time for their bodies to adapt to holding so much power so it gradually increases over time.
2. Sorcerer/Sorceress is someone who's blood line makes them naturally gifted at using magic the only thing holding them back is the accumulation of their natural magical energies
3. Wizard/Mage is someone who studies and practices hard in order to unlock their magical abilities although they start off as the weakest of the spell casters requiring long spells and ritualistic gestures their hard work and determination often results in them becoming the most powerful ones due the complacency and manner by which those who are naturally gifted take spell casting for granted
Apprentice level spellcasters learns 6 least class spells.
Someone aged 10-20 is an apprentice if they are learning magic through a guild, or if they have acquired magic through some other means at this stage they have a power comparable to an apprentice.This level of magic is not very powerful so these casters focus on spells that can provide a good defence or physical enhancements at a relatively low cost to their days supply of magical energies.
Mage Level spellcasters trade 3 of their least spells for 3 lesser spells.
Between the ages of 21 and 30 due to changes in their bodies and through hard work, practice and study Apprentices unlock a huge boost in their magical energy levels giving them the ability to divert their energies into casting lesser spells as well as least spells. At this stage the spell caster is considered a fully fledged mage.
Wizard level spellcasters can cast two greater class spells in addition to their existing spell list
From the age of 30 onwards with his accumulation of power and knowledge of the arcane a spell caster progresses from a mere mage to a wizard gaining the ability to cast greater level spells.
High wizard level spellcasters know 3 least , 2 less, 2 greater and 1 Dark level spell
Some time between the age of 40 and 50 a skilled wizard will learn how to tap into spells that where more common in the distant past a time known as the dark ages these extremely powerful spells are know as dark spells because of the time period they are associated with when this happen the caster is regarded to have reached the level of high wizard
Last edited by skullreken; 06-22-2009 at 12:08 AM.
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1.Magic Missile – A small ball of green light is hurled at the target. Its effect is like being hit hard with a baseball. It deals a rare type of kinetic magic known as Force damage which is unusual for such a lowly and common spell. Force damage can travel through armour so once a magic missile scores a hit on the targets body they'll feel it regardless of what they are wearing.
2.Terrifying visage – An illusion is conjured for a short time depicting something frightful it should be enough to repel weak willed and cowardly foes.
3.Sicken – A small cloud of foul smelling fog is conjured around the target, all that smell it are left feeling ill it is handy for slowing foes or tipping the scales in a battle.
4.Beguiling influence – The Caster is bathed in a light that makes him/her seem more charismatic it can help strengthen his/her hand when trying to be diplomatic or when trying to pull a bluff .
5.Breath of the night – This spell creates a cloud of fog that reduces everyone’s field of vision to ten feet it can be useful when trying to be stealthy, when making an escape or when trying to sow confusion among the enemies
6.Darkness - The whole area is enveloped in pitch blackness that absorbs all light any creatures in the area of effect lacking dark vision will be left practically blind until the spell runs its course
7.Devils sight – This spell allows the user to see in complete darkness.
8.Earthen Grasp – One creature can be targeted at a time if the target is standing on earth (soil and grass not stone wood etc) his feet will become stuck fast for a few minutes Once the spell wears off it can be cast again.
9.Entropic Warding – This spell deflects incoming ranged attacks like arrows but the user has to detect the attack coming and activate the spell before he/she is hit.
10.Leaps and Bounds – This spell lessens the effects of gravity on the user making him/her better at balancing Jumping and tumbling.
11.See the unseen – Invoking this spell allows the user to see anything that may have cast invisibility on itself
12.Spider walk –This spell allows you to walk on walls and leaves you immune to the effects of spider webs.
Lesser Spells
1.Beshadow – Eldritch energy is fired at the opponent it hangs around its face blinding it temporarily.
2.Fireball – A ball of flame is hurled at the target it explodes on contact causing burns and possibly setting the target alight.
3.Cone of cold - A cone shaped area extending 15 ft from the casters hand with a base diameter of 6ft is plunged to minus 15 degrees Celsius in a split second The spell lasts a few seconds causing freezer burns on exposed flesh and causing flesh to stick to steel this combined with the shock of sudden heat loss slows the target down significantly.
