Thursday, December 4, 2025

Default/Law/Ancestor Cleric Spell List For the Sunset Realms

Religion in the Sunset Realm is polytheistic, and based initially on natural animism and ancestor veneration in the form of ensuring their bodies remain at rest (and not undead) and their spirits remain pleased. It is from this that the Law developed, to keep societies stable and the hordes of potentially vengeful ancestor spirits content and not waging war upon each other or worse, upon the living. Godsand Laws rose and fell and fought and died, and so this is a snapshot of 5th age/early 6th age clerics.

The Cleric-
Clerics invoke miracles they prepared in advance, and must be twice the level of an miracle to invoke it without incurring Favor Debt. They beseech the aid of specific spirits, saints, cherubs, or the gods themselves to witness and attend them in their deeds that day, then must go through ritual purification, prayer, and the approval of their gods to refresh. Typically, this will occur only after a sleep cycle in dangerous situations, and anywhere from a week to a season in downtime and domestic life. Too much divine aid is discouraged, most gods would prefer their cleric retreat to safety and take a loss, or learn some creative problem solving skills, rather than  grant them infinite miracles to embolden false confidence.
Miracles of levels 1-2 are typically enacted by ghosts, cherubs, and imps, who rarely nitpick the details.
Miracles of levels 3-4 are the domain of saints, angels, and demons, who may have things to say to the cleric
Miracles of levels 5-6 are granted by entire councils and bloodlines of ancestors, or the diety directly
Clerics may have their chants and prayers for aid interrupted by taking damage in combat, but do not suffer miscasts as a magic-user might, for their patron is cognizant of human will and will not 'misfire' based on a slurred word or cut off-sentence.
Clerics (and indeed anyone) may dare to invoke miracles beyond their usual reach by means of Favor. (See Favor and the Gods, in the next post).

Turn Anathema- Musical performance holds off weaker undead and anathema for a short time. This is derived from the Song of the Vulch, winged ascetic corpse-eaters of Saresare, long since repurposed for every faith and instrument, and tweaked to appeal, intimidate, and otherwise influence undead based on the corpse. "Anathema" include demons, and nightmares, with moonspawn, darkspawn, and elementals being common additions based on god choice, but things that aren't undead have +4 effective HD, as their fear of human ancestor spirits is far less than the average undead.
Turn may be used repeatedly until a check is failed, at which point the cleric must reconsider their approach for at least a dungeon Turn before trying again.
If the Cleric passes a Save Vs Undead (modified by Wisdom), success causes the targeted type of undead present to suffer a chosen effect equal or lesser to the difference in levels, with 1d4 rounds of faltering morale being the only effect on higher or equal level foes, which is still a goodly amount of time to apply buffs, heal, flee, etc. All effects end immediately if those Turned are attacked. The cleric counts as though +1-3 levels higher if they know the name, motivation, and/or religious orientation of the undead and can invoke this against them, and if they have special Exorcist Bells (or other instruments) they may be able to enforce extra effects even on the living. (These measures may also aid against other forms of Anathema).

  1. Hesitation- those turned become unwilling to attack for 1d4 Turns, but may follow at a distance or become dormant depending on motive. Dormant undead may remain so until disturbed or for a sleep cycle. Ranna Sleep

  1. Alarm- those turned startle and flee for 1d4 Turns. Mosrael Wake/Fear

  2. Leash- those turned either are held still, or walk where you direct them, including into danger, off cliffs, back to their graves, etc. Kibeth Walk hold person

  3. Eulogy- those turned may also be silenced, or forced to answer questions. Dyrim Speak/silence

  4. Memorial- those turned may be made to forget their lingering attachments, or to remember their past clearly, and hopefully have a change in behavior. Belgaer, think/remember/forget

  5. Bound- those turned may be forced to serve, or given a redemptive geas to pursue, or dealt with semi-permanently via binding orders to stay sealed away and do no more harm (though as usual, these bindings are disturbed if attacked). Saraneth, binding control

  6. Death- those turned have their souls driven from their body and are destroyed, banished from the waking and sunlit world. Astarael, death

Chants- Songs of protection, aid, and shielding that are verbally invoked and usually last as long as singing.

