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Bard
Minor Elemental, Bard
Cleric
Major Spirit, Minor Spirit,
Cleric
Empath Major Spirit,
Minor Spirit, Empath
Paladin Minor Spirit,
Paladin
Ranger Minor Spirit,
Ranger
Rogue Minor Elemental,
Minor Spirit
Sorcerer Minor Elemental,
Minor Spirit, Sorcerer
Warrior Minor Elemental,
Minor Spirit
Wizard Major Elemental,
Minor Elemental, Wizard
| Minor Elemental |
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401 · Elemental Defense I [ELEMDEF1]
Duration: 1200 seconds +60 seconds for every Minor Elemental spell known,
stackable
Type: Defense
+5 to all Defense Strength (DS) types, +5 to elemental warding defense
This spell affords some minor protection from all attack types.
402 · Presence [PRESENCE]
Duration: 2 seconds per level
Type: Utility
When this spell is cast, it will improve the ability of the caster to detect
any hidden or invisible people in the room. The caster will also have more
acute perceptions for a short time. This improved perception can be
beneficial to the caster in a variety of activities.
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 caster cannot
direct actions against them.
Use Presence (402) to receive a bonus in spotting traps while utilizing the
DISARM command on treasure boxes.
403 · Picking Enhancement [PKENHANCE]
Duration: 30 seconds +1 second per level; stackable
Type: Bonus
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 [DSENHANCE]
Duration: 30 seconds +1 second per level; stackable
Type: Bonus
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 [ELEMDETECT]
Duration: Immediate
Type: Utility
When cast on a person or creature, the spell may reveal the nature of any
spells that may currently be in effect. When cast on an object, this spell
may reveal the nature and an estimate of the number of charges stored in an
item. This spell will not reveal the enchantment of weapons or armor, but
for wizards it will aid them in determining if an item is treated with
tempering potions prior to enchanting. It will also give them some basic
information concerning the enchanting project if they are the one who
tempered it. In addition, a wizard will also be able to detect if an item
has been duplicated. See Wizard spell Duplicate (918) for details.
The amount of information provided by this spell is directly related to the
number of elemental spells known by the caster. The caster will not be able
to identify spells of a higher level than his/her own level. Some magics are
so potent or complicated as to be resistant to this spell.
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406 · Elemental Defense II [ELEMDEF2]
Duration: 1200 seconds +60 seconds for every Minor Elemental spell known,
stackable
Type: Defense
+10 to all Defense Strength (DS) types, +10 to Elemental Target Defense
(ETD)
This spell affords some moderate protection from all attack types.
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407 · Unlock [UNLOCK]
Duration: Immediate
Type: Utility
Unlock can cause typical closed and/or locked containers or doors to pop
open.
The percentage chance of success is primarily based on the caster's level
and Aura bonus.
An attempt to cast this spell has a chance of setting off any undisarmed
trap that may be a part of the locking device.
This spell is enhanced by the use of Picking Enhancement.
Certain materials are naturally resistant to this magic.
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408 · Disarm [DISARM]
Duration: Immediate
Type: Utility
This spell disarms most traps found on containers or doors.
The chance of success is primarily based on the caster's level and Aura
bonus.
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 Disarm Enhancement.
Certain materials are naturally resistant to this magic.
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409 · Elemental Blast [ELEMBLAST]
Duration: Immediate
Type: Attack
This spell is an attack against the target using pure elemental power.
The target character or creature that fails a warding check is subjected to
an injury. The severity of the injury is based on the degree of the warding
failure.
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410 · Elemental Wave [ELEMWAVE]
Duration: Immediate
Type: Attack
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.
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.
A successful elemental wave may cause the affected creatures or characters
to be pinned to the ground for up to 20 seconds. The spell cannot affect
flying creatures while inflight and some creatures are immune to its
affects.
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411 · Elemental Blade [ELEMBLADE]
Duration: 4 strikes per level
Type: Utility
This spell adds a magical +20 bonus to a weapon and provides that weapon
with the ability to inflict intermittent blasts of special types of damage.
The weapon this spell is to be cast upon must be free of any other magical
or holy enchantments. The exact nature of the special damage imparted to the
weapon will vary depending on the element the caster is attuned to. Some
will find that the spell imparts blasts of heat, others will impart blasts
of cold, and others will impart blasts of electricity.
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.
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412 · Weapon Deflection [WPDEFLECT]
Duration: 60 seconds + (5 * difference in level between caster and target)
(not cumulative, minimum 60 sec.)
Type: Attack
This spell will cause the target to suffer a -25 AS penalty. The spell is
not subject to a warding attempt, making it virtually impossible for foes to
defend against (unless the target is immune to magic).
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413 · Elemental Saturation [ELEMSAT]
Duration: 10 seconds per level
Type: Attack
This spell causes the target to suffer a -25 penalty to all warding checks.
