Legends of Belariath

Magic and Enchantments

Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.

Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.

Battle Spells


Divine Disfavor:
Level required: 10
Class required: Cleric, Priest(ess)

Casting method: ranmagatk
Defending method: ranmagdef

Description: The judgement of the Gods, even barring their direct divine intervention, is a weighty load for any soul to carry. To know that greater forces look down upon you in disapproval is often enough to drive a person to all makes of paranoid folly. Calling upon their favor with their God, the cleric or priest/ess entreats that Judgement weigh heavy on their foe, and burden their steps with the worst of luck.

MECHANICS:
A Ranged Magical Attack at standard cost determines the success of this curse. At slots 1-4 the effect has no influence in combat, and simply has the OOB effect of inducing paranoia/foreboding for two full days. For every 5 slots invested however, the victim suffers +1 damage for any successful attack made against them which incorporates a !damage roll, to a maximum of +3 damage. This does not apply when the victim is taking damage over time or any static amount of damage. This effect lasts two full days after casting, but cannot be used successfully more than once in a full week, and cannot be attempted on a character twice in the same day. Requires a clear and unobstructed line of sight.



Dull the Mind:
Level required: 15
Class required: Cleric (x4), Priest(ess) (x1)

Casting method: ranmagatk
Defending method: ranmagdef

Description: Description: Intelligence is no sin, but those who get too wrapped up in their own wisdom are often responsible for the most grave of blasphemies. All too often will a brilliant magical mind find itself discounting the Gods, proclaiming themselves their equals or meddling in their plans. Loyal servants of the Gods have the ability to strip such blasphemers of the source of their hubris with a barked curse; siphoning off the powers of the mind to leave the wisest opponent drooling on their lapel.

MECHANICS: A standard !ranmagatk is made. If successful, the ensuing !damage roll does not apply to life-points, but instead reduces the victim's maximum intelligence where all non-defensive rolls are concerned, as in any roll used on the victims’ attack turn. The effect lasts until combat is resolved, and curative spells/potions are not effective in removing it. If cast again this ability does not stack, the new damage roll replacing the effect on intelligence only if the result is greater. If a perfect damage roll of 50 is achieved, and the victim has at least 50 intelligence to lose, the victim is rendered temporarily catatonic, and defeated. Recovery from this state takes roughly one hour, or several rounds of IC interaction, and is not immediate upon the end of combat.



Holy Strike:
Level required: 5
Class required: Cleric (x2)

Casting method: clomagatk
Defending method: clomagdef

Description: With a battle-hymn or word of prayer a Cleric can bless their chosen blade or bludgeon for battle, imbuing it with the favor of their God. Such blessed weapons swing faster and strike truer, and radiate with a subtle aura. With enough focus, the aura itself becomes a source of scalding heat or bone-rattling cold, making it all the more deadly.

MECHANICS: For every 3 slots invested, the player gains +1 to any melee attack using the weapon they chose to bless. At Cleric x6, an additional 1 damage is dealt on a successful hit. At Cleric x7, this is increased to 2 additional damage. This does not stack with any other spell or ability which increases weapon power, nor does it function on summoned weapons, but it does stack with any and all enchantments. Stamina cost is standard to activate. The first attack using this effect costs 1 additional stamina, the second 2 additional stamina and so on, each new attack compounding the extra stamina cost by 1. Using !evade ends this effect. This can be used once per combat encounter.



Keep the Faith:
Level required: 5
Class required: Cleric, Priest(ess)

Casting method: clomagatk
Defending method: clomagdef

Description: Faith, piety, devotion, certainty. These are the cornerstones of greater service to the Gods, and the most guarded relics within the minds of their servants. Manipulating the thoughts of such individuals through spellcraft is inherently more challenging; the cracks and seams through which corruption might seep filled out with the caulk of the divine.

MECHANICS: The Cleric or Priest can interrupt the effects of any spell which manipulates the mind for more than one round, including all truth spells, seduction spells, and fear spells. In combat, an attack turn can be used at standard stamina costs to end the effects of such spells, so long as slots used match those used by the opponent applying them. In combat, these spells include: Fear Aura, Deadly Repetition, Mimicry, Eye of the beholder, Lavish Attention, Torrent of Tears, Dull the Mind, Spindle of Emotions, Sex Smell, Smell Sex, Sex Thought, Allure, Arousal. Mask of Desire, Obsession, and Sexual Suggestion.



