This is the enfluencing part...

Raising The Dead
By Lord Morandas

Introduction
To raise the dead, a cleric must send his/her own spirit into the dead person. This task, though sounding rather easy, has inherent dangers.

The Skills:
To successfully raise the dead 100% of the time, a cleric must have adequate mana share and spirit to do the job.

Minimum mana share to raise without chance of failure: 102.
Minimum caster spirit for a successful raise
for using the spell 312: ----------------- for using the spell 318:
Target
Max
Caster
Needs
Caster
Loses
Target
Max
Caster
Needs
Caster
Loses
2
2
1.5
2
2
1.0
3
3
2.3
3
2
1.5
4
4
3.0
4
3
2.0
5
4
3.8
5
3
2.5
6
5
4.5
6
4
3.0
7
6
5.3
7
4
3.5
8
7
6.0
8
5
4.0
9
7
6.8
9
5
4.5
10
8
7.5
10
6
5.0


Failing in a resurection:
Target not raised-
Cause- Caster has below 102 mana share.
Result- Caster lives, Target still dead - loses a deed

Target raise followed by immediate death-
Cause- Target not properly tended or healed.
Result- Target dies, losing yet another deed

Cleric death-
Cause- Caster does not have the required spirit.
Result- Caster dies and decays instantly, target is resurected.
(note: By following the chart, the caster will not over-rez.)

What Auto-death & Auto-decay is:
When a cleric attempts to raise a target that has spirit higher than the cleric can currently raise,(see above chart), resulting in the cleric dying and subsequently decaying instantly.

This can happen in many ways, nearly all of them preventable.

Cause- Target max sp exceeds the clerics sp.
Preventive Action- Appraise (body) to see the target's max sp, and consult chart.

Cause- Mass confusion leading to casting at the wrong corpse.
Preventive Action- Take a breath, keep current target's name firmly in mind, and appraise before casting.

Cause- A corpse entering the room with a similar name.
Preventive Action- Always type targets full name when casting..always appraise.

Cause- Loss of spirit on caster prior to casting. (society members should NEVER raise until all signs have worn off)
Preventive Action- Always be aware of what signs are in effect, always check your health prior to casting the spell.

Cause- Software glitch
Preventive Action- None

NOTE: Recent changes to death and autodecay have made it somewhat *safe* for a cleric when they autodecay, ie. the cleric does not lose his/her items. A summary of a cleric's minimum needs:
  • 8 spirit
  • 2 trainings per year in mana share
  • 1 cleric spell per year
  • 1 Major or minor spell per year (get minors..nice spells)
  • train in blunt weapons every year/get a holy morning star
  • train somewhat in shield
  • train in armor until +40..then wear Double leathers
  • train in first aid as much as you can


Now for the spells in the Cleric circle:
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1. Prayer of Holding I (301) HOLDING1

The Prayer of Holding spell allows a cleric to interfere with the evil controlling principle of an undead creature for a time. This can render them in a "sleep like" state (although they do not fall down) for the period of its duration.

This spell only works on minor undead up to, and including, level 5. A spirit warding is required for success.

Duration: 10 sec./level
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2. Repel Undead I (302) REPLUND1

The Repel Undead spell is the mainstay of the cleric's weapons against the undead. This spell allows the cleric to dispatch an undead being The Repel Undead I works only on minor undead up to, and including, level 6.

A spirit warding is required. If successful, the creature will attempt to run away. If this is not possible the creature may shake the spell or may simply disintegrate. If the undead fails the spirit warding badly enough, it may disintegrate anyway.

Contributions towards the death of the creature are made for the casting cleric based on the success of the spell and the level of the creature. This is only the contribution level which is used to determine how much of the 'kill' your character was resp onsible for. This will ensure you get your share of experience by using this spell.
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3. Warding I (303) WARDING1

This spell increases the moral fortitude of the target, allowing for greater resistance to attacks of various forms.

The target of this spell (which is usually the caster) gains a +10 to defensive strength and spirit warding for the duration of the spell.

Duration: 15 sec./level
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4. Holy Blade (304) HOLYBLADE

Undead creatures are immune to many forms of attack. Normal blade weapons will not harm an undead creature other than to make ugly, but harmless, gashes. A cleric can use the Holy Blade spell, however, to give an ordinary weapon the ability to harm the undead.

This spell works on most weapons, however imperfections can cause a blade to be rendered unstable by this blessing. A cursed, magic or otherwise special weapon cannot be blessed.

Duration: 1 "blessing"/level

Notes: 1 "blessing" used during each attack, regardless of outcome.
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5. Preservation (305) PRESERVE

This spell will prevent the soul of a fallen comrade from departing for the duration of the spell. This is useful when preparing for a resurrection or finding a higher level cleric capable of helping.

Duration: 30 sec/level

Note: The soul _must_ exist in order for this spell to work.
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6. Prayer of Holding II (306) HOLDING2

This spell is the same as 301 however it is designed to work on undead of higher purpose, up to and including level 15. This spell will have no effect on the minor undead under level 5.

Duration: 10 sec./level
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7. Repel Undead II (307) REPEL2

This spell works the same as 301 however it is designed to work on undead of higher purpose, up to and including level 15. It will have no effect on undead under level 7.
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8. Well of Life (308) WELLOLIFE

This spell allows the cleric to channel his or her spirit force to another character. The amount of transfer is based on the caster's mana transfer skill and other subtle factors. The spirit points are transferred, so the target's spirit points will go up and the caster's down by an equal amount. The spell will not let the cleric transfer such that he/she dies; meaning that the cleric will always have at least 1 spirit point left.
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9. Neutralize Curse (309) NUTCURSE

This spell will nullify the curse on an object for the duration of the spell. Once the spell wears off, the curse will return.