This spell is subject to a warding check at normal modifications.
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414 · Elemental Defense III [ELEMDEF3]
Duration: 1200 seconds +60 seconds for every Minor Elemental spell known,
stackable
+20 to all Defense Strength (DS) types, +15 to Elemental Target Defense
(ETD)
This spell affords powerful protection from all attack types.
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415 · Elemental Strike [ELEMSTRIKE]
Duration: Immediate
Type: Attack
This spell is a powerful attack against the target using pure elemental
power.
The target character or creature that fails a warding check is subjected to
damage from the initial strike, and if the target is not slain outright from
this strike injury, they are subjected to a powerful elemental flare for
additional damage. The severity of the flare is based on the degree of the
warding failure, and is more powerful than Elemental Blast. The sheer force
of this spell will typically knock a target to the ground.
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.
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416 · Piercing Gaze [PIERCEGAZE]
Duration: Immediate
Type: Utility
This spell allows the caster to see into, behind or under containers of all
types. When doing so, they stand a chance of spotting any traps.
Factors that contribute to the success of finding a trap include training in
the Perception skill, Minor Elemental spell ranks, Intuition bonus, Logic
bonus, and the spell Disarm Enhancement, which takes Aura bonus into
account.
Many containers carry natural resistance to the power of this spell based on
the material used in the construction of the container. This spell can also
cause some traps to be set off, which will strike the spell caster.
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417 · Elemental Dispel [ELEMDISPEL]
Duration: Immediate
Type: Attack
When cast on a character or creature, this spell will have one of the
following effects:
1. Cause the target to lose any prepared spell, along with the appropriate
number of mana points for that spell.
2. Cause a magical effect in force on the target to be canceled.
3. Cause the target to lose a portion, or all, of their mana.
When cast on an item, this spell has a chance to drain charges, dispel any
stored spells, or remove some other special quality. When cast on a weapon
or arrows/bolts it will remove the Elemental Blade or Minor Elemental
Edging.
There is no warding check for this spell. The effect of casting on a
character or creature is in the order given above. When cast on items, the
chance of failure and the results depend on the level of the caster and the
level and type of stored spell or enchantment.
Combining this magic with Spirit Dispel has been known to cause negative and
potentially dangerous effects on the target.
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418 · Mana Focus [MANAFOCUS]
Duration: 60 seconds per level; not cumulative or refreshable
Type: Utility
This spell allows the caster to temporarily gather the local elemental
forces, creating a minor Mana Focus. Note that this is not an earthnode.
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 and
catastrophic results. This can potentially be very deadly to the spell
caster, especially an unskilled one. Learning a spell is not the same as
mastery of a spell. The mana focus should remain for the duration of the
spell, or until shortly after the spell caster leaves the location of the
focus.
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419 · Mass Elemental Defense [MASSEDEF]
Duration: 1200 seconds +60 seconds for every Minor Elemental spell known
+20 to all Defense Strength (DS) types, +15 to Elemental Target Defense
(ETD) to all characters joined to the caster.
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. This spell is much like Elemental Defense III (414), except that it
will affect a group joined to the caster. It does not add an additional
defensive bonus when cast with 414, it will simply extend the duration of
414.
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420 · Magic Item Creation [MAGICITEM]
Duration: permanent
Type: Utility
This spell allows the caster to imbed a known spell into a specially
prepared object. Some very powerful spells cannot be imbedded.
This spell allows for placing spells into magical Wands, Rings, Rods,
Amulets, 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. Some rangers also have the
ability to imbue this capability into sticks which will become wands, or
staves that are useful for imbedding. See the IMBED command in game for
further assistance. This spell is very tricky for most novice spell casters,
so follow the directions carefully.
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425 · Elemental Targetting [ELEMTARG]
Duration: 900 seconds +30 seconds for every Minor Elemental spell known
Type: Bonus
This self-casting spell provides a bonus to attacks:
To the Attack Strength it gives a base 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.
To the Elemental Casting Strength it gives a base 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.
This spell affords no benefit to Spirit Casting Strength. It does provide a
bonus to all other spell Casting Strength (+13, plus the number of Spell
Ranks above 25 that the caster knows in the Minor Elemental Circle divided
by 4), to a maximum of +25.
Overtraining in Minor Elemental spell ranks does not yield additional bonus
past the caster's level.
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430 · Elemental Barrier [ELEMBARR]
Duration: 900 seconds +30 seconds fore every Minor Elemental spell known
Type: Defense
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.
Overtraining in Minor Elemental spell ranks does not yield additional bonus
past the caster's level.
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435 · Major Elemental Wave [MAJRWAVE]
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.
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.
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440 · Unnamed
Not yet implemented
Nothing is yet know about this spell.
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450 · Unnamed
Not yet implemented
Nothing is yet know about this spell.
