Updated 12/14/02
201
Calm
DURATION: 1 minute per level
Under the influence of this spell, the target
person or creature is soothed and calmed, inhibiting them from engaging in
aggressive behavior. Actions involving combat or the casting of spells are
not possible while in the calmed state.
NOTE: The target of this spell receives a spirit
warding to avoid the effect.
202
Spirit Shield
DURATION: 1200 seconds + 60 seconds
per major spirit spell known
The caster uses his or her Spiritual powers to
influence the surrounding Spirits to provide additional physical
protection to the target of the spell.
NOTE: The spell provides an additional +10 to
Physical DS.
203
Manna
Through the use of this spell, the
caster calls into being special food with potent qualities. Persons who
partake of the magically created food, and then take time to rest and
relax will experience accelerated healing and accelerated mana point
recovery.
NOTE: Food created by this spell loses its
potency quickly unless it is specially preserved. As the food
deteriorates, it may actually become poisonous. The caster creates one
mouthful of the special food for each level of experience.
204
Unpresence
DURATION:
1200 seconds + 60 seconds per major spirit
spell known
Through this spell, spiritual forces are
invoked to protect the target of the spell from many magical means of
location. While persons with this spell in effect on them will not find it
any easier to initially conceal themselves in a hiding place, they will
find that it improves their ability to remain hidden when others search
for them.
205
Light
DURATION: 1 minute per level
The spiritual forces are used to invoke the
Spirits of Light, influencing them to provide greater illumination in the
immediate area where the spell is cast. The additional illumination may
make possible actions that could not be performed in darkness, and may
enhance the combat ability of everyone in the illuminated area. The sudden
illumination of an otherwise dark area may reveal hidden persons or
creatures.
206
Darkness
DURATION: 1 minute per level
Being similar to the Light spell, this spell
invokes the Spirits of Shadow and Darkness to dim the illumination in the
immediate area where the spell is cast. Combat conducted in a darkened
area is done so with reduced abilities. Some actions that require good
illumination may not be possible in a darkened area. People may find it
easier to hide and remain hidden in darkened areas.
207
Purify Air
DURATION:
1200 seconds + 60 seconds per major spirit
spell known
This potent manipulation of spiritual forces
that lie within each of us bolsters the ability of the target person to
withstand the ravages of a hostile environment. The effect gives enhanced
warding against gaseous poisons, in some circumstances allows the person
to actually breathe underwater, and according to some reports has allowed
persons to survive in total vacuum.
208
Living Spell
This spell enables the caster to
transfer a prepared spell from another person. Transfer of the spell is
one way only, from the target to the caster. The target person will lose
mana points as if they had cast the spell being transferred, as well as
face a possible loss of spirit points, not to exceed their maximum spirit.
The caster who receives the spell will also have to expend mana points
when casting the spell that has been transferred.
NOTE: The caster will meet some resistance when
attempting to transfer a spell that they do not actually know. The amount
of resistance met will vary in difficulty depending on whether the spell
is from the caster's own circle, a major or minor circle available to the
caster, or some other circle not available to the caster. Both the caster
and target risk suffering damage if the transfer of a spell fails.
209
Untrammel
By channeling his or her will, the
caster is able to use this spell to dissolve the webs cast by both natural
and magical spiders of all sizes.
210
Silence
DURATION: 5 seconds per level
Through the spiritual forces, the caster is
able to influence the Spirits of Sound to place a pall of silence over the
target of this spell. The target person or creature will be unable to
speak, sing, or prepare or cast a spell.
NOTE: The target of the spell receives a Spirit
warding to avoid the effects of the spell.
211
Bravery
DURATION:
1200 seconds + 60 seconds per major spirit
spell known
This spell enables the caster to draw upon the
surrounding Lesser Spirits for additional courage and confidence in
battle. The caster's mental and physical fortitude is bolstered making
them more effective in combat as well as strengthening their will against
fearsome foes.
NOTE: Because of the unique and personal nature
of this spell, it cannot be cast on others. The caster realizes +15 to
their Physical AS, and is afforded some protection against certain types
of fear.
212
Interference
DURATION: 1 minute per level
The caster of this spell is able to use the
spiritual forces to exert influence over the Lesser Spirits in the
immediate area to interfere with the actions of the target person or
creature. This interference results in diminished combat ability.
NOTE: The target of the spell receives a Spirit
warding and if that roll is failed, suffers a -15 penalty to Physical AS.