Malediction:
Level required: 6
Class required: Cleric (x2)

Casting method: ranmagatk
Defending method: ranmagdef

Description: Description: This cursed word afflicts the target with the weight of Divine ire, turning the wheel of fate against them. A parry when one should have leaped, a stumble on a rock when a shield was raised too high, a backward trip over a wandering stray dog; the effects can be insidiously subtle or terrifyingly apparent, but will endure until the one who suffers them has fallen.

MECHANICS: A standard ranged magical attack is made. If successful, every defense roll made by the victim from that point on must be repeated immediately, the lowest of the two defense rolls counted as the victims defense. This effect persists for 1 round per 3 slots invested, or until the victim fails to defend. At least three full rounds must pass after this effect is ended before it can be attempted again.



Patron's Grace:
Level required: 17
Class required: Cleric (x4), Priest(ess)

Casting method: other
Defending method: none

Description: There have been many warriors through the years that have boasted that the Gods favored them. To this, the Clerics only smiled and gave their amulets a light rub. For it is 'they' that are favored by the Gods, and this Blessing is solid proof of it. Upon reaching a certain level of intimacy with their chosen God, upon reaching that level of understanding, the Cleric or Priest awakens one morning with a small amulet laying next to them. This amulet, crafted and given to their favored servants, allows the Gods to grant them a touch of Luck in their dealings. Not so much as to ruin free will, but enough to aid. Those possessing an amulet of Patron's Grace are often seen snatching victory from defeat, evading blows that would normally bring death. But, they are few and far in between.

Mechanics: Once per combat scene a Cleric can use this spell to receive an additional roll of any chosen action, with the opportunity to choose which roll they prefer. This includes efforts to attack, defend, evade, escape, or break free of special effects. Use of the ability must be declared prior to rolling or within the roll itself, and cannot be used after a roll has been made. Stamina cost is greater the fewer slots one has in the spell, costing 15 stamina at 1 slot, 1 stamina at 15 slots (at 2 slots, cost would be 14 stamina. at 13 slots, cost would be 3 stamina). Each new slot reduces the cost by 1. This is in addition to any stamina costs of the action itself.



Sanctify:
Level required: 12
Class required: Cleric, Priest(ess) (x1)

Casting method: clomagatk
Defending method: none

Description: A devout follower often has to balance two very important aspects to their Devotion. They must work hard to bring more and more souls to the bosom of their God, converting those that they can and keeping the faith pure against unwelcomed heretics. To this end, the Gods have given this Blessing to welcome the faithful and quietly discourage rivals and other clergy. By calling on their God, bringing attention to their needs, the Cleric draws enough power from their Patron to instill an area with an almost tangible feeling of the god's presence. This both calms and brings peace to the faithful, and disquiets and brings chaos to the souls of those who would rival a God in such a Sanctified area.

MECHANICS: this Blessing must be cast upon an area designed to be used for worship such as a Temple or Shrine. This shrine or Temple must belong to the God or Goddess of the caster's faith (if one is a worshipper of Ishtar, then the temple or shrine must be dedicated to Ishtar). Upon casting, this spell last the duration of the combat scene. Those who are not of the same faith as the caster (and therefore of the temple/shrine) will find their dice reduced -1 for every 2 slots of the spell to a maximum of -7 to both attack and defense at 15 slots. This cost 1 stamina plus amount of slots used.



Shielding Hand:
Class required: Cleric (x1), Priest(ess) (x1)

Casting method: other
Defending method: none

Description: While aloof and distant, the Gods do care about their charges, the mortals that call upon them for aid and in turn fill the Gods with power through worship. It behooves the Gods to defend them whenever appropriate. Entreating their God for protection with all their focus and fervor, the faithful trust in the power of the divine to protect them from harm, and can even bequeath this protection to others in need.

MECHANICS: At the cost of 2 stamina per slot invested, the Cleric or Priest(ess) receives +1 physical and magical defense for every slot invested in the spell. At the standard cost per slot, the caster can instead apply this blessing to another character, granting them +1 physical and magical defense for every 3 slots invested. In both cases duration in rounds is equal to the defense modifier granted. This ability does not stack its defense values with those of the spells physical armor/magical armor or similar out-of-sphere spells, but also does not remove those spells, replace their values if those values are greater, or prevent them from being cast. For example, if a character who is granted +5 physical/magical defense through this blessing decides to cast physical armor at 10 slots, their bonus to physical defense will be only +10, but the +5 magical defense from the blessing will remain for its duration, as will the +5 to physical defense from the blessing still be in effect should the physical armor spell wear off/be canceled first.