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| Major Elemental |
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501 · Sleep [SLEEP]
Duration: 5 seconds per level
Type: Attack
A very relaxed feeling will overcome the target of this spell and dull its
senses, possibly causing it to fall into a magically induced slumber. The
actual effect depends on how badly the creature fails its elemental warding.
The mana cost for this spell is level of target/2 with a max cost of 20 mana
and a minimum cost of 1 mana. If cast from an item such as a wand, the
maximum level it will affect is 2nd level. If cast from a scroll, the first
mana point will come from the scroll and all additional mana required will
be taken from the caster.
Creatures which do not sleep (such as the undead) are unaffected by this
spell.
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502 · Spell Store [SPELLSTORE]
Duration: Special
Type: Utility
Often times the outcome of a battle is determined by who can react first.
Because the wizard often is hindered by lengthy gestures and chants, Spell
Store has become an invaluable first strike weapon.
After casting this spell, the caster can then cast any of his or her other
spells which will stay prepared for an extended period of time. The spell to
be stored must be cast within 30 seconds after Spell Store.
Note: Although spell store does hold a spell for a long time, it does not do
so forever; the exact time when this fails depends on the caster's activity.
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503 · Thurfel's Ward [THURWARD]
Duration: 1200 seconds +60 seconds for every Major Elemental spell known,
stackable
Type: Defense
Although the logic behind this spell is quite simple, its effect is very
potent. With a few quick gestures, the caster can cause glowing specks of
sparkling silver energy begin to spin around him or her. The result is that
the wizard gains +20 Defense Strength (DS), +1 for every 4 Major Elemental
spells known beyond 503.
With the increased defense bonus there is an increase in mana cost. The base
mana cost is 3, +1 for every 3 DS bonus over 20.
When Thurfel's Ward is cast upon others, the bonus is a flat +20 DS with a
flat mana cost of 3.
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504 · Slow [SLOW]
Duration: 60 seconds
Type: Attack
This spell makes the air surrounding its victim viscous, effectively slowing
down all actions. The result is that the target's actions/roundtimes take
longer. How much longer depends upon the skill of the caster as well as the
total roundtime of the action being attempted.
The target will experience a large increase in Roundtime (RT) based on the
Wizard's Elemental Lore, Air training; +1 RT at 100 skill, +2 RT at 200
skill, and a maximum of +3 RT at 300 skill.
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505 · Hands of Tonis [HANDTONIS]
Duration: 5 seconds +1 second per 2 warding failure
Type: Attack
Named in honor of the Arkati with similar powers, the Hand of Tonis spell
harnesses the power of the element of air to steal the breath from its
target, thereby stunning them! This spell is also useful to blow away clouds
and clear clutter from the area.
After training in 20 ranks of Elemental Lore, Air, Hand of Tonis becomes a
bolt spell if cast from a stance above guarded. Ranks over 20 increases the
Damage Factor (DF) of the spell's bolting capabilities.
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506 · Haste [HASTE]
Duration: 60 seconds
Type: Utility
In a not completely understood manner, invoking the magic of this spell
distorts time around the target. To the recipient, the world seems to slow
down, allowing them to react more quickly than naturally possible.
Fortunately, the power of the spell fuels the extra energy needed to operate
at an accelerated rate. The target's roundtime will be lower than normal.
How much lower depends on the skill of the caster as well as the roundtime
of the action being attempted.
The target will experience shorter Roundtimes (RT) enhanced by the Haste
spell based on the Wizard's Elemental Lore, Air training; -1 RT at 100
skill, -2 RT at 200 skill, and a maximum of -3 RT at 300 skill.
Note: This spell reduces the roundtime, it does not remove it. Regardless of
how much faster the target is able to move, they will never have a 0
roundtime. There will always be at least a 1 second RT.
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507 · Elemental Deflection [DEFLECT]
Duration: 600 seconds +15 seconds for every Major Elemental spell known,
stackable
Type: Defense
Since it is not always possible to carry a shield, this self-cast spell can
be a blessing. Elemental Deflection provides a bonus of +20 Defense Strength
(Melee, Ranged, and Bolt DS), +1 for every 2 Major Elemental spells known
over 507.
The increase bonus results in an increased mana cost. The base mana cost is
7, +1 for every 3 bonus.
Overtraining in Major Elemental spell ranks does not yield additional bonus
past the caster's level.
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508 · Elemental Bias [ELEMBIAS]
Duration: 600 seconds +30 seconds for every Major Elemental spell known,
stackable
Type: Defense
Because Elemental Deflection offers limited spell defense, this self-cast
spell can provide excellent additional protection. It works like Elemental
Deflection by creating an invisible minor shield around the caster, but this
one works against magical attack spells by adding +20 to elemental warding
defense.
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509 · Strength [STRENGTH]
Duration: 600 seconds +30 seconds for every Major Elemental spell known
Type: Bonus
An ancient spell which has long been a part of a wizard's spell book. The
strength spell enables the recipient to better utilize his or her body and
thus cause an apparent increase in strength. This has the effect of adding
+15 to the target's physical attack strength.
