Sigil Identify
You can identify what a sigil is, what religion, church, deity, government, house, and so forth that it represents.
You can identify what a sigil is, what religion, church, deity, government, house, and so forth that it represents.
You can heal or harm your target that you touch by your Runic Power + Religion + Arcana. Double the effects if you are a priest of Nikolai or Kymara.
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.
With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This decreases their movement by ½ abd inflicts fear and daze during the duration of the summon.
With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the cleric, causing all to need to make normal mental balance checks. Those who fail to make their checks will be stunned for the first round and dazed for the duration of the summon. The cleric can help his or her allies to avoid this fate by spending an extra 2 Soul per ally they wish to protect.
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.
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.
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.
With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 2d20 non-elemental magic damage increased by your runic power. If you are a worshiper of Zodo, you get an additional 1d20. You can use this as an additional attack spell while you use other skills, spells, and actions until the duration of the summon ends.
With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you get no aide. Otherwise you gain +1d4 to all of your checks.