Duration: 10 sec/level
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10. Warding Sphere I (310) WARDSPHR1

This spell is like 303, but creates a sphere of protection which affects everyone who is JOINed to the caster. Anyone leaving the group immediately loses the protection (this includes disbanding and other means by which members may leave the group).
< BR> Duration: 15 sec./level
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11. Blinding (311) BLINDING

This spell causes the image of the cleric's deity to be superimposed over him/herself. This vision will blind the target causing it to be stunned for the duration of the effect.

Duration: 5 sec/level
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12. Raise Dead (312) RAISEDEAD

Mastery of this spell allows a cleric to actually appeal to his or her deity to raise a fallen comrade from the dead. This spell is very taxing on the caster and success is not always assured. The target must have a soul (undeparted) for this spell to w ork and the body must be able to sustain life which means the services of an empath may be needed.

If successfully raised, the formerly dead character will have but 1 spirit point and be in whatever condition he/she was in prior to being raised otherwise. The character will _not_ suffer any stat loss due to this death, so resurrection by a cleric is f ar superior to that of one of the gods.

The caster will lose 75% of the target's _maximum_ spirit points. This is not to be confused with actual spirit points; this means that if the cleric has less than 75% of the maximum spirit points of the person being raised, the resurrection attempt will kill him/her.

Example: If the target (the dead character) has a maximum of 10 spirit points, the caster must have at least 8 spirit points (80% of 10) in order to survive the resurrection.

Note: The dead player's soul _must_ exist for this spell to be effective. Expect significant round times for this activity.
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13. Warding II (313) WARDING2

This spell works as 303, but uses +25 as the bonus.

Duration: 10 sec/level
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14. Prayer of Holding III (314) HOLDING3

This spell is the same as 301, however it is designed to work on undead of the lesser demonic, up to and including level 19. This spell will have no effect on the minor undead under level 16.

Duration: 10 sec./level
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15. Remove Curse (315) REMCURSE

This spell will completely dispel a curse from an item. This spell has limited abilities; sometimes objects contain curses so set into the fabric of the object that it cannot be removed. Sometimes removal of a curse will also destroy the other powers of the object but occasionally these two elements are independent and this may leave behind a useful item. There is always a chance this spell will fail in unpredictable ways.
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16. Repel Undead III (316) REPEL3

This spell works the same as 301 however it is designed to work on undead of lesser demonic, up to and including level 25. It will have no affect on undead under level 16.
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17. Warding Sphere II (317) WARDSPHR2

This spell works like 310, but the bonus is +25. The duration is also longer.

Duration: 20 sec./level
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18. Life Restoration (318) LIFERSTR

This is a higher version of 312, but draws more favor of the deity to soften the impact on the caster and the one being raised. The caster loses 50% of the targets _maximum_ spirit points and the target is restored to 10% of their maximum spirit points a nd health points. Caster must retain 1 sp to survive.
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19. Major Prayer of Holding (319) MJHOLDING

This spell is the same as 301 however it is designed to work on undead of the greater demonic, and will affect all undead above level 18.

Duration: 10 sec./level
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20. Prayer of Commune (320) COMMUNE

Upon reaching this level in the cleric spell circle, the cleric is able to cast a commune spell in order to contact his or her deity. Casting this spell requests the presence of the deity who may or may not respond. If the deity does not respond, most o f the mana points consumed by this spell are returned to the caster within a few minutes.

If the deity does respond, you will know it! The presence of a deity is not to be taken lightly so use all due respect else risk losing the favor of the gods of Elanthia. The exact deity which responds is never quite assured regardless of which deity th e cleric worships and serves.

When a deity does respond, your character may ask of him/her a few questions. The number of questions you may ask and the complexity are limited. A deity is known to respond in an ethereal manner many times
and the best response you can usually expe ct is a prepositional phrase. You can be assured, however, the answer will be the truth if there is one.

As an example of how to be cautious with your questions:
A cleric, hopelessly lost in a maze asks, "How do I get out of this maze, lord?"
The deity responds, "By following the correct path."

You are cautioned to not attempt to pin down or outwit a deity who is being ambiguous since there is usually a purpose in it. However you can expect that at times a deity will give very valuable information especially when you are serving him/her in your quest.
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25. Major Undead Repel (325) MJREPEL

This spell works the same as 301 however it is designed to work on undead of the greater demonic, above level 25.
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30. Major Warding Sphere (330) MHWRDSPH

This spell works like 310, but the bonus is +40. The duration is also longer.

Duration: 20 sec./level
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50. Resurrect (350) RESURRECT

The highest level spell for a cleric is the ultimate resurrection spell. It will raise a character from the dead with no spirit points lost by the cleric. The deity supplies most of the work. In fact the target will be restored to 50% of their spirit a nd health points as well.

This spell is also known to do some amount of physical healing (in some cases complete healing), making it one of the most powerful effects a cleric can muster.
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Special notes:
Unless noted otherwise, effects of cleric spells are not cumulative in duration or effect.

Experience points and fame are awarded for successful resurrections and turning the undead.

Be especially cautious of resurrecting if your character does not have sufficient spirit points to do so. If not, your character will drain more spirit points than he/she has, which results in immediate death!

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