Training in Elemental Lore, Earth increases the Attack Strength (AS) bonus
provided by this spell. A minimum of 4 ranks of Earth Lore are required to
achieve a +1 AS increase, with the maximum increase of +16 AS achieved at
184 ranks. This added bonus is a self-cast benefit for the Wizard's use
only.
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510 · Hurl Boulder [HURLBOULDER]
Duration: Immediate
Type: Attack
A small boulder is shot from the palm of the caster to slam into an opponent
with devastating force. This is an elemental attack spell and uses the Aimed
Spells skill.
The spell will become more effective with increased training in Elemental
Lore, Earth.
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511 · Floating Disk [FLOATDISK]
Duration: Special
Type: Utility
The floating disk spell, which is believed to be one of Melgorehn's
inventions, creates an insubstantial disk that can be used to hold objects
by the target. The disk will follow the target around for the duration of
the spell and allows for the temporary hauling of objects from one place to
another. The disk's owner is the only one able to OPEN or CLOSE the disk.
Disk item capacity has a base of 8 (this includes items inside other items).
Training in Elemental Lore, Air increases item capacity. 10 ranks of
Elemental Lore, Air will increase the total item capacity to 9, with the
maximum of 20 items at 186 ranks. Floating Disk weight capacity is set at
500 pounds.
Floating Disk has an indefinite duration and will continue to exist until
the player logs off or disconnects or some other situation breaks the
magical 'thread' which binds the disk to its owner. When this happens, the
disk will vanish and the objects will fall to the ground.
Wizards casting this spell upon themselves will discover the description of
the disk is more colorful. It is believed that certain types of gems and
other objects normally found as common loot can be used to influence the
results of casting this spell by wizards upon themselves. It has proven
ineffective for other professions.
Note: GemStone IV will attempt to keep the disk around for awhile after a
disconnect so the caster can attempt to reconnect; this duration is only a
couple of minutes -- so get back online fast. We cannot be responsible for
objects lost while being transported on a disk. Also remember that any items
forgotten and left in a disk when the owner leaves will not be replaced if
lost. Most wizards will advise owners to never put precious items in a disk.
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512 · Ice Patch [ICEPATCH]
Duration: Determined by warding failure
Type: Attack
Untargetted, this spell allows a caster to create a large patch of slippery
ice, covering much of the surrounding area. Characters and creatures trying
to engage in melee or thrown weapon combat on the ice patch will find that
they may slip either before or after an attack is made. Training in
Elemental Lore, Water increases both the duration of the patch and how
effective it is at making the opponent slip and fall, with possible damage.
If Ice Patch is directed at a specific target, it will root them in place,
hampering combat. Then, with Elemental Lore, Water training, it is possible
to cast Minor Water (903) at the target and it will convert to minor cold
(the spell found in blue wands). 10 ranks of Elemental Lore, Water will
allow one cast of 903-converted minor cold, with the maximum being thirteen
casts at 196 ranks.
Elemental Lore, Water bonus thresholds: 10, 20, 31, 43, 56, 70, 85, 101,
118, 136, 155, 175, and 196 ranks.
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513 · Elemental Focus [ELEMFOCUS]
Duration: 600 seconds + 30 seconds for every Major Elemental spell known,
stackable
Type: Bonus
This spell will give the caster/target a bonus of +20 to their spell Attack
Strength (AS) and a penalty of -40 to their physical AS. The caster/target
will receive a +1 bonus to their spell AS for every two Major Elemental
spell ranks over 13, capped at the caster's level.
For example, if the caster has 23 Major Elemental spell ranks, the spell AS
bonus will be +25.
The duration for 513 Elemental Focus is significantly shorter when cast at a
target.
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514 · Stone Fist [STONEFIST]
Duration: Approximately 15 seconds + 1/4 warding
Type: Attack
Using the elemental powers of Earth, the Wizard is able to conjure a massive
stone fist. This fist will grab on to the enemy, leaving it rooted where it
stands, and hampering combat. The Wizard may then direct the stone fist to
weaken the foe into submission, enabling him to attack with the final blow.
While held by one stone fist, targets are immune to additional casts of the
spell. After the initial 14 mana cast, the fist remains linked to the
caster's hand. Using various hand gestures, the caster can command the fist
to act. These commands require additional mana and are subject to the rules
of normal casting. To invoke an action, it must be targeted at the foe held
by the caster's stone fist.
Stone Fist commands:
WAVE (2 mana) The fist will wave the target, leaving it somewhat disoriented
and confused, adding Roundtime. This will not break the fist's hold on the
target.
PUSH (2 mana) The fist will push the target to the ground, leaving it
somewhat disoriented, knocking it down and adding Roundtime. This will break
the fist's hold on the target.