  1. Protection from Anathema (Ointment/Fulu/Candle/Mirror/Salt/Incense/Prayer)
  2. Bless Allies- those who hear the chant gain +1 to hit and Morale. May be reversed to dismay foes as Bane.
  3. Bless Item- weapon becomes magical and strikes at +1 to hit/4 levels, and +1d6 damage vs Anathema. Items become warded as per Protection.
  4. Circle of Protection- As protection above, but with a +10' radius aura of effect.
  5. Commune- Allows questions to be asked of a god or wise ancestor
  6. Holy Word- Unbearable to Anathema, destroying weak ones and disabling stronger ones

Heal- Medic ghosts and herbal remedies. Touch range, and doesn't work for those bearing Wrath of your god.

  1. Cure Wounds- 1d8 per spell level used to prepare this spell.
  2. Lesser Restoration- Cures one of Paralysis, Nonlethal Poisons, Ailments that would heal in a week or less.
  3. Remove Curse- Allows discarding of cursed items
  4. Atonement- Allows removal of divine Wrath and Debt via an appropriate quest
  5. Heal/Harm- Restores all HP and Lesser Restoration ailments.
  6. Restoration- Cures Level Loss, Stat Drain, MaxHP loss, and ailments that would heal in a month or less.

Rebuke- calamities to punish enemies, range 30' or touch. Doesn't work against those bearing Favor of your god.

  1. Cause Wounds- 1d8 per spell level. If no god has a Smite effect, cleric must turn to Isfrix
  2. Silence- Interdiction of Neuph- Silences foes in 15' radius, 'sticking' to someone if save is failed. Silent, fast.
  3. Curse- https://wizzzargh.blogspot.com/2025/06/curses.html. If slain, you can curse your killer.
  4. Exorcise- Drives summoned anathema beings back from whence they came. They may stay & fight at -7
  5. Chaerona's Curse- No magic use, human MU saves at -4, clerics at +1, others -2.
  6. Damn-Touched target cast into hellish dimension, yawning maw allows others to follow briefly, then closes

Summon- invocations of ancestors or divine servitors to come to the waking world to aid you.

  1. Detect Anathema- calls a minor spirit to help judge something as anathema or not in reasoned debate
  2. Spirit Warrior- A minor summon that attacks at +1 to hit/4levels, dealing 1d8. May grapple (hold person)
  3. Consecrate- consecrates area as a shrine, summoning a minor servitor to watch over it. Anathema -1level
  4. Dispel- a magical effect within the domain of your gods or influence of ancestors is ended by calling a spirit
    Lower level effects end, higher level ones must be Saved against at -1 per level difference.
  5. Geas- Set a task, agreed upon by you and ancestor of target (no save) or servitor/demon (save negates). Target must seek to perform task or suffer -1 to all saves per day ignored due to haunting.
  6. Gate- Opens the dream-netherworld of ancestors or gods to call them forth by name, or enter


Spells in More Detail
Level 1

  •   Protection From Anathema- Wards a person or area against that which is deplorable in the eyes of the collective Law and the ancestors. In general, this extends to all ’Summoned’ beings, demons,  servitors, undead, nightmares, awakened elementals, darkspawn, and moonspawn. Specific gods may add or remove ‘anathema’ to this list.
    A cleric is generally assumed to prepare the material components of a method when preparing a spell, so the material requirements and otherwise should be considered.

    The details vary slightly by chosen method, but as a general rule, excluded beings

    -Cannot physically touch or enter a protected person, item, or warded space. Weapons may still strike.
    -Protected people enjoy +2 AC and Saving Throws against attacks and effects from beings in the general category above, as well as against the enemies of a chosen invoked god (if any).
    -Suppresses charm/domination/possession effects such as demonic possession, enchantments and bewitchments, vampiric charms, siren song, psionic shenanigans; so long as the protection remains.
    There are several means of effecting this, which require different approaches and material.
    .

    • -Water/Oil/Blood Anointment- One of the faster and more versatile methods, a vial of sanctified liquid (made via boiling, 25c silver/gold dust infusion, solar condensing, sacrificial murder) may be splashed on something to bless it, driving out possessing forces and providing the usual benefits above.
      The fickle nature of water means this method is never permanent due to evaporation and runoff, and lasts 1 combat or 1 Turn. It burns like acid to the Anathema, dealing 1d6 in a 5' radius if thrown/spritzed. Infused oil lasts a few hours (1d6) or until damage is taken, and blood, though as resilient as oil, requires the sacrifice of animals or humans, which can be done in combat.
      If applied to a weapon it will deal +1d6 to the unholy for the next hit and can hit as though it was magic.
      As a level 2 ritual, If a holy chalice, basin, egg shell, skull, etc is filled and placed, this may consecrate/desecrate altars and serve as temporary Consecration spells, lasting until the liquid evaporates or is otherwise lost.