4.Charm – The caster locks eyes with an enemy and he/she is bewitched coming to see the caster as a friend not an enemy for a short time
5.Dead Walk – Once per day the Caster can animate a single corpse as a once off. It can be given simple instructions to follow and can be used in that manner for a half hour or it can be interrogated. An interrogation requires a link to the soul of the deceased so it last only briefly. The corpse can only be asked five questions but these questions must be chosen carefully, the dead are tricky and cryptic and despise giving a straight answer. If there is a loop hole in the question the dead will use it as a way to answer without telling you what you want to know for example, Q. “Where were you going” A. “To my death” It is more effective to ask a question that demands a straight answer leaving no room for deviation Q. “Where did you intend to travel to before you encountered us?” A. “To the base.”
6.Fell Flight – This ability allows the user to levitate and fly to a certain extent it’s doesn’t allow for great speed or manoeuvrability but the user can climb to 50 feet
7.Stony Grasp – This spell works the same as Earthen grasp but works if the target is standing on a stone surface meaning it could be used indoors if the area has stone floors.
8.Void sense – If the user is blinded in any way for example by magic, darkness, blind fold, permanent damage to the eyes; they can use this spell to sense and accurately place any living beings within a 30 foot radius for a short amount of time
9.Walk Unseen – This spell makes the target become invisible for a short amount of time
Greater Spells
1.Bewitching Blast – The target is struck in the head by a bolt of eldritch energy that leaves it confused and disorientated for a short time.
2.Nausea – This spell is similar to sickening but the fog is pungent enough to induce vomiting
3.Repel – A flick of the wrist in the direction of a target within 5ft is enough to throw it back a further 5ft.
4.Acid Orb – A ball of eldritch essence is thrown at the target en route it morphs into a glob of acid that can eat into armour. It should only be used with a clear line of sight.
5.Dimension Door – A short range dimensional rift is opened allowing the user to make hasty exit to anywhere he/she has been before within half a mile of the current location.
6.Evard’s black tentacles - Black tentacles sprout from a five foot area in the floor grappling and constricting anything that comes within their 10ft reach and that includes the one who summoned them, this is one spell that should be used carefully.
7.Tenacious Plague – A plague of insects is summoned it attacks and torments all in its path. Swarms are not invincible individual members can be killed and they are particularly vulnerable to fire and spells that have area effect.
8.Wall of Perilous Flame – A wall of fire appears between the caster and his/her enemies, the flames are fuelled by infernal energy and will consume anything that makes contact with it
9.Casters Call – This allows a mental communication to be established with anyone the caster has spoken to before, no matter how far away they are.
Dark Spells (Greatest)
1.Dark Discorporation – The users body explodes into a swarm of bat like shadows that can move and attack like a swarm however, the user also shares the weaknesses of a swarm. Loss of a 1/4 of the swarm breaks the spell, loss of 1/3 causes the caster to reform injured loss of ½ or more can result in the loss of limbs and death. If the swarm is destroyed the caster is also destroyed.
2.Path of Shadow – This spell allows the user to disappear into one shadow and emerge from another.
3.Devour magic – This spell absorbs the magical energy of a spell that another caster is trying to cast preventing that spell from materializing and replenishing the users own magical energy.
4.Word of Changing – This spell poly morphs the user into another form but its effect becomes permanent if the user stays in the new form for too long.
5.Enfeeblement - The target is hit with a blast of eldritch essence if it fails to resist the attack it is drained of its energy and becomes exhausted and unable to take any action until it’s received a day’s rest.
6.Chain Lightening – A bolt of electricity leaves the casters hand and arcs from one target to another. This spell can attack up to 5 targets as long as the next target is within 6 ft of the first target targets can attempt to dive out of the way and each time the bolt strikes a new target its power decreases by 50%.
Last edited by skullreken; 06-22-2009 at 12:14 AM.
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A Cleric is someone who has devoted him/herself to one of the religions that exist in Ankara Clerics provide spiritual guidance and protection for the followers of their faith they will also from time to time be sent on dangerous missions that serve to promote the greater good in the name of their church. Clerics are also spell caster but of a different kind to the typical mages who can readily tap into their own magical energies and cast spells that they have chosen to learn, Clerics cast divine magic that has been bestowed upon them by their deity. Although they primarily act as spell casters while their churches knights/paladins act as the warriors it is not uncommon for a cleric to be able to defend him/herself with a weapon when necessary or their fists in the case of monks.
Every night clerics pray for the spells allowed to a cleric of his/her and then meditate so the spells are ready to be cast each spell of a certain level may only be cast a certain amount of times per day after that the spell is gone until replenished. Because of the many duties a cleric may face in his/her parish their deity do not assign fixed spell lists instead during each nights prayer a cleric may select which ever of the authorized spells he/she feels would be most useful in the coming day.