THROW (3 mana) The fist will throw the target to the ground violently,
causing it to sustain damage and knocking it to the ground. This will break
the fist's hold on the target.
The following commands require training in Elemental Lore, Earth to use
consistently. SLAP requires the least Lore skill out of the three, while
POUND requires the most Lore skill.
SLAP (4 mana) The fist will slap the target, causing damage. This will break
the fist's hold on the target.
CLENCH (6 mana) The fist will squeeze the target in its grasp, crushing it.
This does damage to chest, back, and abdomen. This command does not break
the fist's hold on the target.
POUND (8 mana) The fist will pound the target on the ground while keeping it
in its grasp. Damage to head/neck or limbs only. This command does not break
the fist's hold on the target.
Casting Stone Fist at certain items will crush them. Use at your own risk!
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515 · Rapid Fire [RAPIDFIRE]
Duration: 60 Seconds
Type: Utility
This powerful spell is used to augment attack spells, in particular
elemental attack spells. Once cast, the next spell which is prepared will be
prepared again once cast, automatically for the duration of the Rapid Fire
spell. Therefore once Rapid Fire is in effect, you may then prepare, for
example, a Minor Fire spell and then continue to cast it with no preparation
step (or time) in-between for as long as the Rapid Fire spell is in effect.
Note that to switch spells being used, use a RELEASE command and then
PREPARE a new spell.
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516 · Mana Leech [MANALEECH]
Duration: Immediate
Type: Attack/Bonus
Casting this spell at a target forms a mystical conduit between the caster
and the target. If the target is unfortunate enough to fail its warding, a
dull ray of mana-draining power will touch it and drain a random amount of
mana and transfer it to the caster. On a successful cast, the mana cost to
the caster is 1 mana. On failed casts, the mana cost to the caster is 16
mana. The mana points received will not exceed the caster's normal maximum
mana.
The Elemental Mana Control skill aids in determining how often the caster
can get a maximum amount of mana from the target.
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517 · Charge Item [CHARGEITEM]
Duration: Variable
Type: Utility
This spell enables the caster to redirect their mana into a magical focus.
This focus must be a specially treated gem of at least 1000 silvers in
value. By casting this spell at the treated gem, the focus will be created
and begin to accumulate mana. The wizard must then concentrate on
maintaining the focus and continue to cast the spell until the gem has
become sufficiently charged.
The initial cast is 17 mana, while each additional cast is one mana until
the treated gem tones of enchantment. At this point, energy from the focus
can be directed into the desired chargeable item. The mana cost to recharge
an item is based on spell level, spell sphere, and in part, by training in
Elemental Mana Control.
Chances of success are based on a success margin, the level of the spell to
be charged, as well as the spell circle.
Extraordinary failure has been known to result in loss of mana points,
injury, and even possibly the destruction of the item.
Magic Item Use, Elemental Mana Control, and a dedication to the Major
Elemental Spell Circle will result in a greater success in charging items.
More information on Charge Item
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518 · Cone of Lightning [CONELIGHT]
Duration: Immediate
Type: Attack
While Major Shock is quite powerful, it still is not a suitable defense
against multiple opponents. Because of this, the Cone of Lightning spell was
researched. It strikes as hard as a Major Shock, but the bolt arcs out in
all directions and can hit many nearby targets.
Training in Elemental Lores, Air & Water, increases the damage done by this
spell.
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519 · Immolation [IMMOLATION]
Duration: Immediate
Type: Attack
This spell releases incredible destruction by fire when the target fails a
warding roll.
There is a chance of a flat-out incineration kill on a target using
Immolation, enhanced further by training in Elemental Lore, Fire. If the
target was not incinerated, the damage done by the flames is greater with
training Fire Lore. This will increase the chance of the initial burst of
the flame being focused on one area, causing more critical damage.
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520 · Stone Skin [STONESKIN]
Duration: 600 seconds + 30 seconds for every Major Elemental spell known,
not stackable, refreshable
Type: Defense
Manipulating the elemental forces within his body, the caster forms a layer
of hard stone that shifts with his movements. This self-cast spell provides
additional protection from physical attacks, in the form of absorption of
damage as the stone skin is destroyed.
The amount of damage that can be absorbed without shattering is the spell's
shatter point; if it is reached in one hit, the skin shatters. Stone Skin's
ability to absorb damage, or what's termed the shatter point, is increased
with Elemental Lore, Earth training.
Stoneskin provides some minor garrote protection via increased
breakage/escape chances.
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525 · Meteor Swarm [METEORS]
Duration: Variable
Type: Attack
Perhaps one of the most destructive spells known to spell users is Meteor
Swarm. The caster throws his or her arms skyward while uttering the phrases
of invocation. While this seems innocent at first, about 20 seconds later a
devastating barrage of flaming meteors will begin to fall on the area
inflicting terrible damage to anyone or anything unfortunate enough to be in
the area. The meteors will continue to fall in a wide radius around the area
for several minutes after the initial strike.