  • -Fulu- A scrip of paper with prayers and wards written in ink upon it. It lasts so long as it remains intact and attached to a person, doorway, item, chest, etc, but the spell slot must remain committed by the caster throughout. The anathema are barred from taking any action that would move the fulu or what it is affixed to (If used offensively, this can paralyze on a hit and a failed save) The words must remain fully visible and movement of the paper free to flutter in the air, and so this method is vulnerable to dispelling by bad weather and dudes with knives.

  • -Candle and/or Mirror- An ancient solar ritual of Riikhus, adopted by every subsequent sun (and moon, hence the mirror). The light and/or the reflection blind anathema who look at it if they fail their save, lingering for 1d4 turns after they flee, and they cannot enter the light radius (or beam) or bear to see their reflections even on a passed save.
    An average candle burns for 1d6 hours, typically, and mirrors require good lighting and quality of reflective substance. If a longer duration is finagled, the spell slot must be committed throughout.

  • -Silver and Salt-A circle or line of salt may be drawn, and infused with the solar power of the Elemental Covenant of Earth, a geomantic principle. Salt is expensive (costing about 100c per foot/300c per meter to be warded, which adds up quick when calculating perimeter) but this method is permanent until the line of salt is broken(useful to trap foul entities within circles), and salt can be recovered and re-used provided it has not been defiled with anything but incidental dirt. Attempting to draw such lines faster than 1 dungeon turn is slightly risky and has a 10% chance of failure.
    Silver is the same, but typically is used for long-term circles of protection and similar, as it is more expensive than salt (120c per foot) but silver coinage can be used in a pinch.
    In a desperate move, Salt/Silver coins may be cast into the face of chaotic anathema to damage them (1d6' splash damage and counts as a Turn attempt).

  • -Incense/Pipe-This method is the second oldest and is of shamanic/druidic origin. Creates clouds that the unholy anathema cannot sense within, obscuring those within from all detection. Typically each hour of incense costs 100c from a temple or herbalist, or requires finding appropriate herbs in the wilderness. The clouds billow like a hurricane wall to bar the entry of the profane, and the wicked may be blown away with a breath or fanning of the smoke.
    Ethereal or gaseous anathema cannot pass their save against the latter effect and are always barred from entering, and are the prime targets of this method.

  • -Prayer/Song- The oldest and cheapest methods, this requires a constant chanting to keep up the protection.When done by a Choir, all who join the chant are protected so long as the song continues, though this precludes any other spellcasting or serious exertion such as fighting or running.

      

  • Cure Wounds- Heals 1d8 if a level 1 spell slot is used to prepare it, 2d8 if a level 2, and so on up until 5th level at which point you might as well memorize Heal instead. This is typically an application of a small herbal pick-me-up infused with spiritual power, and such herbs are assumed to be collected by the cleric in travel or obtained from civilization in exchange for favors, and is of no monetary concern.
    In more serious cases of injury (or material deprivation) ghostly medics, human or otherwise, can be called to stitch wounds and provide medical advice.
    This normally neither heals nor harms the undead, but M'Shesh clerics may use it to repair unliving flesh.
  • Cause Wounds/Smite- Inflicts damage instead of healing, as above. Due to spirits generally avoiding causing conflict to each others descendents to maintain peace in the netherworld, this effect must be brought about by specific gods. However, any cleric with hate in their heart can invoke Isfrix, demon god of Hatred, to bring forth this violence indiscriminately, though this may mark them as a vicious priest not to be trusted.
    • Riikhus, tyrant sun of the 4th age, allowed LoS smiting with this spell in the form of fiery sunbeams
    • Bai-Szue, dragon-god of the Fault, delivers a taser-like shock that travels through water and metal
    • Hefon, goddess of blood feuds, allows for retribution, damage equal to what the target dealt to the cleric or a friend (max 8/level of spell slot) instead of rolling dice, an exact replica of a wound
    • T'liki,  gambling god of chaos, inflicts random damage types (and carries random effects)
    • Kel'A'Vak, god of murder, may enhance or poison normal strikes to deal the damage of this spell while seeming a mundane blow, which may be done via ranged attack
    • Yg, mother of serpents, may also allow for a fanged poison strike, delivered via nearby serpent or self
  • Detect Anathema/Ill Will- Summons an ancestral spirit or divine servitor to help decide whether or not something or someone is considered anathema or not. Such discussions with ghosts are not considered legally actionable, but can help provide guidance in moral quandaries and help in detecting lurking curses and the like.
    The Isfrix derived method, done by spinning a stick, asking 'who here hates me the most' and seeing where it points is sometimes used as a security measure, but due to it not discriminating between 'mild dislike,' 'murderous intent' and 'the background hate-radiation of Isfrix' it is prone to cause more misunderstandings than it does stop assassinations.

