Minor Elemental Spell Circle

401 Elemental Defense I
DURATION: 1200 seconds + 60 seconds per Minor Elemental spell known, stackable
+5 to Physical DS
+5 to Elemental warding

402 Presence
DURATION: 2 seconds per level
When cast on a person, this spell allows the target to detect any hidden or invisible people or creatures in the same room. NOTE: Detecting a hidden or invisible character simply reveals that they are present. The exact location of the hidden or invisible character is not disclosed, therefore they remain hidden or invisible and the target character cannot direct actions against them. This spell can also aid in finding a trap, but not in the actual disarming.

NOTE: Use of Presence will aid in spotting traps while disarming them.

403 Picking Enhancement
DURATION: 30 seconds + 1 second per level; stackable
Picking Enhancement assists the spell's target in manual and magical lockpicking attempts.

For manual lockpicking, success factors include the caster's level, the caster's Pick Locks skill, the caster's Minor Elemental spell ranks, and the target's Dexterity bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.

For magical lockpicking, the target of the Unlock spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Picking Enhancement upon them.

If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.

Additional casts will extend the duration of the spell (stackable), but does not change the bonus.

Rangers may have their imbued items imbedded with Picking Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.

 

404 Disarm Enhancement
DURATION: 30 seconds + 1 second per level; stackable
Disarm Enhancement assists the target in manual and magical disarming attempts.

For manual disarming, success factors include the caster's level, the caster's Disarm Traps skill, the caster's Minor Elemental spell ranks, and the target's Intuition bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.

For magical disarming, the caster of the Disarm spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Disarm Enhancement upon them.

If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.

Disarm Enhancement not only aids with disarming, it is also a useful tool for the ranged weapon user. The spell's calming and focusing nature can provide a small aiming bonus. The bonus can be applied by the archer himself or by another caster.

Additional casts will extend the duration of the spell (stackable), but does not change the bonus.

Rangers may have their imbued items imbedded with Disarm Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.

405 Elemental Detection
DURATION: Immediate
When cast on a person or creature, this spell will reveal the nature of any spells that may currently be in effect. When cast on an object, this spell will reveal the exact nature of any spell that may be stored in an object, such as a wand, or in the case of an enchanted weapon or armor, will reveal the plus of the object, or will indicate other special abilities of the object.
NOTE: The amount of information provided by this spell is directly related to the level of the caster. The caster will not be able to identify spells of a higher level than his/her own level. As the caster advances in level, more information regarding the nature of magical items will be revealed, including the number of charges in an item, the exact plus of weapons and armor, and other special qualities of items. Some magicks are so potent or complicated as to be resistant to this spell.

406 Elemental Defense II
Duration: 1200 seconds +60 seconds for every Minor Elemental spell known, stackable
+10 to all Defense Strength (DS) types, +10 to Elemental Target Defense (ETD)
This spell affords some moderate protection from all attack types.

407 Unlock
DURATION: Immediate
Causes closed and/or locked containers or doors to pop open.
NOTE: The percentage chance of success is based on the aura of the caster and the caster's level. Any attempt to cast this spell has a chance to set off a trap that may be a part of the locking device. This spell is enhanced by the use of Picking Enhancement. Certain types of boxes are immune to the effects of this spell.

408 Disarm
DURATION: Immediate
Causes a trap on a container or door to be disarmed.
NOTE: The percentage chance of success is based on the aura of the caster and the caster's level. An unsuccessful attempt to cast this spell may set off any resident traps. A successful cast on a trapped mechanism will provide positive indication that a trap has been disarmed, but a successful cast on a mechanism free of traps, or a failed cast will not necessarily reveal the presence of or lack of a trap. This spell is enhanced by the use of Disarming Enhancement.  Certain types of traps will actually be set off by this spell and certain boxes are immune to the effects of this spell.

409 Elemental Blast
DURATION: Immediate
This spell is an attack against the target using pure elemental power.
NOTE: The target character or creature that fails a spirit warding is subjected to a crushing injury. The severity of the injury is based on the degree of the spirit warding failure, and the difference in levels between the caster and the target.