While this spell is much more effective outdoors, it may shake structures
and injure those inside with falling debris.
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530 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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535 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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540 · Temporal Reversion [Temporal]
Duration: 10 Minutes
Type: Defense
This spell allows the wizard to turn back the hands of time when
successfully attacked physically. The Temporal Reversion effect returns the
wizard to the moment before the attack was initiated. Being forewarned of a
potentially powerful incoming assault, the wizard automatically prepares
himself with a +200 DS boost and a significant chance to avoid critter-based
maneuver attacks.
The ability to shift time is always a chancy thing. The spell is only
successful based upon:
10% + (Elemental Mana Control bonus/20)
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550 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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| Minor Spirit |
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101 · Spirit Warding I [SWARDING]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Defense
Spirit Warding I affords some minor protection against spell attacks. Since
the duration is cumulative, this can be useful when going up against a spell
casting creature by building up the duration beforehand.
+10 Bolt Defense Strength (DS)
+10 Spirit Target Defense (TD)
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102 · Spirit Barrier [SBARRIER]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Defense
Spirit Barrier creates a defensive wall of churning air around the target.
Physical and elemental attacks must move through the air wall, resulting in
a -20 to Attack Strength (Melee and Ranged AS) -1 for every 2 Minor Spirit
spells known beyond 2. Likewise, the caster will receive a +20 to Defensive
Strength (Melee, Ranged, and Bolt DS) +1 for every two ranks beyond two that
the caster has learned in the Minor Spirit Circle.
Due to the increasing bonuses of this spell, the mana cost is a base of 2,
+1 for every 3 additional DS over the initial +20 DS.
If casting at a target, the spell is subject to a warding check. The
affected target has a bonus to defense but a penalty when attacking.
Overtraining in Minor Spirit spell ranks does not yield additional bonus
past the caster's level.
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103 · Spirit Defense [SDEFENSE]
Duration: 1800 seconds +90 seconds for every Minor Spirit spell known; not
stackable; refreshable
Type: Defense
Creates a bright aura about the target, making them appear more powerful,
and bestows a +10 to their Defense Strength (DS). This spell is not
cumulative, but may be refreshed to maximum duration when re-cast.
This spell imparts no penalty for attacking as does Spirit Barrier so it is
a good defensive bonus. At higher levels it will last quite awhile, and
every little bit helps.
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104 · Disease Resist [DISRESIST]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Bonus
Disease Resist provides an additional spirit warding against any disease if
the first one fails.
The time the spell lasts is cumulative, multiple casts when you know you are
going to be subjected to disease would be a good idea.
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105 · Poison Resist [POIRESIST]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Bonus
Target receives an additional spirit warding against any poison if the first
one fails.
Some chests have poison needle traps. This spell can be helpful!
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106 · Spirit Fog [SPIRITFOG]
Duration: 60 seconds per level; not stackable
Type: Defense
Causes the room to be flooded with fog (works indoors or outdoors). This
imparts a +30 to every character's/creature's Defensive Strength (DS) and
increases the ease with which one can hide. This spell is not cumulative,
but may be refreshed to maximum duration when re-cast.
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.
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107 · Spirit Warding II [SWARDING2]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Defense
This spell is a more powerful version of Spirit Warding I. Both spells may
be used together for a stackable bonus.
+25 Bolt Defense Srength (DS)
+15 Spirit Target Defense (TD)
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108 · Stun Relief [STUNRELIF]
Duration: Immediate
Will un-stun the target.
Entirely effective, but at 8 mana points is expensive. In life or death
situations this could be vital, however.
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109 · Dispel Invisibility [DISINVIS]
Duration: Immediate
Type: Utility
This spell dispels invisibility on any character/creature in the room which
fails a hidden spirit warding check.
Does not work on invisible objects (which are rare).
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110 · Unbalance [UNBALANCE]
Duration: Immediate
Type: Attack
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.
Training in Spiritual Lore, Spirit Summoning enhances the power of the
attack upon a successful cast.
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
(unless the creature happens to be immune). 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.
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111 · Fire Spirit [FIRESPIRIT]
Duration: Immediate
Type: Attack/Utility
Casting this spell will send a bright fiery ball 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 successfully, the fiery ball will explode on impact
(similar to 908 Major Fire) creating initial damage to the target as well as
elemental critical damage as a result of the explosion. Once the fiery ball
hits the target, the explosion can result in damage to other targets in the
room, up to 8 targets.
For casting at targets, Spell Aiming is the most important skill for this
spell. Multi-opponent Combat can increase the ability of the fiery ball to
hit multiple targets in the room but is not required.