Level 2

  • Bless/Bane- A lengthy ramble on the wickedness of one’s foes and the righteousness of one’s own cause may sway attending ancestor spirits, and applies Bless to ones allies or Bane to one’s enemies (+1/-1 to hit and morale), so long as the cleric chants continuously and does not move/take other actions (save for Turning Undead). The effect extends in 30’ radius around the cleric, and can be interrupted in the usual manner as other spells. An allied cleric that you could form a Choir with may join in to add the opposing effect without needing to expend a spell slot of their own.
  • Silence- properly known as the Interdiction of Neuph, this shushing hand-sign silences a 15' radius area and can be cast silently, subtly, and speedily, typically winning initiative against muttering wizards and interrupting their spells, as well as the invocations of rival clerics. If a target fails a save, the silence 'sticks' to them, muting and deafening them and their surrounding for the duration of 1 combat or social scene, as appropriate. It cannot be cast to stick to mobile objects, unless they are noisy objects like a trumpet, gas engine, or the like.
  • Lesser Restoration- more advanced herbal medicine and more specialized ghosts are required for subtler ailments. When used, this may cure one of Paralysis, unconsciousness, Nonlethal Poisons, blindness from Light/Darkness, and many ailments that the body could heal on its own with a few days rest.
    Things to note that it will NOT cure is permanent sensory damage or limb loss, petrification, disease, lethal poisons, mutations, as these are the domain of Murulu and some other gods.
  • Spirit Warrior Though every god tends to have a slightly different manifestation of this spell, a sort of ‘bludgeoning poltergeist’ is the common manifestation. The force attacks immediately upon being cast, and deals 1d6 damage with a bonus to hit and to damage equal to +1 per 3 caster levels, up to a range of 10’ per cleric level, striking as a magical weapon. It strikes relative to the cleric, so flanking requires the cleric to also be flanking. It will fight for 1 combat, and the cleric may continue to fight or cast as the Hammer fights to defend them.The spirit warrior may be called to grapple foes as well (they save vs magic each round to escape and are pinned after 3 failures, paralyzed for 1d4 turns) but as it is merely human sized, its capabilities are limited. If defeated in grapple it will leave early but it is mostly immune to counter-attacks.
    Notable variations may include
    • Prince of Worms, Bai-Szue, Saint Ronya, Yg, Zaba, Arrkohn, Ebetheron, Houthrel, Jackal/Horse Gods-the ghost of a worm, kobold, rabbit, snake, frog, shadow dragon, golden dragon claw, houthrel, dog, or horse instead of a human
    • Tachibana Mana- a small stone fox that leaps from the earth as tripping hazard that may sink the 'grappled' into the earth to pin them.
    • Grave Saint of Ina-  a floating sword or other physical weapon, wielded by a ghost-monk, which will hold 'grappled' foes at sword-point
    • Cyqy'Eoy Wa-Ss-  ghost birds or (in Revel) samurai bee swarms are unable to grapple
    • T'liki- summons a dice, deck of cards, or similar to deliver chaotic dooms and will not grapple.
    • Golden Sun Pantheon, Moloch, & Cthonic God of Blood & Gold- All subcontract the same gold-manacle bearing imps to shackle their foes rather than cause damage. The save is made at -2 for single targets, or 1d4 human targets may be shackled with no save penalty. Only one save is allowed before pinning is complete.
    • Kel'A'Vak- Murder Imps may be called forth to murder ones foes, though if they get the kill, they steal any favor that would have been gained for themselves, so most self-respecting killers would only use this to run interference.
     