Weaken the Flesh:
Level required: 18
Class required: Cleric (x4), Priest(ess)

Casting method: ranmagatk
Defending method: ranmagdef

Description: The Cleric or Priest(ess) is best aware of his own mortality, more so than even the warrior, for he is confronted often by the Immortal. Like Wizards, the warriors can sometimes forget their humility in the face of the Gods, and this Curse is often cast upon one who would mock the power of the Gods. The accursed will find their flesh rebelling, refusing to do more than quiver and collapse when needed most. Weak as a kitten, shaking muscles, no stamina for the fight. No physical changes are caused, it is their strength that is shackled and bound within their flesh.

MECHANICS: A Ranged Magical Attack is rolled, and should the target fail, his strength will be reduced by 2% for every slot used up to a maximum of 30%. The spell will last one round for every time the class has been chosen (5 rounds for priest, 7 rounds for cleric). This curse will only stack with other divine sphere spells and will cause all other non Divine sphere negative effect spells to be removed. This spell cannot be cast again until the effect has run out. This spell can be used with the Priest(ess) advantage "The Voice of the Gods".





Out of Battle Spells


Aversion:
Level required: 27
Class required: Cleric (x6)

Casting method: other
Defending method: none

Description: Clerics often find themselves confronted with great excesses in their fellow mortals. Those that go to extremes and thus throw themselves into harms way, endangering their souls by not seeing the beauty and obvious Truth that is their God. So, the Cleric can call upon their Patron to restrict a mortal from their favored, from their most cherished thing. It is a method of instilling humility upon the lay worshipers and punishing those that consistently fail to control their own lusts.

MECHANICS: An OOB, OOC consensual Cursing, the Cleric draws the Wrath of their God down upon the offending target, instilling a deep sense of disgust and dislike for a 'single' chosen pleasure. This must be worked out beforehand and have OOC consent. It lasts for 2 days per time that Cleric Class has been selected, to a maximum of 2 weeks. Things such as 'food' and 'water' are prohibited as choices, and it is suggested strongly that something relevant to the Character, ICly be chosen. This is a punishment and should be played as one.



Endless Hunger:

Casting method: other
Defending method: other

Description: Clerics and Priests call attention to many mortal sins, punishing those that trespass against their chosen God's path. This Curse is one of hunger, forcing the Cursed to be confronted with the cost of their passions. Upon being Cursed, the victim cannot go a single day without binging on the one thing that they most desire in life. Be it sex, food, combat, song, wine, pain, coin, whatever. They must indulge in that passion for half the day, from sun up to sun down before the lust for it fades instantly. No great physical changes comes from this curse, so a girl could stuff her face with food for 12 hours and not gain an ounce. She could drink gallons of wine and not get a single bit drunk. She could fornicate for 'hours' and not get a single orgasm. But, she must feed that hunger, without fail.

MECHANICS: An OOB curse that requires OOC consent/collaboration between caster and victim, this Curse has no combat effects, but should be considered an RP device for players to enjoy. The victim is Cursed by an overpowering urge to indulge in their favorite pastime or pleasure from dawn till dusk, but to gain no fulfillment from it. Sex leads to pleasure, but never an orgasm, food is pleasant, but they never feel "full", drink goes down easily, but their thirst is never quenched. Their Passion is robbed of all gratification



Illumination:
Level required: 25
Class required: Cleric (x7), Priest(ess) (x5)

Casting method: other
Defending method: other

Description: Clerics are often seen as the guides in life, the ones that show the way to a brighter day. In some cases, that light can be painful. Calling their God's attention to a chosen target's selfish nature, imploring their Patron for the Curse or Gift of Illumination, the target gains insight...into himself. In a moment's time, all of his actions are seen again, through a different light, outside of himself, forced to see himself as others see him, especially the Cleric judging his actions. He is suddenly forced to experience all the suffering that he has handed out, all the pain, all the fear, all the horror. Further, he sees the end results of his actions, he is made aware that his failures live on after he has forgotten his deeds. And it 'lingers' with him for a time. In essence, his Conscience returns to him with the force of a sledgehammer between the eyes. Naturally, things that were good in the eyes of their patron are rewarded and encouraged to repeat, as well as taking on a new approach to life itself under the benevolent gaze of their god.