The spell's damage is increased, and the maximum number of targets that the
caster is able to hit with Fire Spirit is increased with training in
Spiritual Lore, Spirit Summoning. A minimum of 1 rank is required to
increase the maximum number of targets by one. 190 ranks of Summoning Lore
are required to increase the maximum number of targets possible, which is
19.
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112 · Water Walking [WATERWALK]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Utility
Water Walking 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.
Don't get caught out there!
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113 · Undisease [UNDISEASE]
Duration: Immediate
Type: Utility
Undisease removes one disease from a given target. Some diseases are more
persistent than others and may take several casts to undisease the target.
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114 · Unpoison [UNPOISON]
Duration: Immediate
Type: Utility
Unpoison will remove one poison from a given target.
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115 · Fasthr's Reward [FASREWARD]
Duration: Special
Type: Defense
A reward granted to Fasthr by the Arkati of Liabo, this spell can provide a
second chance to ward an attack spell. On failed a warding against a
Spiritual sphere spell, this warding shield has a 50% chance to activate,
allowing the target another attempt at warding the spell. This activation
causes the warding shield to dissipate, regardless of the result of the
second warding roll. Against semi-Spiritual spells, this warding shield is
25%. For non-Spirit spells, the activation chance is 12.5%.
Fasthr's Reward has a flat, 10 minute duration when self-cast and can be
refreshed. Otherwise, it has a flat, 2 minute duration, which is not
refreshable.
Training in Spiritual Lore, Blessings increases the odds of activation by 1%
at 1 rank, with a maximum additional bonus of 19% at 190 ranks. This lore
bonus is applied before considering magical sphere.
Info on magical spheres
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116 · Locate Person [LOCATE]
Duration: Immediate
Type: Utility
Locate Person be cast on any character in the game and will give you a brief
vision of where they are (provided they are in the open and within the same
region).
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.
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117 · Spirit Strike [SPIRSTRIK]
Duration: 2 minutes or until your next attack
Type: Utility
This spell calls upon the spiritual forces to provide guidance for a brief
period of time and imparts a +75 bonus to the next physical or elemental
attack.
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118 · Web [WEB]
Duration: Special
Type: Attack/Utility
The Web spell has three versions:
Warding: The caster attempts to summon sticky webbing to ensare a single
target. The duration is stackable with new, successful casts on the target
up to a max duration of 60 seconds. The target is subject to a 25 Target
Defense (TD) pushdown.
Area: The caster can simply CAST Web and it will generate a large sticky web
in the room that lasts 5 minutes or until it runs out of snare charges. A
fresh web will have 2 snare charges plus one additional charge at
5/15/30/50/75/105/140/180 ranks of Spiritual Lore, Spirit Summoning.
Everytime a creature enters into or attacks in a room with the web, there
will be a chance that the target gets stuck in the web. Everytime a creature
exits the room with the web, there will be a significant chance for
ensnarement. Attacking in the room with a web also affects players not
grouped with the caster. Players are unaffected by player-cast webs when
moving through rooms.
A snare charge is expired whenever ensnarement is attempted, regardless of
outcome.
Bolt: This version is accessible with 20 ranks of Spiritual Lore, Spirit
Summoning. When cast from a stance higher than guarded, webbing shoots
forcefully at the target causing damage and potential knockdown.
Additionally, the target has a chance to be struck with enough webbing to be
ensnared by it for a time.
Training in Spell Aiming increases the chance of the bolt connecting with
the target. Training in Spiritual Lore, Spirit Summoning increases the
chance of ensnaring the target in webbing by 1% per 2 ranks. Casting this
version of the spell costs 9 mana.
Webbing is incredibly flammable!
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119 · Spirit Dispel [SPIRITDISPEL]
Duration: Immediate
Type: Attack/Utility
This spell functions similarly to Elemental Dispel. Upon being cast at a
target, the target will lose any prepared spell it may have. If the target
has no prepared spell it will lose one currently running spell, with the
mana cost dependent on the level of spell that is removed. Combining this
magic with Elemental Dispel has been known to cause negative and potentially
dangerous effects on the target.
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120 · Lesser Shroud [LESSHROUD]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known;
stackable
Type: Defense
This self-cast spell is similar to Spirit Defense except the caster appears
to be a minor god (an illusion). The caster receives a bonus of +15 to
Defense Strength (Melee, Ranged, and Bolt DS), +1 for every 2 Minor Spirit
spells known beyond 20. It also provides a +20 bonus to Spiritual Target
Defense (TD).
Due to the increasing bonuses of this spell, the mana cost is a base of 20,
+1 for every 3 additional DS over the initial +15 DS.
Training in Spiritual Lore, Blessings enables Lesser Shroud to be cast upon
others, briefly; the duration is 2 minutes and requires 60 ranks of
Blessings Lore.
Overtraining in Minor Spirit spell ranks does not yield additional bonus
past the caster's level.
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125 · Call Lightning [LIGHTNING]
Duration: Special
Type: Attack/Utility
The 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.
