Zephyr's Enchantment

With this summon you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyone of a neutral or good alignment's battle movement, giving those of a evil alignment a decrease by half if they are in your party. It also grants everyone in the party an additional 1 attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional 1 defensive action. 

Xodod's Gift

With this summon you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. If you are a priest of Zodo, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d12. 

Tyria's Blessing

With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 1, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. You and your allies are also immune to status effects and have a +2 to Critical. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates, tripling them if they worship the winds.

The All-Seeing

With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant you a view of the entire level of the area, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their actions by half and making them avoid the cleric at any cost.

Summoning

Summoning allows you to summon power from your deity. Your chosen deity answers you, increasing your Runic Power by your Religion stat. Furthermore it grants you a +1d6 to Arcana when using summoning skills.

Spiritual Host

With this summon you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your runic power is also increased by 1d6. If you have not used Unbreakable Will before using this summon, you have to make a Normal Spiritual Balance check to be able to act once possessed. Otherwise the GM will act for you. If you used Unbreakable Will, you will remain in control of your character.

Soul of Legend

With this summon you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have light moral points. This holy power causes you to do 25% more damage against those with dark moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one light moral point, alignment classification doesn't matter. The increased damage works against anyone with any dark moral points, even if they are neutral.

Realm Reaching

With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your attack affects all of the enemy targets but the shock of seeing your hand come out of no where dazes them for 1 round. There is a 10% chance that you and your allies will be dazed for 1 round from shock as well.

Soul of Forsaken

With this summon you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 25% more damage against those with light moral points and double damage against those who are worshipers of Kymara. This summon works for anyone as long as they have at least one dark moral point, alignment classification doesn't matter.

Solara's Empowerment

With this summon you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also gain an extra attack and defense action, and have your offense power increased by 1d4 for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. 

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