Tome of Magic
Prayers, Chants & Invocations
Narafan Prayers
The High Clergy of Narafa ✦1 The High Clergy serve Narafa, the High God, Deity of Light. Narafan Priests abhor the Undead, against whom they fight a never-ending battle. Their power flows directly from Narafa himself. A Narafan Clergyman has a limited repertoire of Prayers — however, their singular advantage is that these prayers are unlimited in use.

To raise a Prayer, the Clergyman rolls their prayer dice. Each prayer lists the minimum total required.
Protection ✦2 Roll ≥ 3
The recipient (specified beforehand) may roll 1 extra Defend Die for the next 2 rounds.
Benediction ✦3 Roll ≥ 4
The recipient (specified beforehand; may not be yourself) is blessed and may perform one extra action on their next turn.
Righteous Anger Roll ≥ 6
The recipient (specified beforehand; may not be yourself) is filled with Divine wrath and rolls 2 extra Attack Dice for 2 turns.
Turn Undead Roll ≥ 7
If successful, the Clergyman is infused with positive energy that repels the Undead. Roll 2D4 — the total (X) indicates how many Body Points' worth of Undead in the Clergyman's line of sight are Turned, starting with the weakest monster.

Example: four Skeletons (1 BP each) and two Mummies (2 BP each) are in the room. Rolling a total of 6 Turns all 4 Skeletons and one Mummy.

Turned Undead may not attack or cast spells for 1D4 turns.
Necromantic Resistance Roll ≥ 9
The recipient (specified beforehand) is infused with positive energy. For the next 1D4 turns, any Necromantic spell that strikes them has its effects reduced as follows:
EnslavementRecipient gains 1 extra Combat Die to defend. A black shield on the extra die prevents the Enslavement effect.
Black StigmatizationRecipient rolls 1 fewer Combat Die.
Fearsome CountenanceRecipient gains 1 extra D6 to defend against the effect.
WitherRecipient gains 1 extra Combat Die to defend.
Drain LifeRecipient gains 1 extra Combat Die to defend.
Summon PlagueRecipient gains 1 extra Combat Die to defend.
Touch of LeprosyRecipient gains 1 extra D6 to defend.
Divine Inspiration Roll ≥ 10
The recipient (specified beforehand) is imparted with divine wisdom and may translate any runes, spells, spell scrolls, and similar texts.
Smite the Unholy ✦4 Roll ≥ 9
All Undead the Clergyman can see are struck with positive energy, dealing 2D4 points of damage. The effect works the same as Turn Undead.
Order Roll ≥ 10
All characters of Chaotic essence that the Clergyman can see are struck with positive energy, dealing 2D6 points of damage. The effect works the same as Turn Undead.
Bless ✦3 Roll ≥ 12
The recipient (specified beforehand; may not be yourself) has all stats — including Body Points — doubled for 2 turns. All spells and potions are doubled as well. This Prayer may also be used to counteract a Curse.
Sanctuary Roll ≥ 14
A sanctuary extends for a 1-space radius around the Clergyman. No Hero within the sanctuary is subject to attack or enemy spells; Heroes may still attack and cast spells freely. Monsters starting within the sanctuary are hurled to the nearest available space and lose 1 Body Point.
Wrath of the Divine ✦5 Roll ≥ 16
One opponent (specified beforehand) is struck dead by a bolt of Divine Fire. There is no defense.
Druidic Chants & Invocations
The Druidic Shamans Druidic Shamans draw their power from the spirits of nature, the elements, and life itself. They abhor the Undead but are more concerned with the forces of Chaos — they seek to live in balance with nature and hate anything that threatens that order.