MECHANICS: The ultimate gift that can be granted to someone is to fully understand their rights and their wrongs. By means of this spell can the Cleric twist his target's view on life itself, on the things he took for granted and those he didn't, this is an OOB device and requires strict OOC consent, both parties should agree on what exactly it means for the character placed under this spell. This spell is quite life-changing and meant to be an awakening, a most powerful look through one's own actions. Further, it 'must' be noted here again, that rape is not a great sin in this world, self defense also is not likely to stir much guilt but the cruelty behind words and actions may. Guided by the Cleric's own values and those of his faith, this spell can be a Curse to the unwilling and a Gift to the seeking. Strong imperatives can be placed on the target, often meaning drastic changes in their style of life and interaction with others. Which changes actually happen is strongly influenced by the Cleric's own faith, someone being target of Illumination brought upon them by a Cleric of Aden'ver will definitely be guided into another direction than someone given Ishtar's guidance. The Duration of this spell is 3 days per time Cleric/Priest is taken. This spell can be used with the Priest(ess) advantage "The Voice of the Gods".



Sacred Plea:
Level required: 24
Class required: Cleric (x5), Priest(ess) (x3)

Casting method: other
Defending method: other

Description: The gods are powerful beings and their favor is often sought after. Strength to defeat ones’ enemies, protection in time of need, the stamina to outlast any others and many more are often asked of but it takes more than a simple prayer muttered through lips to truly grab a God's attention, and even more to please them and get their blessing.

A ritual must be performed, one that takes hours and embraces the God's domain. Such as a long sexual scene if not an outright orgy for Ishtar or a long trial of strength and endurance for Aden'ver. Once the ritual reaches its climax the leader of the ritual can attempt to contact their God and ask them for a boon for their self or another.

One must always remember, however, that even the most benevolent of deities are fickle beings and the boon they give may not necessarily be the one asked for.

MECHANICS: A lengthy ritual MUST be played out IC'ly. At the end of the ritual, The caster rolls a !r 1d7 to determine which boon is given. Additionally: the casting of this spell and the boon granted must be logged on the caster's & the beneficiary's character sheet with date/time/boon awarded/caster/beneficiary. Can be used once a month. After a number of days equal to the number of times cleric has been taken or two plus the number of times priest has been taken, the blessing dissipates. The blessing can be canceled earlier by either the priest or the blessed one for any reason, or by the god (Ops) should the blessed one act against the will of the god whose blessing is upon them. This spell can be used with the Priest(ess) advantage The Voice of the Gods.

1: The character is blessed with a Divine health, they look more radiant and cannot be affected by non magical poisons. In combat the blessed reduces the result of any damage roll by 1 point per time Priest(ess)/Cleric is taken (to a maximum damage reduction of 5 for Priest(ess) or 7 for cleric), however this blessing may never reduce any incoming damage to less than 1.

2: The character is blessed with Divine stamina, are very energetic and have incredible vigor, causing any actions that cost stamina to be reduced by one. In combat this cannot reduce costs below one (i.e an action that costs only one stamina will still cost one). A character will receive an additional point of stamina per time cleric or priest(ess) is taken, to a maximum of +5 for Priest(ess) or +7 for Cleric upon an !evade.

3: The character is blessed with a Divine resilience becoming much more hardy and able to take pain with greater ease to the point in which they may not notice they have become gravely wounded until their body gives up on them. In combat the character receives an additional point of resilience to all rolls for every time Cleric or Priest(ess) is taken, to a maximum of +5 for Priest(ess) and +7 for Cleric.

4: The character is blessed with divine speed and agility. The player can run faster than those of their race and become incredibly flexible reaching contortionist levels of flexibility if they aren't already naturally gifted with such flexibility. Those with natural flight can out fly their peers with great ease. In combat the character gains an additional point of agility per time Cleric or Priest(ess) is taken, up to a maximum of +5 for Priest(ess) or +7 for Cleric to all AGI rolls.

5: The character is blessed with Divine physical strength. Those of the smaller races such as Humans, Halflings, and Pixie/Fae in large form gain strength as if they were a Minotaur or Troll. Those of the larger races such as Wolven, Minotaur and Trolls are capable of all the more amazing feats such as the ability to uproot a tree from the ground. In combat the character gains an additional point of strength per time Cleric or Priest(ess) is taken, to a maximum of +5 for Priest(ess)ess or +7 for Cleric to all STR rolls.