410 Elemental Wave
DURATION: Immediate
This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area.
NOTE: The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone.

411 Elemental Blade
DURATION: 4 strikes/level
This spell adds a magical +20 to the AS of a weapon and provides that weapon with the ability to inflict intermittent blasts of special types of damage.
NOTE: The weapon that this spell is to be cast upon must be free of any other magical or holy enchantments.

The
ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.

412 Weapon Deflection
Duration: 60 seconds + (5 * difference in level between caster and target) (not cumulative, minimum 60 sec.)
This spell causes the target to suffer a -25 AS penalty.
NOTE: This spell is subject to a Spirit Warding Roll.

413 Elemental Saturation
DURATION: 10 seconds per level
This spell causes the target to suffer a -25 penalty to all Spirit Warding.
NOTE: This spell is subject to a Spirit Warding at normal modifications.

414 Elemental Defense III
DURATION: 1200 seconds + 60 seconds for every Minor Elemental spell known; stackable
+20 to Physical DS
+15 to ETD

415 Elemental Strike
DURATION: Immediate
This spell is a powerful attack against the target using pure elemental power.
NOTE: A Spirit Warding applies to this spell.

416 Piercing Gaze
DURATION: Immediate
This spell allows the caster to see into, behind or under some containers.
NOTE: Many containers carry natural resistance to the power of this spell based on the material used in the construction of the container, and some are completely immune to its effects. This spell also has a risk of setting off any trap which may be present in a locking device.

417 Elemental Dispel
DURATION: Immediate
When cast on a character or creature, this spell will have one of the following effects:
     Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell.
     Cause a magical effect in force on the target to be canceled.
     Cause the target to lose part or all of their Mana Points.
When cast on an item, this spell has a chance to drain charges, dispel any stored spells, remove part or all of an enchantment, or remove some other special quality.
NOTE: The effect of casting on a character or creature is in order of precedent stated. The chance of failure depends on the level of the caster and the level and type of stored spell or enchantment.

418 Mana Focus
DURATION: 1 minute per level (Not cumulative)
This spell allows the caster to temporarily gather the local elemental forces, creating a small Mana Focus.
NOTE: When handling raw elemental power, there is always a chance of failure, and a chance that the power will break free from control with chaotic results.

419 Mass Elemental Defense
DURATION: 1200 seconds + 60 seconds per Minor Elemental spell known
+20 to Physical DS
+15 to ETD
NOTE: If cast on a target other than him/herself, this spell operates as a normal defense spell, and will not radiate effects to characters joined to that target.

420 Magic Item Creation
DURATION: Permanent
This spell allows the caster to imbue any known spell of a lesser level into a specially prepared object.
NOTE: This spell allows for the creation of Wands, Staves, Rings, etc. Objects that are to receive the spell must be specially prepared or forged under stringent conditions and the component objects are typically only available from special merchants.

425 Elemental Targeting
DURATION: 900 seconds + 30 seconds for every Minor Elemental spell known
This spell provides a plus to the Attack Strength and Elemental Casting Strength of 25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.   It provides no benefit to Spirit Casting Strength, however it does provide a bonus to all other spell Casting Strength (+13, plus the number of Spell Ranks above 25 that the caster known in the Minor Elemental Circle divided by 4), to a maximum of +25.

430 Elemental Barrier
DURATION: 900 seconds + 30 seconds for every Minor Elemental spell known
This self-casting spell provides a bonus to all types of defense.
The amount of the bonus is +15 Defense Strength (Melee, Ranged, and Bolt DS) as well as Elemental Target Defense (TD), +1 for every 2 Minor Elemental spells known over 30.


435 Major Elemental Wave
DURATION: Immediate
This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.

The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone. If the player or creature's failure is sufficiently severe damage may also be incurred.

A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while inflight and some creatures are immune to its affects.

440 Unnamed
Nothing known

450 Unnamed
Nothing known