Alternatively the cleric may request a miracle instead of spells but these are not easily earned the cleric must forgo receiving a new spell list and confine him/herself to a solitude devoted to prayer meditation and fasting it could take days weeks or maybe even years to have a miracle to be bestowed upon a cleric, it depends on how pressing the need for it appears in the eyes of the deity. The night after the miracle has been used the cleric may start requesting spell lists again. Because of the hard work involved in earning a miracle and the fact that to ask for may may anger the deity clerics only prey for them when they see no other alternatives.
Clerical spells are divided into 5 classes. A clerics level dictates how many of each class of spell they may use and in turn these classes dictate the amount of times per day the spell may be used A Least spell may be cast 4 times per, a Lesser spell may be cast 3 times, a Greater spell may be cast twice while a Divine spell may be cast only once per day
Cleric levels
Preacher spells per day 8 Least
Preachers are religious folk normally found in small communities where their church has yet to established itself or they act as lay officials for the church among the community leaders of towns that have a church presence.Typically they preach the good word and play an active roll in community events so to aid them in their work their deities allow them a generous selection of lower level spells.
Pastor spells per day 5 Least 3 Lesser
Pastors are priests in training they are preachers or people who have answered the call to enter into the church. While training in the rituals and religious teachings of the church they assist their mentors in their duties and play an the most active role of any other rank of cleric in the charitable work the churches. To reflect this their deities allow them 3 lesser spells in place of 3 of their least spells.
Priest spells per day 5 least 3 lesser 2 greater
Priests are the officials who lead the devotional services of their temples they oversee the good work that is carried out in the name of their Deities offer religious guidance to their congregation and train in new pastors. It is their responsibility to defend their followers from persecution at the hands of wrong doers and as such their Deities have increased the amount of spells they may wield allowing them access to two greater level spells.
Monk spells per day 5 Least 3 Lesser 2 Greater
A Monk is a cleric who has risen to the level of Priest but does not have a fixed parish these priest live a nomadic impoverished and often solitary lifestyle travelling around areas where the church is not established to assist preachers and provide actual religious services for followers with no access to an actual temple of worship. More often than not Monks were orphans taken in by the church who expressed an interest in becoming clerics at an early age (around 12 or younger) at the age of 12 the youths are sent to monasteries where they are train vigorously in the religious services and the use of martial arts becoming deadly with their fists to combat as bandits in the areas they lawless areas they often operate. Churches prefer to leave the handling of weapons to their knights not those they want to reach out to the people, it should be noted that the training often back fires in this respect producing pious clerics who are quite cold and distant not the sort that are good at reaching out to people
High Priest spells per day 4 Least 3 lesser 2 Greater 1 Divine
High priests are generally found in the temple of an area with a congregation large enough to warrant the need for a number of priests to carry out the duties of the church. These priests are hand picked by the Bishop of the diocese to take charge charge of the other priests in their parish and are answerable only to him. Normally a high priest will assign one of his/her subordinates to assist a group of adventurers in their quest but if he feels that the power of the Divine level spells he/she is allowed to wield may be necessary for the success of the mission, he/she can leave one of them in charge while he/she goes on the quest himself unless instructed not to by a Bishop
Bishop spell list unknown
It is not know what exactly is the power a Bishop wields as a Bishops never leave their seat of power unless it is an emergency that they can combat. A Bishops job is too important for him/her to partake in an adventure they must offer guidance to all those under them and over see the running of every single parish temple and church in their diocese
Last edited by skullreken; 06-21-2009 at 12:01 PM.
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Least
1.Create water - The cleric can create 2 gallons of water from thin air.
2.Cure minor wounds – This spell heals small wounds such as sprains cuts and bruises.
3.Neutralize Poison – A blessing is bestowed on a person or object afflicted with poison neutralizing its effects.
4.Light – This spell causes an object to glow with a holy light handy when stuck in a dark place.
5.Mending – Makes minor repairs to an object.
6.Bless – Bestow a blessing on an item such as a weapon or armour improving its performance against anything aligned to evil.
7.Remove fear – The cleric is imbued with impressive presence his words and presence can dispel the fears of those he choose, such as someone who is afraid of him or any of his allies who become over powered with fear in battle.
8.Sanctuary – This spell blesses a building preventing enemies from entering it also prevents the occupants from fighting while inside.
9.Shield of Faith – This spell prevents one physical attack of any kind from hitting the cleric or one member of his party it will fail if used successively.
Lesser
1.Create Food and water – This spell creates enough food and water to feed 3 people at a single sitting it could be rationed to share among a larger party.