6: The character is blessed with Divine protection. The very gods themselves have an eye out for this player and when harm should come their way, the Gods change small things to make sure the person can stay out of harm's way. Mages may find their bolt spells moving slightly to the right or left, the blessed character tripping down a flight of stairs may suddenly land on their two feet with the greatest of ease. In combat the character gains an additional percent to their defense rolls per time Cleric or Priest(ess) is taken, up to a maximum of +5% for Priest(ess) and +7% for Cleric to all defense rolls, stacking with any other defense mods, spells, and abilities.

7: The character is blessed with Divine intelligence, they are seemingly much more brilliant for the duration and gain an understanding of all Languages that are spoken and written. In combat the character gains an additional point of intelligence per time Cleric or Priest(ess) is taken, to a maximum of +5 for Priest(ess) and +7 for Cleric to all INT rolls.



Still the Mind:
Level required: 20
Class required: Cleric (x2), Priest(ess) (x1)

Casting method: other
Defending method: other

Description: The horrors of combat and life, in general, are hard on most folk. Civilians and soldiers alike are often left scarred by the things that they've seen or done, and Clerics often see the worst of these scars. By calling upon their God, the Cleric is able to see 'within' the tormented one, find the source of their suffering and soothe it. By pleading with their Patron, showing sincere desire to be whole, the Cleric can undo mental trauma brought on by magical means or any other way in a supplicant.

MECHANICS: This Blessing is strictly OOC consensual, as it requires both IC cooperation and OOC understanding of what is being done. This Blessing can remove phobias, terrors, nightmares, aversions, fixations, obsessions, multiple personalities and other mental problems, and keep them from returning, for the period the players agree on in OOC. Performing this blessing cost an immediate 6 stamina. This spell can be used with the Priest(ess) advantage "The Voice of the Gods".



Titan's Touch:
Class required: Cleric (x1), Priest(ess) (x1)

Casting method: other
Defending method: none

Description: Sometimes, a strong hand is required to do Divine work. Calling upon their God in a mighty voice, the Cleric/Priest(ess) is empowered by the God's strength, able to do great things in their Patron's name. His strength and stamina doubles and he becomes capable of truly miraculous feats. Tearing doors off their hinges, lifting great weights to free a comrade, smashing stone with his bare hands, etc. The cost, however, is that when the loaned power fades, the Cleric is left on the verge of collapse, worn out from the housing of Divine strength.

MECHANICS: This spell is not usable in combat, not intended by the Gods for such use, so it gives no combat advantages. OOB, however, it is the stuff of legends. As long as the Cleric/Priest(ess) is able to get good leverage, he could move anything when infused with Titan's Touch. The blessing lasts for 1 round at Cleric/Priest(ess) X1, 2 rounds at Cleric/Priest(ess) X3, 3 rounds at Cleric/Priest(ess) X5 and 4 rounds at Cleric X7 with the completion of the feat his stamina is completely wiped out down to 1 stamina. Upon the ending of this Blessing, the Cleric is literally on the verge of passing out, so it is a dangerous Blessing to call out.
At Cleric/Priest(ess) X1, they can move anything from a downed small tree, to a boulder 3X their weight.
At Cleric/Priest(ess) X2, they can move anything from a downed tree of near medium size (roughly 8 feet in height), to a carriage hooked to one horse.
At Cleric/Priest(ess) X3, they can move anything from a downed tree over 12 feet in height, to a carriage with one horse and a pony attached.
At Cleric/Priest(ess) X4, they could move anything from a downed tree of over 16 feet in height or even push a medium sized tree over of the same height.
At Cleric/Priest(ess) X5, they could effectively knock over a good sized round old oaken tree of some 20 feet in height.
At Cleric X6, they could move a tree or near uproot one up to 22 feet tall. They could also shift the foundation of a small building. Shift, not undo.
At Cleric X7, they could uproot a tree of 25 feet in height.



Ward the Enemy:
Level required: 10
Class required: Cleric (x2), Priest(ess) (x1)

Casting method: other
Defending method: other

Description: The Cleric or Priest(ess) calls upon his God to secure a location from the victim of this curse. By placing wards against the entrance of the Cursed into a particular location, whether it be a building, a grove or a place of sanctuary. Often placed to provide humility to the Cursed or remind them there are powers greater than themselves. This curse prevents the Cursed from a cherished place, such as keeping a drunkard from a tavern, an overzealous fighter from an arena or an abusive master from a safe house.