The Druidic Shaman may use each Chant or Invocation once per game. In addition, when invoking one of the Spirits, the Shaman must rest and do nothing for one full turn afterwards, or take 1 point of damage.
Chants
Drain ✦6 Once Per Game
The Shaman lays hands on a creature and transfers up to 4 Body Points from them to themselves. A creature may not be lowered below 1 Body Point by this Chant.
Blind Faith ✦7 Once Per Game
The focus of this Chant receives a strange sense of calm and focus, gaining 2 extra Attack Dice and 2 attacks per turn for 1D6 rounds.
Invocations
✦8  Koden — Spirit of Health Once Per Game
The Shaman may heal anyone they touch for as many Body Points as they currently possess. The Shaman may not attack while this Invocation is active. Lasts 1D6 turns. Will not give a character more than their starting total.
✦9  Pofku — Spirit of Fury Once Per Game
The Shaman is filled with great strength — all undefended damage they deliver is doubled for 1D6 turns.
✦10  Hezra — Spirit of Fire Once Per Game
The Shaman is filled with the power of fire. Once per turn, they may send a powerful ball of flame into any two adjacent squares they can see — any character on those squares suffers 2 Body Points of undefendable damage. Hezra is a jealous spirit: the Invocation can continue indefinitely, but every round after the first the Shaman loses 2 Body Points. The connection may be broken at any time and is broken immediately if another spirit is invoked. The Shaman may not attack any Fire Elemental while under Hezra's power.
✦11  Balash — Spirit of Water Once Per Game
The Shaman harmonizes with elemental water. This grants two abilities: water breathing for 1D6 rounds, and the ability to liquefy — moving 2D10 spaces before returning to solid form. While liquefied, unsprung traps are ignored; sprung traps (especially pit traps) still block movement, though a liquefied character may enter a pit trap with no penalty. The Shaman may not attack any Water Elemental while under Balash's power.
✦12  Gedal — Spirit of War Once Per Game
The Shaman is filled with incredible hostility and power, gaining the ability to attack three times each turn for 1D6 turns.
✦13  Xeth — Spirit of Air Once Per Game
A pillar of air surrounds the Shaman, granting flight. Flying characters avoid all traps, sprung or unsprung. Flight also grants 3 extra movement dice. When the Invocation ends, the Shaman settles to the dungeon floor and is subject to any traps on the space they land. Lasts 1D6 turns. The Shaman may not attack any Air Elemental while under Xeth's power.
✦14  Sebof — Spirit of Earth Once Per Game
The Shaman's skin becomes as hard as granite, granting 3 extra Combat Dice when defending. Lasts 1D6 turns. The Shaman may not attack any Earth Elemental while under Sebof's power.
✦15  Whyta — Spirit of the Storms Once Per Game
The Shaman is filled with the raw power of storm. Two effects strike all characters in the same room (or within 3 spaces outdoors) — the Shaman is unaffected:

Lightning: 3 Body Points of damage. All victims roll 2D6 — each 5 or 6 reduces damage by 1.

Torrential Rain: Roll 1D6 — on 1–3, lose 1 turn; 4–5, lose 2 turns; 6, lose 3 turns.

May not be used in corridors.
✦16  Daes — Lord of the Spirits Once Per Game
The Shaman's hands begin to glow and tingle with power. Anything they touch dies instantly. This Invocation lasts only one turn.
✦17  Azeed — Spirit of Balance Once Per Game
The Shaman drops to their knees in chanting meditation. As their eyes roll back, all non-magic creatures in the room drop to the ground and writhe in agony until they explode. The Shaman takes damage equal to the amount required to destroy the largest creature.
Footnotes & Design Notes

✦1 The most important change from the original: the healing prayer has been removed and is now coded directly into the characters.

✦2 Dice score lowered from 6 to 3; duration increased to two rounds.

✦3 No change.

✦4 Dice score lowered by one; duration reduced from 1D6 turns to 2 turns.

✦5 Due to the 3-dice prayer system, the Wrath threshold has been increased from 12 to 16.

✦6 A limit added so that the Drain cannot kill a creature.

✦7 No change.

✦8 Original invocations all lasted 1D6 turns; duration is now specified individually per invocation. The standard "will not exceed starting total" limit has been added.

✦9 No change.

✦10 Significantly reworked. Original text only said "Fire Breathing" — damage amount, mechanics, and Hezra's personality were added. The restriction on attacking Fire Elementals was also added for thematic consistency.

✦11 Original only said "Water Breathing." Expanded to include liquefaction. Elemental restriction added.

✦12 Rewording; no real mechanical change.

✦13 Added specifics on how the Flight mechanic works (consistent with the Flight spell). Elemental restriction added.

✦14 Rewording; elemental restriction added. No other change.

✦15 Significantly expanded. Original only granted lightning — but Whyta is a Storm spirit, not merely a lightning spirit. Rain effect added for thematic power.

✦16 Deliberately weakened from the original. A 1D6-round instant kill was considered too powerful.

✦17 No change.