Level 3

  • Bless Item- Provides a temporary blessing to an item, making it suitable to slay beings that are normally untouchable by mortal weapons. Weapons gain +1 enhancement to hit per 4 full levels of the cleric, and deals +1d6 against those deemed Anathema by the faith. Other items (including weapons) count as though warded by a Protection spell, preventing the unholy from possessing them. This lasts so long as the spell slot is committed, and generally will not stack with existing magical items. Some gods have preferred weapon types, and you must have an ancestor proficient in weapon use to bless it (ie, a caveman ancestor spirit  cannot bless a laser rifle, but spears would be fine).
  • Curse/Remove Curse- See here for Curses. If slain, you can Curse your killer with this spell before dying.
    Calling upon the Law and many ancestral spirits to assert justice and prevent wrongdoing, this spell will break lesser curses entirely. All ‘debuff’ effects upon the target which have a duration and a generally external effect such as Slow or Bane or what have you will have their durations expire, and cursed items can usually at least be discarded.
    For more serious curses (such as those applied with Bestow Curse or on cursed items) Remove Curse typically requires transferring the curse to another being, but be aware it may return to the original accursed or the cleric if that being dies and decides to curse them with its dying breath, or cause the body to animate as accursed undead. Curses might also be transferable to a permanent magical item or great treasure of equal or greater worth (that isn't already cursed)
    Treasure transfer has a 1-in-6 chance of being effective, with +1 per magical enhancement bonus, and/or XP/Coin value of 1000/5000/10000/15000/25000. Failure typically indicates the curse duplicates and spreads into the offered victim/treasure without purifying the source.
    You can also exorcise a curse with brute force, manifesting it then defeating it, but this is typically reserved for only high priests and prophets, or at least dedicated curse-breaking squads, as such entities tend to be extremely dangerous. If there is another way to break a curse, this spell will reveal it, as the cleric consults with their own knowledge and that of friendly spirits. Curse spirits may also potentially be fooled into changing targets via schemes and plots, or manifested as demons and battled directly. Some major curses are too powerful to remove with this spell at all, but if there is a means of breaking them, it will be revealed.
  • Consecrate/Desecrate-  The cleric may ‘claim’ a 10x10 square area per level as holy ground for their god, often called a ‘Shrine' at the smallest size. Clerics of no god ordain an area as Lawful ground, suitable for community gathering places and crypts. This requires offering of 2000c value of appropriate treasure, an idol, symbol, and/or altar, and/or Favor, especially if the locale is not especially pleasing to a god or ancestor. Such shrines are suitable places to offer tithes, sacrifices, and allow initiation of new members. Consecration takes about an hour per 10 foot square to be claimed and may take many days, with time alloted to rest, to complete, with interruption squandering the offering and requiring starting from the beginnin. Consecrate must be used upon construction of a temple and multiple priests may contribute to reduce consecration time.
    Within consecrated ground, allied creatures(in the eyes of the god or ancestors, not necessarily the caster) benefit from a Bless spell, and allied summoned creatures arrive with +1 HP per HD. Clerics of the appropriate god (if any) count as one level higher for divine activities such as turning undead, spell duration, divination chances, etc, but not for preparing spells.
    Creatures with under 4HD deemed as Anathema will not enter or stay willingly, and all Anathema will suffer -1 Level while trespassing on sacred ground (even if normally immune to energy drain).
    If cast as a level 6 spell, this most holy of Consecrated ground will not allow unallied beings to be summoned or teleported into it, sneak in incorporeally, or other such methods, and anathematical creatures suffer -4 levels within the grounds, possibly destroying them outright. This is typically reserved for High Temples and Inner Sanctums, as finding high priests or forming choirs of this level is rare.

    Failing to defend or avenge a destroyed shrine will usually disappoint associated gods, losing Favor.
    Stealing offerings will almost always incur Wrath of the associated god.
    Desecration is a ritual defilement of a shrine involving that which is anathema to specific gods, allowing corruption of existing altars to ones own faith, simply ending the effect, or a universal desecration by invoking Isfrix, after which all beings are considered Anathema, the land is considered Cursed, and it cannot be Consecrated until the vileness is expunged.

