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Divine Spellbook
Blessings & Enhancements
Spells that improve allies and equipment.
Blessing
Effect:
- Target gains +2 HP.
- Target is immune to Binding spells.
- Lasts until death or round end.
Level Effects:
- Lv1: 1 active Blessing at a time.
- Lv2: 2 active Blessings at a time.
- Lv3: 3 active Blessings at a time.
Restrictions:
- Target must be alive.
Prerequisites: Each level requires the previous level.
Blessed Weapon
Effect:
- Target weapon deals 2 HP to all locations.
- Weapon counts as magical.
Level Effects:
- Lv1: 1 active Blessed Weapon at a time.
- Lv2: 2 active Blessed Weapons at a time.
- Lv3: 3 active Blessed Weapons at a time.
Restrictions:
- Target must be a one-handed weapon (under 130cm).
Prerequisites: Each level requires the previous level.
Greater Blessed Weapon
Effect:
- Target two-handed weapon (over 130cm) deals 2 HP damage to all locations.
- Weapon counts as magical.
Level Effects:
- Lv1: 1 active Greater Blessed Weapon at a time.
- Lv2: 2 active Greater Blessed Weapons at a time.
- Lv3: 3 active Greater Blessed Weapons at a time.
Prerequisites: Each level requires the previous level.
Protection
Spells that defend allies or protect against magic.
Holy Ward
Effect:
- Target shield blocks all magical damage.
- Wielder is immune to Bind effects.
Level Effects:
- Lv1: 1 active Holy Ward at a time.
- Lv2: 2 active Holy Wards at a time.
- Lv3: 3 active Holy Wards at a time.
Restrictions:
- If struck by siege damage, the wielder must move back 5 steps.
Prerequisites: Each level requires the previous level.
Sanctuary
Effect:
- Magical NPCs and Arcane Servants must move 5 metres away.
- Magical NPCs and Arcane Servants cannot approach within 5 metres.
- Players cannot strike the caster with melee weapons.
- Targeted spells against the caster are nullified.
- Protection remains while the Sanctuary Orb is actively spun.
Restrictions:
- May only be cast once per round.
- Caster cannot move from the casting location.
- Spell ends immediately if the orb stops spinning.
- Spell ends immediately if the caster moves.
Prerequisites: Must know Banish.
Healing & Restoration
Spells that restore health or return the dead to life.
Heal
Effect:
- Restore 2 HP to a living player.
Restrictions:
- Target must be alive.
- Cannot be cast on self.
- Does not cause backlash damage.
Prerequisites: None.
Full Heal
Effect:
- Restore a living player to their full HP total, including armour bonuses.
Restrictions:
- Target must be alive.
- May be self-cast.
Prerequisites: Must know Heal.
Mass Heal
Effect:
- Restore up to 5 living players to their full HP total.
- Includes HP granted by armour and other bonuses.
Restrictions:
- Targets must be touching each other or a shared item.
- The caster may be included as one of the targets.
Prerequisites: Must know Full Heal.
Resurrection
Effect:
- Restore a dead player to their full starting HP.
- Restores either 2 HP or 4 HP depending on the target's class.
Restrictions:
- Target must be at 0 HP.
- Cannot be self-cast.
- Does not cause backlash damage.
Prerequisites: None.
Control
Spells that restrict enemy actions.
Bind Person Lv1
Effect:
- Target cannot move their feet for 30 seconds.
- Target may still fight.
- Ends if the target reaches 0 HP.
Restrictions:
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects players and non-magical NPCs only.
- Maximum 3 casts per round.
Prerequisites: None.
Bind Person Lv2
Effect:
- Target cannot move their feet while the caster continues chanting.
- Target may still fight.
- Spell lasts for up to 30 seconds.
- Ends if the caster stops chanting, is interrupted, or the target reaches 0 HP.
Restrictions:
- Caster must chant for at least 10 seconds.
- If interrupted before 10 seconds, the caster remains bound for the remainder of that minimum time.
- Clear line of sight required.
- Affects players and non-magical NPCs only.
- Maximum 6 casts per round.
Prerequisites: Must know Bind Person Lv1.
Immobilise
Effect:
- Target cannot move.
- Target cannot fight.
- Lasts for 30 seconds or until the target reaches 0 HP.
Restrictions:
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects players and non-magical NPCs only.
- No casting limit per round.
Prerequisites: Must know Bind Person Lv2.
Taunt Lv1
Effect:
- Target cannot move for 30 seconds.
- Target may defend themselves.
- Ends if the target reaches 0 HP.
Restrictions:
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects human-sized magical creatures and magical NPCs only.
- Maximum 3 casts per round.
Prerequisites: None.
Taunt Lv2
Effect:
- Target cannot move their feet while the caster continues chanting.
- Target may still fight.
- Spell lasts for up to 30 seconds.
- Ends if the caster stops chanting, is interrupted, or the target reaches 0 HP.
Restrictions:
- Caster must chant for at least 10 seconds.
- If interrupted before 10 seconds, the caster remains bound for the remainder of that minimum time.
- Clear line of sight required.
- Affects all magical creatures and magical NPCs.
- Maximum 6 casts per round.
Prerequisites: Must know Taunt Lv1.
Banish
Effect:
- All magical NPCs and Arcane Servants within 5 metres must immediately disengage.
- Affected targets must move at least 5 metres away from the caster.
- Affected targets may not re-engage the caster for 10 seconds.
Restrictions:
- May only be cast once per round.
Prerequisites: None.
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About this template
[edit]Contains the complete Divine spellbook used on the Magic page. It assembles the existing Template:Spellbook, Template:Spell category, and Template:Spell card components without changing their markup or behaviour.
Edit this template when adding or changing Divine spells. Do not place this template more than once on the same rendered page because the spellbook uses the fixed ID wizlords-divine-spellbook.
Usage
[edit]{{Divine spellbook content}}