213
Minor Sanctuary
DURATION: 5 minutes plus 10 seconds per
level
By mustering the power of the surrounding Lesser Spirits, the caster
is able to employ this spell to create an area that is relatively safe
from danger. This increased security will allow both the Cleric and Empath
to practice their profession in greater security. While this spell is in
effect, most creatures will avoid entering the area of the spell. Persons
or creatures that are in the area will not be able to hide from or steal
from others.
214
Bind
DURATION: 5 seconds per level
The caster uses this spell to call upon the
surrounding Lesser Spirits to hold the target person or creature immobile.
NOTE: The target of this spell receives a Spirit
warding to avoid the effects.
215
Heroism
DURATION:
1200 seconds + 60 seconds per major spirit
spell known
The caster of this spell is able to draw
additional fortitude from the surrounding Lesser Spirits. This serves to
bolster the caster's courage and confidence, thus improving the caster's
combat effectiveness. The spell helps to bring the caster's mind and body
into focus, allowing the caster to recover from both physical and mental
fatigue at a faster rate.
NOTE: The unique and personal nature of this
spell makes it impossible to be cast on another person or creature; the
magic is effective on the caster only. The caster will realize a +25 to
Physical AS and increased health point and mana point recovery.
216
Frenzy
DURATION: 5 seconds per level
The caster employs this spell to drive the
target person or creature into an intense state of combat frenzy. The
target of the spell is influenced in a manner such that they will take no
special action to defend themselves in combat. Instead, the target
creature or person will focus all of their available skill in a frantic
attack.
NOTE: The target of this spell receives a spirit
warding to avoid the effect of the spell. Failure of that roll forces the
target to take a fully offensive stance, where it will remain for the
duration of the spell.
217
Herb Mastery (NOT implemented)
Wild herbs, fruits, and other plants can
be found through the land of Elanthia. Many of the naturally occurring
plants have special properties when properly employed but are often
useless, and in some cases actually dangerous, when employed by the
unskilled. This spell allows the caster to prepare many of the commonly
found flora to bring out their natural efficacy.
218
Spirit Servant (NOT implemented)
DURATION: 1 minute per level
Through the use of this powerful spell, the
caster is able to manipulate the spiritual forces to bind a Lesser Spirit
to their service for a short time. The spirit bound in this manner takes
on a corporeal existence by drawing on the very life force of the caster.
In this way, the bound spirit is able to manipulate small physical items
and perform other simple tasks at the caster's behest.
NOTE: The caster of this spell does not actually
lose Spirit Points at the time that this spell is cast. The caster, in
fact, will see no reduction of points at all if the Spirit Servant is
released from service prior to the expiration of the spell. If the spell
duration expires before the caster releases the spirit from service, or
the spirit meets with some other untimely end, then the caster will suffer
a loss of four spirit points.
219
Spell Shield
DURATION:
1200 seconds + 60 seconds per major spirit
spell known
Through the use of this spell, the caster is
able to call upon the Spirits of Power to form a powerful barrier against
magical attacks.
This spell grants a +30 to spirit TD as well as a
+50 to bolt DS, except acid.
Self-cast only.
220
Major Sanctuary
DURATION: 30 seconds per level
This extremely powerful spell allows the caster
to call into being a magical portal leading to a special place of safety.
The caster is able to call upon their special relationship with their
patron Greater Spirit or Lord of Liabo to provide them with a place of
refuge in which they may rest and practice their arts and skills in
relative safety.
225
Transference
The caster of this spell is able to use
the spiritual forces to transfer themselves to the physical location of
the target individual. Transference of this type is effective on the
caster only, and some magical or natural occurrences may prevent this
spell from operating properly.
230
Spirit Hunter (NOT implemented)
DURATION: 12 rounds
Through the use of spiritual forces and this
spell, the caster is able to call forth a potent Lesser Spirit that will
attach itself to the target of the spell and slowly drain the very life
essence from that person or creature. The Silent Slayer will plague the
individual or creature for the duration of the spell, or until death
occurs, whichever comes first.
NOTE: The target of this spell receives a Spirit
warding to avoid the effect of the spell. In some cases, after a
particularly high warding result, the Silent Slayer will actually turn
upon the caster. When the Silent Slayer attaches itself to a person or a
creature, it drains the spirit points from that person or creature at the
rate of 1 points per 15-second round for a maximum of 12 rounds, or until
death occurs.
250
(NOT implemented)
The nature of this spell is unknown to
the world at this time.