Level 4

  • Circle of Protection- As Protection, but with a 10' radius extending around the typical wards. Though a simple upgrade, this will entirely foil certain categories of threats so long as the protection holds.
  • Atonement- This spell allows for the negation of divine Wrath and Favor Debt, provided the cleric is of appropriate ideology to intercede (A Cleric of Murulu cannot stave off Wrath from Our Lady, for example). This is usually best for accidental missteps, lapses of judgement, and so on, which can be weaseled out of via vouching for character, promises of future good behavior, and so may allow for Wrath to soften into Favor Debt, and Favor Debt to be rerolled if a result is too onerous to ever realistically obtain, or even transferred to another character willing to take on the debt.
    Intentional deeds done to spite the Gods will usually require a Geas to be fulfilled for forgiveness, such as hunting an enemy or retrieving stolen offerings. The Atonement spell may be cast at the beginning of such a quest, and will then take place even without the Cleric’s presence upon its conclusion. Failure to follow up on an ordained Geas will result in Wrath striking without abating.
  • Dispel- though many spellwisps are entirely alien and thus deaf to any pleas made in common speech, most everyone has at least a few wizards in their ancestry whose ghosts may be called in to try to break arcane magics via their knowledge of the eldritch beings of the dreamrealm.
    A save vs spells is made with a -1 penalty per spell level- on a success, the working may be undone in a similar method to Remove Curse, or at least a method to undo it can be learned. If the cleric has a God who may have authority over the spell in some way, it may be removed on the spot without any further trouble, and spells with durations are typically easy to end early without additional work.
  • Exorcise- This is a petition for spiritual authority to dismiss beings that should not be in the waking world, ghosts, nightmares, awakened elementals, and demons being unanimously acceptable targets. A sacred mask depicting a god, spirit, or ancestor must be fashioned and donned for the spell, as the caster is acting as their representative in these matters. Such summoned beings may have their ongoing sorceries broken and their presence extirpated immediately upon being struck by the cleric, no save (classically, a folded fan is used, though this is merely symbolic). If they stay and fight due to avoiding hits or not being summoned, they will have -1 to -7 to hit the cleric (depending on the quality of their mask), as will all creatures deemed Anathema until the exorcism ends in success or failure.
    Mask quality determination-
    Use of monster materials to demonstrate fierceness grants 1-7 quality based on half HD of monster or monster level (roughly).
    Paying mask crafters, or using valuable materials to demonstrate wealth and connection grants 1-7 quality with prices being 25c, 50c, 100c, 250c, 500c, 1000c, 2500c
    Each time the cleric takes damage while using a mask, its quality degrades by 1 as its mystique is marred
    • Solar Gods Riikhus, Heleos/Lumar, and Aurum include Darkspawn and Moonspawn as Anathema- or more specifically, have the power behind them to actually grant the effect
    • Nature Gods Harvest Fox and Our Lady of Gardens include horrible plant monsters as Anathema
    • Our Lady of Gardens includes mutants and chimeras as Anathema
    • Houthrel and Saint Bridget include Sea Monsters as Anathema
    • The Geatish Pantheon includes Giants as Anathema
    • M'Shesh considers Murderers Anathema
    • Saint Ronya anathematizes Dragons, Thieves, Wizards, Clockwork Automata, Wolves, and Nobles.
    • Murulu includes unmutated, unmodified humans as Anathema 

