Holy
Holy magic is a useful supportive plane of magic, focusing more on buffing characters and even their equipment.
Notable spells:
1) Sanctuary - increases all your resistance, especially physical
2) Paladine’s wrath - greatly increases hr/dr
Evil
Evil clerics focus more on damage and debuffing the enemy. They are able to drain the hp/mana/mov of the target and transfer it to themselves.
Notable spells:
1) Dispel magic - removes spell protections of your target
2) Unholy pact - lowers all the resistances of your target. Evil spells do much more damage
Water
Water clerics are also geared towards support in the form of restoration. They are able to restore hp and movement points as well as cure maladies such as blindness and poison.
Notable spells:
1) Invisible - Self explanatory. No one is able to see you unless they have detect invisible cast on themselves.
2) Iceball - The water version of fireball. Has a chance to lower the dex of your target.
Wind
This plane of magic has two subpaths - defense and transport. One focuses on mitigating the damage taken while the other shortens the distance travelled by a lot.
Notable spells:
1) Manashield - damage taken reduces your mana instead of hp
2) Cyclone - Area target spell. Has a chance to reduce ap
3) Portal - Creates a portal to the target that anyone can use
Druid
The druid skillset is an interesting combination of a fighter and a cleric. They are quite self sufficient and have both combat and support abilities but are not as specialised.
Notable spells:
1) Call animal - summons a pet to fight and tank for you
2) Immersion - all druidic abilities get ap reduction. Does not stack with speed casting
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