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-You start with two of these known, see the Invocation Starting Move
-on Page 45 for details.
-Only one Ongoing invocation or spell can be maintained at a time.
-The Risk of an Invocation usually only happens when you choose it on
-a **7-9**, but something like it or worse may happen when the GM says
-what happens on a **6-**.
-An Invocation’s Greater effect only happens when certain Advanced
-Moves unlock it.
-
-### Bestow Curse
-A foe you touch has their Armor reduced to 0 or is struck by some
-supernatural disease, blindness, or another affliction for a few
-minutes.
-**Risk:** You also suffer the effects of the curse.
-**Greater:** On a **12+**, the effect lasts as long as you’d like, including
-permanently.
-
-### Bless
-For the remainder of this scene, an ally gains Advantage Forward and
-either **+1** Armor or **+1** condition inflicted the next time they hurt
-someone - you choose when you Bless them.
-**Risk:** You also receive Disadvantage Forward.
-**Greater:** They have Advantage Ongoing for the scene, instead of just
-Forward.
-
-### Cause Fear (Ongoing)
-Name an individual or a type of mortal creature. While they can see
-you they are filled with dread, causing them to recoil and back away -
-the weak and cowardly among them must outright flee.
-**Risk:** Instead of simply recoiling or fleeing, they might act aggressively,
-rashly, or unpredictably.
-**Greater:** On a **12+**, even the mighty and strong-willed must flee.
-
-### Contact Spirits
-You speak with a departed soul whose body is nearby or whom you
-knew when they were alive. Their spirit manifests for the scene, and
-will answer any one question you ask to the best of its ability before
-it returns.
-**Risk:** Their answers are vague or veiled, as they are either unable or
-unwilling to answer you clearly.
-**Greater:** On a **12+**, you can ask them any number of questions for the
-scene.
-
-### Dismiss
-A nearby otherworldly entity or spirit is banished from the world or
-back to whatever tethers it here.
-**Risk:** As it leaves it manifests a curse, harm, or a way to return later,
-the GM will say how.
-**Greater:** On a **12+**, ordinary entities are utterly destroyed, and the
-strongest are driven away with whatever tethers them here destroyed.
-
-### Empower (Ongoing)
-Filled with your deity’s power, you or an ally treats one stat as **+3** and
-ignores conditions on it (both for rolls and for XP).
-**Risk:** Once the effect ends, the one(s) who benefited suffers two
-conditions from exhaustion.
-**Greater:** You can affect both yourself and ally. The same stat is
-empowered for both of you.
-
-### Illuminate (Ongoing)
-A magical light emits from you or something you touch, piercing
-darkness, illusions, and trickery.
-**Risk:** The enemies of your deity can sense this light from a great
-distance.
-**Greater:** The light is blinding to all who look at it and enemies of your
-deity can’t bear to be near it.
-
-### Message
-A message you speak is instantly delivered to a person of your
-choosing, no matter where they are.
-**Risk:** It won’t be delivered instantly.
-**Greater:** When they receive the message, they can also respond with
-a single message in kind to you.
-
-### Procure
-You miraculously have just the mundane item you need, as if you had
-spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
-nearby.
-**Risk:** You don’t have exactly what you need, but something similar.
-**Greater:** The item is of superb make, perhaps with an additional
-feature or quality.
-
-### Safeguard (Ongoing)
-An ally either gains Advantage Ongoing to Defy or is protected from
-something pertaining to your deity’s domains (you choose when this
-is invoked).
-**Risk:** When this effect ends, those affected must fulfill a demand of
-your deity or suffer a condition.
-**Greater:** On a **12+** all your allies are affected.
-
-### Sanctuary (Ongoing)
-As you perform this invocation, you walk the perimeter of an area,
-consecrating it to your deity. As long as you stay within this area, you
-know when someone enters it or when someone within it acts with
-malicious intent.
-**Risk:** You only know when someone within the area acts with
-malicious intent, but not when someone enters.
-**Greater:** On a **12+**, none can enter the sanctuary without your express
-knowledge and consent.
-
-### Speak in Tongues
-You can clearly speak with and understand any sentient creature for
-the scene.
-**Risk:** You can understand them, or they you, pick one.
-**Greater:** Nearby allies can also be affected.
-
-### Transcend Surroundings (Ongoing)
-A nearby physical obstacle, hazard, or environment no longer poses
-any threat to you.
-**Risk:** It does still pose a threat but you have Advantage Ongoing to
-Defy it.
-**Greater:** The effect extends to nearby allies.
-
-### Unleash Wrath
-Your deity’s power harms an enemy, usually inflicting a condition
-(Forceful, Distinctive, Piercing).
-**Risk:** It isn’t Piercing.
-**Greater:** On a **12+** they are also briefly stunned.
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