Aabahran

Clerics-Miscellaneous

Academy Texts · by Scholar Synduil Qael

This tome continues a series of writings about clerics. This particular volume addresses many miscellaneous divinations and supplications available to clerics. The scroll stands in between cleric's amazing defense and sizable offense. As previous volumes, this tome consists of a few pointers intended to guide a young cleric on his or her path to glory.

1. Detect divinations. "Detect invis," "detect evil," and "detect magic," and "detect traps" allow a cleric to see things that are not immediately apparent to the naked eye. "Detect invis" must be kept on at all times and will warn you of many aggressive beings that have the potential of causing you a lot of pain. "Detect evil" is not a requirement but does provide a cleric with an immediate warning that a (Red Aura) is around him. "Detect magic" is the least talked about, yet one of the greatest divinations given to clerics. It allows to detect what spells or divinations affect other people and creatures. It is INSTRUMENTAL in learning the effects of other spells and other guilds' abilities. I suggest having detect magic at all times and then reading help scrolls regarding the abilities that make little sense to you.

2. Comprehend languages. Have you ever heard an ogre or a drunk speak? Or even worse - a drunk ogre? Well, "comprehend languages" will allow you to actually understand what they mean.

3. Create food/Create spring. Adventurer's best friends. Do know that as you grow in your guild, your create food divination will become stronger and will require less pieces of magic apple to satisfy your hunger.

4. Refresh. Know it, learn it. Ever tried to run away from a shaman while beeing feeble? Refresh will save your life in earlier ranks when you are cursed and cannot word and still not old enough to use portal.

5. Locate object/identify. The true way to learn the lands. Identify every item to learn of its properties. Keep in mind that some items cannot be located because you are too young or because they are hidden by Gods.

6. Faerie fog. Think there is a thief around you? Commune the fog. Beware of doing it in the city, as that might get you in trouble with the Justices.

7. Summon. Allows a young cleric to obtain infinite number of sparkling vials. Allows an older cleric to find a full set of armor without ever having to leave the room. Learn the EXACT names of creatures you want to summon. For example, King of Asps is not King of Asps but "Asp King."

Well, as Shamans say: seven times' a charm. And keep in mind, all divinations have their purpose, it is just a matter of figuring out when and how. Experiment, and you will be happy with the results.