Minor Spirit Spell Circle

Updated Dec 14, 2002

101 Spirit Warding I
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
+10 bolt DS, except acid 
+10 spirit TD

102 Spirit Barrier
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
Creates a 10' x 10' x 10' wall of dense churning air around target.
-50 to all attacks that must move through it (either in or out). Elemental attacks are affected because they consist of a physical attack.
NOTE: The affected character/creature has a bonus to defense but a penalty when attacking. This can be useful if you cast it on a creature you intend not to fight but have to stick around (or get around) for some reason, or if you want to use nonelemental attacks.

103 Spirit Defense
DURATION: 1800 seconds + 90 seconds per minor spirit spell known
Creates a bright aura about the target, making him/her appear more powerful, and bestows a +10 to his/her DS.

104 Disease Resist
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
Target gets an additional spirit warding against any disease if the first one fails.

105 Poison Resist
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
Target gets an additional spirit warding against any poison if the first one fails.

106 Spirit Fog
DURATION: 1 minute per level
Causes a room to be flooded with fog (works indoors or outdoors). This imparts a +30 to everyone's/thing's strength and increases the ease with which you can hide.
NOTE: Like Spirit Barrier, this is useful in specific instances where you want to lower your risk at the expense of your physical attack odds. Unlike Spirit Barrier, this affects everyone in the room.

107 Spirit Warding II
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
+25 bolt DS, except acid
+15 spirit TD

108 Stun Relief
Will un-stun the target.
NOTE: Entirely effective, but at 8 mana points is expensive. In life or death situations this could be vital, however.

109 Dispel Invisibility
Will dispel invisibility on any character/creature on the room which fails a spirit warding.
NOTE: Does not work on invisible objects (which are rare).

110 Unbalance
Calls upon the spiritual forces to impact the target if their spirit warding fails. The target would then suffer an injury from the unbalancing injury table. The severity is determined by how badly the spirit warding failed.
NOTE: Although this acts like an elemental attack spell, it is not subject to physical laws and is not aimed. A successful attack is a guaranteed injury. These injuries tend to cause a foe to fall (and then you can follow up with an attack), however it can do significant damage of its own.

111 Fire Spirit
Will fire a ball of bright light high into the sky which can be seen by anyone standing outside. Do this only when standing outside, or it will rebound on you!  If cast at a target it acts as a Major Fire attack.

112 Water Walking
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
Allows the caster to walk on water as long as the spell lasts. This only works on smooth water and is ineffective on large open lakes, a rapid river or an ocean, however it is good for submerged areas frequently found in deep dungeons.

113 Undisease
Will remove 1 disease from a given target.
NOTE: Effective on any disease of any strength.

114 Unpoison
Will remove 1 poison from a given target.
NOTE: Effective on any poison of any strength.

115 Spirit Burst
DURATION: 5 seconds per level
Causes the spiritual forces to grant the caster the ability to say just the correct word that will stun a given sentient being into immobility for up to 5 sec/lvl of caster depending on how well it works.

116 Locate Person
Can be cast on any character in the game and will give you a brief vision of where they are, provided they are within the same geographical area.  You cannot locate people in other towns, ie. from Wehnimers Landing to Icemule Trace, or from Teras Isle to Pinefar.
NOTE: If you know your geography, this should help you find someone pretty quickly. This spell sometimes fails to work in certain locations, due to magical instabilities in that area.

117 Spirit Strike
DURATION: 1 swing
Calls upon the spiritual forces to provide guidance for a brief period of time. This imparts a +75 bonus to the next physical (or elemental attack).

118 Web
Casts a sticky web, to entrap the target.

119 Herb Production
Causes a random healing herb to grow instantly on the ground (works only outdoors). There is no way to predict which herb will grow.

120 Lesser Shroud
DURATION: 1200 seconds + 60 seconds per minor spirit spell known
Similar to Spirit Defense except caster appears to be a minor god (an illusion). 
This bestows a +25 to generic DS and +20 to spirit TD.
Self-cast only.

125 Call Lightning
Caster causes multiple lightning bolts to strike a target within the room. This spell only works outdoors and requires about 20 seconds for the storm cloud to form before the attack will take place.
NOTE: The storm cloud will strike the target with a random amount of lightning bolts, usually 3 or 4. Shocking!

130 Spirit Guide
Causes a caster and his or her group to return somewhere, not necessarily the nearest mana focus.  There is a significant chance the spell will fail and transport the caster and their group to a random point within the target area.  This will often include dangerous areas where creatures wander freely.  The caster can also expect to be forced into an offensive stance and incur a hefty round time.  Another possible side effect includes feeling extremely sick and possible vomiting.  This is a powerful teleport spell and is useful for getting a party out of danger quickly.
NOTE: Everyone who is joined to the caster will teleport with him/her. You can use HOLD HANDS WITH <character> to hold onto someone who is otherwise incapacitated.   Great for evacs!

150 Wall of Force
DURATION: 600 seconds + 5 seconds per minor spirit spell known
Creates a wall of force that strongly resists attacks. The wall will follow the caster and position itself to fend off attacks while letting outgoing attacks pass without penalty. This spell bestows a +100 to the caster's DS.
Self-cast only.