Level 5

  • Commune- Seeking audience with spirits or the servitors of ones god (or sometimes the god themselves!), the cleric may meditate for 1 turn and access the Dream Realm to commune with them, after early preparation and purification. The contacted entities answer 1 question per caster level with ‘Yes’ ‘no’ or ‘I don’t know’ or sometimes a single short answer of 5 words or less if there is danger of misinterpretations.
    Clerics across the world constantly seek guidance, and as such this spell may only be cast once per week, lest you be put on hold. However, sacrifices pleasing to the gods and the dead and a good connection via altartop meditation may bump you up in the queue by a day or so.
  • Heal/Harm- Heals all HP and every ailment that Lesser Restoration could cure. This typically either calls upon a veritable swarm of dead doctors to patch someone up, or the great spirits themselves to restore the lucky recipient via sharing divine vitality (or demonic vitality, depending).
    Calling upon one god for this, Isfrix, instead brings forth a variety of hateful torments to the unlucky recipient, leaving them with only 1d4 HP on a failed save, or half HP on a passed save as the interdiction of other ancestor spirits and gods will usually prevent the Demon God from having his way unchallenged.
    Clerics who have ever cast Harm can never cast Heal again, so spiteful and shun-worthy is this deed.
  • Chaerona's Curse - Calls upon the Outer Goddess Chaerona Moonstone Mystra of the Gods of the Road to sever ones target from the Weave… or in local terms, to install a hostile spellwisp environment in the dreamscape of the target that prevents them from communicating with spells, not even Speak With Magic or external wands, scrolls, etc working. Those who have committed abuses against magic or violations of the Three Pillars (See Lancer) are worthy targets. The save to resist is made at -4 for human wizards, -2 for other, and +1 for Priests. This qualifies as a major curse and cannot be Healed or Removed normally, and would typically require entering the dream realm to clear the area, or getting forgiveness via Atonement from a God of the Road or, in the case of an accursed cleric, getting their own god to risk offending the Gods of the Road for their sake.
  • Geas- Summons an ancestor of the target or a divine servitor to haunt a target 24/7 to coerce them to do an agreed-upon task. If the ancestor of the target agrees that the task is fair and the enforcement lawful and just, there is no save allowed, as the ancestor is entitled to haunt their descendents anyway. If the Geas is enforced via a summoned servitor (no doubt to be referred to as a demon by the target) a saving throw will negate the haunting. The Geas'd target must seek to perform task or suffer -1 to all saves per day ignored due to haunting. The spirit or demon may manifest to defend the spell or berate the target if deemed necessary.
    This spell is often used as enforcement for Atonement for those not trusted by the cleric.

Level 6

  • Holy Word- By speaking a fragment of the Divine Word of Law (or the Divine Words of a deity) the anathema may be banished from whence they came- elementals become inert, summoned creatures vanish, undead flee to their graves, and so on. All effects such as possession, charm, and so on will be dispelled, and the following effects are applied cumulatively to all within 30', where the Word can be clearly heard.
    Only a single god may be chosen with regards to Anathema selection. There is no save, and note the Word does not discriminate friend from foe.
    3 or less HD- Instantly obliterated, slain by ghosts, cleansed by flame, etc etc
    7 or less HD- Stunned insensate and paralyzed for 1d4 turns
    11 or less HD- Slowed and Blinded for 2d4 rounds
    12+ HD- Deafened and Silenced for 1d4 rounds
  • Restoration- Though normally the domain of the Sun, the sun shines upon all sunlit creatures and can typically be expected to aid any cleric of sufficient power who prays for aid. This spell purifies the recipient of a variety of unpleasant effects such as Stat Drain, Level Loss, MaxHP loss, and most issues that could be healed from naturally with a month of bedrest. Certain maladies, mutations, and notably petrification remain within the realms of other gods, however.
  • Damn- This spell bypasses typical defenses by calling upon the spirits not to attack directly, but to instead sunder the border between waking and dreaming, opening a rift to Nightmare, sometimes called Hell, through which the damned target falls (no save). The portal is open long enough for allies (and enemies) to leap through after the damned one, but then closes.
    If by some miracle they escape, you may never again Damn them without Damning yourself as well, such is the spiritual weight of this act, unless you allow a saving throw against the effect.
  • Gate-The cleric may request ascension to the divine realm of their god/necropolis of their ancestors, bringing a small number of trusted companions if an orderly circle of willing participants is formed, OR the cleric may call the names of one or more spirit beings to call them to the waking world. Gods have specific divine servitors suitable for this, and your ancestors certainly have some warlike fellows who can come in a pinch. Calling a God is generally not recommended, but is certainly possible.
    The being may stay only for one turn per level or until dispelled, due to agreements between the spirits
    All strike for 3d8 damage with ghostly weapons or fists, and require 8HD or +2 weapons to be harmed by mortals
    65% chance of a AC 18, 12HD fighter, a hunter of prehistoric beasts who probably doesn't speak common
    20% chance of a AC 18, 16HD fighter, a Grave Saint who became a sentry for the Necropolis in death
    9% chance of
    1d4+1 AC 15 8HD swarms of ancestor ghosts, each swarm grapples for 5d6 damage en masse. These lesser-quality but higher-quantity shades may be struck by 4HD monsters or +1 weapons
    4% chance of Level 10 Magic User, with spellwisps in tow- a shaman or witch of the 3rd age.
    2% chance of a 21-24HD fighter- an exalted psychopomp, an ancient soul who trained after death to bring souls through the perils of the afterlife safely