2.Cure serious wounds – This spell heals more serious wounds like deep cuts and broken bones.
3.Daylight – A 20ft radius around the cleric is lit up as bright as day even if a spell such as darkness has been cast.
4.Air Walk – The Cleric or the person he casts this enchantment on gains the ability to walk on air up until a height of 50 feet.
5.Water walk – The Cleric or the person he casts this enchantment on can now walk on water.
6.Water Breath – The Cleric or the person he casts this enchantment can now breath under water.
7.Bull’s strength – This spell doubles the targets strength.
8.Searing Light – A ray of intense light shines from the Clerics hand burning all it touches and blinding all who gaze on it momentarily it will be swallowed up and rendered unless in an area under the effects of the spell darkness unless daylight is in effect.
9.Magic circle against Chaos/Evil/Good/Law – A magic circle of light appears in a 15ft radius around the caster baring symbol of one of the before mentioned alignments anyone belonging to that specific alignment will be weakened upon stepping into the circle.
10.Repair – Any broken object is magically repaired.
11.Turn the Undead – The cleric holds aloft the holy symbol of his church causing undead creatures to cower in fear unable to move.
12.Discern lies – The Cleric automatically knows if he is being lied to.
13.Detect Object – This spell detects the location of an object it gives a more precise location the closer the cleric is to it.
14.Preservation – This protects a person’s body from natural decay so that they may be resurrected at a later date.
Greater
1.Cure critical wounds – Any grievous wounds that should result in rapid death are be cured.
2.Remove Curse- Any curse afflicting a person is lifted.
3.Remove Blindness/Deafness – The hearing and sight of the subject will be restored as long as their eyes and years haven't been removed
4.Magic weapon – A glowing weapon floats around the cleric and repels his attackers.
5.Wind wall – A strong wind rushes around the caster deflect ranged attacks and small creatures too light to break through.
6.Flame strike – The cleric’s weapons or fists are bathed in holy flames increasing the damage they inflict.
7.Control Water – The cleric can control small to medium bodies of water in much the same way Moses did in the bible.
8.Undeath to Death – This spell kills one undead creature each time it is cast.
9.Righteous might – The attacking power of the party is doubled by this spell .
10.Banish Chaos/Evil – Any energies of the before mentioned alignments are expelled from the area.
11.Dispel – Neutralizes a spell in the area of effect.
12.Refuge – Teleports the entire party back to a pre-designated safe location this is a two step spell the first step must be completed in the safe location completion of the second step activates teleportation.
13.Path of truth - The cleric is lead on an accurate path to the place or object he seeks.
14.Regeneration – Restores a lost limb or digit to the subject’s body.
Devine
1.Blasphemer – One target who opposes the cleric’s divine mission is struck blind and deaf by this spell
2.Blade Wall – This works like holy weapon except a wall of whirling blades appears between the cleric and his enemies it is most effective used at the last minute when being charged at by a hoard or to cover ones retreat from a building.
3.Seal spirit – This seals the soul of someone in the afterlife so they may never be resurrected again.
4.Exorcism – Any being not of this realm including daemons are banished to where they came from.
5.Raise the Dead – So long as a person’s body is intact to an extent where they can continue to live that person’s soul can be reunited with the body and all wounds on the body will be healed however, lost limbs will remain gone if decay has started to set in on the body or too much of the body is missing to allow it to stay alive the spell will fail.
6.Holy Blight – A holy plague is conjured afflicting evil doers with disease
7.Commune – The Cleric goes into a trance and may ask his Deity for personal guidance it is up to him to decipher the mean to the riddles it speaks in
8.Anti Magic Field – Crates a ten foot circle around the cleric that dispels all magic for a short time
Miracles.
1.Storm of Vengeance - The enemy army is trapped in a lightening storm and is rained with acid and fire
2.Disintegration – The Clerics hands are imbued with a terrible energy that cannot be blocked by any physical or magical barrier once it is released. It causes his target to crumble away to ash on contact
3.True Resurrection – One person will be restored to life their body fully intact and free from any illness or wounds previously suffered it is not necessary for the subjects remains to exist any more
Last edited by skullreken; 06-22-2009 at 01:48 PM.
I am the bane of the spammers
The ban hammer is my weapon, The rules are my shield
I have banned over 1000 bots
Uncaring to trolls
Nor to drama queens
I have withstood over 9000 annoying PMs to keep the forum happy
Yet i will never be thanked for anything!
So as I pray Unlimited moderator works!
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