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.