“A prayer given freely still costs the healer more than the healed will ever know.”
— Chapel Wall, Minos

Clerics

Clerics are Irrupt’s healers and supplicants — prayer in place of spellcraft, offered up rather than cast, though it draws on the same current a Mystic bends to cruder ends. Seven Circles mark the road from a novice’s first prayer to a finished one, a steadier climb than a Rogue’s and shy of a Mystic’s long road to mastery.

Praying, Not Casting

Type /pray <name> to pray — tab-complete suggests only the prayers you’ve actually learned, unlike MagicSpells’ own generic /cast, which is why Clerics use /pray instead (typing /cast yourself gets redirected). Check what you know and how many prayers you have left today with /myprayers.

The Cleric’s Staff

Every Cleric begins their journey with their staff — a physical object that helps channel the energy of their goddess. While holding the staff, right-click to select a prayer, and left-click to cast it. More about the Cleric & Mystic Staffs.

Bind and Unbind — Every Cleric’s Wand

Two prayers sit outside the Circle system: every Cleric knows Bind and Unbind from day one, and neither ever touches your daily budget. /pray bind <prayername>, prayed while holding any item, turns that item into a wand for a prayer you already know — right-click it to cast from then on instead of typing the trigger. /pray unbind clears whatever’s attached to the item in your hand. Binding doesn’t teach you anything new; you still have to actually know a prayer first.

What a Prayer Costs You

Here’s where Clerics diverge from every other spellcaster: a prayer doesn’t cost hunger, it costs a sliver of your own health — capped so it can never actually kill you, but real all the same. Healing others is, quite literally, drawn from your own life, not conjured from nothing. Budget for that the way you’d budget for hunger anywhere else.

Like Mystics, you get one cast per prayer you know, per day, shared across your whole list — with a handful of especially powerful prayers capped even tighter on top of that. The only way to refill it is sleeping through an entire night, not just lying down and getting up early.

The Circle System

Each new Circle grants you a random handful of that Circle’s prayer pool — permanently, and not the whole pool at once, exactly like a Mystic’s progression. No two Clerics at the same Circle necessarily know the same prayers. For prayer-by-prayer detail, see Cleric Prayers.

Pledge a Goddess (Circle 3+)

This is the one thing no other class does. Once you reach Circle 3, your prayer rolls stop until you choose a patron with /pledge — Voppe, Biille, or Krathk. From that point on, every prayer you roll has to belong to both your current Circle’s pool and your chosen goddess’s — your pledge permanently narrows and shapes which of each Circle’s prayers you’re even eligible to learn. There’s no swapping goddesses mid-life once you’ve chosen, so it’s worth thinking about which one matches how you actually want to play before you commit.

Healing Feeds Your Growth

Prayers aren’t the only way to earn XP as a Cleric — landing a healing splash potion on another player counts too, and it rewards you more the more people you catch in the splash at once. Between that and casting itself, playing a Cleric the way a Cleric is meant to be played is naturally how you climb.

No Restrictions

Unlike Rogues or Mystics, Clerics carry no armor limits and no bans on enchanting or brewing. Wear what you can afford, enchant what you can find, brew what you need — nothing about the class holds you back there. Your limits come from your health pool and your daily prayer budget, not your gear.

Healing Cures More Than HP

Heal doesn’t just top off health — it also clears a broken bone, bleeding, or dizziness outright, the same as using a Bandage. A Cleric with a Heal prayer ready never needs to carry one.

Your Presence Alone Helps

A Cleric doesn’t need to lift a finger to be useful. Just being nearby — online, within a few blocks — speeds up how fast anyone hurt around you recovers from a broken bone or a bleeding wound. No prayer required, just proximity. It’s one more reason a party wants a Cleric close, and one more reason to become one yourself.

Starting Out

A new Cleric life begins with a simple weapon, a decent chance at a healing potion, and something to eat — modest, but exactly enough to get your first prayers rolling.