MECHANICS: This Curse does not require dice, but is intended as an OOB RP device. The Curse lasts for 1 day per times the class was taken (IE: Cleric x2 lasts for 2 days). Should another try to take advantage of this curse to, for example, attack the cursed and then hide within the area the cursed can not enter, with full knowledge of the curse and its effects, they will have the curse inflicted upon themselves for the remaining duration as well. The Gods do not take kindly to those seeking to use their Curses for their own benefit. This spell can be used with the Priest(ess) advantage "The Voice of the Gods".



World of One:
Level required: 8
Class required: Cleric (x2), Priest(ess) (x1)

Casting method: other
Defending method: other

Description: Not all Clerics and Priest(ess) are interested in showing the fallacies in man. Some indulge in their God's preference for selfishness and gratification. To these, the selfless ones and their supplicants are the truly deluded and so these Clerics can call upon their God to show the chosen one just how they 'should' see the world. The targeted one is suddenly suffused with the knowledge, the undeniable truth of his importance. The rest of the world, for the most part, becomes something of a playground, a game, little talking toys that move and play at his whim. Not really 'people', not like him. Things to be used for pleasure, manipulated because he can. Only the 'self' remains, only the 'self' matters. Only the God that has bestowed this 'blessing' upon him is considered to be greater in power and importance, gratitude for the 'gift'. One so Cursed is not compelled to act in any way, it is merely his thoughts that have been altered for the time being. Thus, when it fades, he is left with the fact that even if he was Cursed, he did what he did because he 'wanted' to do it.

MECHANICS:: Curse - OOB only, although its effects will carry on through battle until the conclusion of this curse. When inflicted by this curse, which lasts for 1 day per time the Cleric/Priest(ess) class has been taken. Once inflicted by this curse, the target simply believes they are the only thing of importance in the world, that nothing has consequence if they wish it, and nothing ill will befall them regardless of their choices. And the player should rp out their character as believe and acting as such, fights, rapes, arguing, destruction of property.. anything can be considered as that character is simply the only thing that matters. Once the curse runs its course, the victim of this curse is suddenly, over the space of 1 round per day, spent under its influence, bombarded with the sudden realization of everything that he's done and the consequences that might well befall him because of his actions. This does not negate OOC consent required for actions, and should be only cast after discussion between the players as to what this will entail.





Anywhere Spells


Unshackle the Spirit:
Level required: 6
Class required: Cleric (x2), Priest(ess) (x1)

Casting method: clomagatk
Defending method: clomagdef

Description: The Gods do compete with each other, sometimes directly, sometimes indirectly. In the course of these conflicts, Curses are often hurled to punish those that displease the Cleric and his Patron. Those so Cursed find that ordinary magic cannot remove the stain from their spirit and so turn to other Clerics for aid. This aid, however, never comes free of charge, and the cost of such help is decided by the Cleric doing the Unshackling. By calling upon their Patron, pleading the Cursed ones' case for them before the Divine, the Cleric can convince their God to remove the Curse, dispelling it with ease. The Gods see all, hear all, know all. If the Cursed is truly contrite, or truly wronged by the Curse, then the cost is minimal. If the Cursed deserves their fate, or is simply trying to get out of the Curse by appearing repentant, then it fails automatically, and the Cursed will be lucky to walk away without an additional Curse.

MECHANICS:: Those afflicted by Battle Curses are often the most likely to be freed of the Curse for free. Those Cursed for other, more personal reasons, find that the Gods do not interfere in the games of Mortals without compensation of some sort or another. Ishtar's price is likely to be very different from that of the Grove of Balance's price. Clerics have the easiest time of being freed from their Curse, while others would have the hardest time, and pay the highest price, either in coin or service.

Both parties roll a Close Magical Attack roll, with the Cleric/Priest/ess adding in their X amount of times the class was taken. Only 'one' attempt within a 24 hour period can be made by the Cleric/Priest/ess to remove the Curse. Other Clerics/Priest/ess can try, in turn. Only a Cleric/Priest/ess of equal Ranking or higher can attempt to remove a Curse from another Cleric/Priest/ess. It's an immediate 6 stamina +1 per slot put into this 'blessing'. It's never easy to undo what has been done before.