There are two paths a cleric can take, those who draw upon the Nivi or those who draw upon the Onu.
Those who choose to follow the Onu lend themselves to the darker aspects of Astral Magic, taking on horrific powers to punish their foes.
Clerics of the Onu need intelligence and wisdom to manipulate their astral spells.
Available Spell Circles
Clerics of the Onu begin with 3 spell circles. An additional circle is available at levels 15, 30, and 50.
Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.
This circle is available to Channelers, Clerics, Empaths, Qai Monks, and Wilders.
Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.
Shortname
Name
Cost
Description
sp01
Astral Charge
1
The caster builds up spiritual energy within himself and forces it out to do damage to his enemy.
sp02
Spirit Strike
1
The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.
This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03
Astral Lift
3
The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04
Becalm
4
The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05
Vigor
5
The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07
Astral Mastery
7
This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09
Astral Bound
9
This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11
Astral Shell
11
The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.
sp15
Spirit Sight
15
The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp30
Astral Grand Mastery
Ultimate
This spell is disabled pending class revisions.
Via Fas Esut
Astral
This circle is available to Clerics.
Shortname
Name
Cost
Description
vfe01
Astral Gauntlets
5
Astral gauntlets causes the creation of spiritual hand armor that lend to one's ability to do dexterous activities. The spiritual bonus scales with channeling skill.
vfe04
Astral Boots
5
Astral boots causes the creation of spiritual footwear that lend to one's reflexes. The spiritual bonus scales with channeling skill.
vfe06
Astral Helm
5
Astral helm causes the creation of spiritual head armor that lend to one's magical defense. The spiritual bonus scales with channeling skill.
vfe10
Astral Bracers
5
Astral bracers causes the creation of spiritual arm protection that lend to one's strength. The spiritual bonus scales with channeling skill.
vfe13
Astral Greaves
5
Astral greaves causes the creation of spiritual leg armor that lend to one's ability to defend oneself. The spiritual bonus scales with channeling skill.s
Via In Onus
Astral
This circle is available to Clerics, Empaths, and Religious Wilders.
Via In Onus spells may be learned from Brother Demilo in the Lyceum.
Shortname
Name
Cost
Description
vio01
Bless Weapon
5
Calling upon the gods, the caster has the ability to bless a weapon, making it fit for use against the undead.
vio04
Cleanse
5
The caster cleanses a target's body of poison and venom.
vio06
Soul Sight
5
The caster remains in tune with death itself, perceiving those who perish.
vio07
Clear Sight
7
The caster cures the target of blindness.
vio10
Stabilize
10
The caster cures the target of stun. Instant-cast.
vio13
Astral Meditation
13
You connect with the astral plane on a deeper level, taking in energy at a faster pace than before as long as the caster takes no action after casting the spell. The essence regeneration scales with channeling skill.
vio15
Soften
8
By focusing on their deity, the caster of soften will grant its target relief from the perils and discomforts of petrification.
Via Fide Eternals
Astral
This circle is available to Clerics.
Shortname
Name
Cost
Description
vfet01
Reclamation
5
Calling to Eyssa, the cleric takes on part of the target's weakness of death.
vfet04
Ng's Caress
4
Exposing the target to the essence of Ng, the cleric turns some of its foe's essence to nothing.
vfet07
Life Cipher
7
Exposing the target to the essence of Ng, the cleric banishes some of its foe's life force to oblivion.
vfet10
Deferred Demise
10
The grace of Eyssa quells all bleeding on a target close to death, but not without a price. Any action that incurs roundtime or preparation of any spell will break the effect.
vfet13
Nullification
10
The cleric exposes the target to the essence of Ng, instantly nullifying one of its magical effects.
vfet15
Soul Travel
12
The cleric travels to a fallen target upon the mists of Ul'Mydar.
Via Ful Onus
Astral
This circle is available to Clerics.
Shortname
Name
Cost
Description
vfo02
Frighten
5
When the target is hit by this spell, they are scared and run away. If the success is strong enough, the target will pass out.
vfo04
Defile
8
The caster blights its target with poison.
vfo07
Blindness
7
The caster has the power to render his target blind.
vfo10
Flensing
10
This spell has the reputation for being one of the most painful ways to die. Starting off slowly, the targets skin beings to strip away, causing bleeding, pain, and possibly death. Duration scales with Channeling skill.
vfo13
Astral Weapon
13
With ones knowledge of how the soul, the astral plane, and the physical plane all work in conjunction, the caster is able to coat a blade with a portion of the energy from his soul to allow it to even further harm his enemies. The maximum damage of the flare scales with channeling skill.
Via Fide Onu
Astral
This circle is available to Clerics of the Onu.
Shortname
Name
Cost
Description
vfon02
Litany of Protection
5
A swarm of insects protect the caster, occassionally retaliating against those who would harm it.
vfon05
Covet
5
The envy of Aorre fills the caster, sucking the breath and life out of its target to fill the caster with but a fraction of it.
vfon07
Subsume
7
Shaellis's dark waters consume a corpse, restoring the caster's essence.
vfon10
Horrid Ventriloquism
10
The target's words are redirected by Taqe's mischief, rendering it effectively silent.
vfon13
Revel
13
The spirit of Leta's destructive revelry overtakes the target, causing them to add unnecessary flourishes to every movement, increasing roundtime.
vfon15
Decay
10
Causes the target's limb to decay rapidly. This does not cause bleeding or vitality damage, but the horror inflicted upon the limb is truly massive.
Via Kel Nivir
Astral
This circle is available to Channelers and Clerics of the Onu.
Channelers: This circle is mutually exclusive to Via Sabu Onyr.
Shortname
Name
Cost
Description
vkn01
Manifestation
1
This spell summons a lesser spirit to attack the target.
vkn04
Sever Spirit
4
The caster is able to surround the target with waves of astral energy, which rips away their spirit and attacks them with glowing tendrils of flux.
vkn09
Spirit Mount
15
The caster is able to bring from summon from beyond the veil a ghostly horse that they can ride. Casting the spell again will refresh its duration and call the horse to you.
vkn11
Derange
11
Paranoia fills the target of this spell, causing them to hear and see things, leaving them mentally unstable. The penalties scale with channeling skill.
vkn14
Hoarfrost
10
This spell brings forth spirits of ice to assault the target and hamper its movement.
Skills
Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.