The speed at which the lightning cloud will strike is enhanced by training
in Spiritual Lore, Spirit Summoning. A minimum of 10 ranks are required to
receive a 1 second reduction in cloud generation, with the maximum 7 second
reduction benefit achieved at 70 ranks.
The storm cloud will strike the target with a random number of lightning
bolts, usually 3 or 4. Shocking!
This can also be used on objects, though some objects will cause a ricochet
effect, so watch out!
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130 · Spirit Guide [SPIRGUIDE]
Duration: Immediate
Type: Utility
Spirit Guide causes the caster and his or her group to return to one of
several different locales within each realm. In some areas, one or more of
the locations this spell can move you to are potentially dangerous. This is
a powerful teleport spell and is useful for getting a party out of danger
quickly (if you're lucky).
Due to the violent nature of the translocation, the caster of the spell will
be subject to mild to intense nausea as a result of casting this spell.
Everyone who is joined to the caster will teleport with him/her. You can
type HOLD <character> to hold onto someone who is otherwise incapacitated.
Great for rescues!
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135 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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140 · Wall of Force [WALLFORCE]
Duration: 90 seconds self-cast; 60 seconds general cast
Type: Defense
Casting this spell creates a temporary wall of force that strongly resists
attacks. The wall will follow the subject and position itself to fend off
attacks while letting outgoing attacks pass without penalty. This spell
bestows a +100 to the target's Defense Strength (DS).
One of the best protection spells against physical attacks! This spell is a
must when going up against the BIG monsters.
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150 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
|
| Major Spirit |
|
| |
201 · Calm [CALM]
Duration: 5 seconds per warding failure
Type: Attack
Under the influence of this spell, the target 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.
If the target is attacked, they will come out of their calmed state.
The target of this spell receives a spirit warding to avoid the effect. Not
all creatures will react to, or be affected by, this spell.
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202 · Spirit Shield [SSHIELD]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Defense
The caster uses his or her Spiritual powers to influence the surrounding
Spirits to provide additional physical protection to the target of the
spell. This defensive bonus provides a +10 to Defense Strength (Melee and
Ranged DS), +1 for every 3 ranks over 2 known in the Major Spirit Circle.
Due to the increasing defensive effects of this spell, the mana cost is a
base of 2, +1 for every 3 DS over 10.
Overtraining in Major Spirit spell ranks does not yield additional bonus
past the caster's level.
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203 · Manna [MANNA]
Duration: Immediate
Type: Utility
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.
The magical bread created by this spell loses its potency quickly unless it
is specially preserved. As the food deteriorates, it may actually become
poisonous. Each loaf of bread has 5 bites, but the level of the caster
determines the potency of the bread.
Training in Spiritual Lore, Blessings increases the amount of mana the bread
can restore. Every 20 ranks of Blessings Lore will increase the mana
recovery by one per cycle.
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204 · Unpresence [UNPRESENCE]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Utility
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.
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205 · Light [LIGHT]
Duration: 60 seconds per level
Type: Bonus
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 enhance or 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. This illumination lowers the Defensive Strength (DS) of
everyone in the room by -30, including the caster.
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206 · Darkness [DARKNESS]
Duration: 60 seconds per level
Type: Bonus
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. This darkness provides everyone in the room with an
additional +30 Defense Strength (DS), including the caster.
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207 · Purify Air [PURIFYAIR]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Bonus
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.
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208 · Living Spell [LIVESPELL]
Duration: Immediate
Type: Utility
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. The caster who receives the spell will also have to
expend mana points when casting the spell that has been transferred.
Both the Arcane Symbols skill and the Major Spirit spell ranks known
increase the likelihood that the caster will be able to transfer the spell
from the target. Additionally, the number of spells the caster has on
outside their own realm of spell knowledge can affect the success of the
results.
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.
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209 · Untrammel [UNTRAMMEL]
Duration: Immediate
Type: Utility
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.
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210 · Silence [SILENCE]
Duration: 30 seconds + warding failure in seconds
Type: Attack
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.
The target of the spell receives a Spirit warding to avoid the effects of
the spell. Not all creatures will react to, or be affected by, this spell.
Spiritual Lore, Spirit Summoning increases the duration of Silence by +1
second for the first 100 ranks, and +.5 seconds for the next 100 ranks.
Duration example:
CS: +296 - TD: +176 + CvA: +25 + d100: +81 - +5 == +221
30 seconds + 121 = base duration of 151 seconds. If you had 20 ranks of
Spirit Summoning, add another 20 seconds for 171 seconds total.
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211 · Bravery [BRAVERY]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Bonus
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.
The caster realizes +15 to their general Attack Strength (Physical and Bolt
AS), and is afforded some protection against certain types of fear.
Spiritual Lore, Blessings enables this spell to be cast upon others,
briefly. The duration is 1 minute and requires 50 ranks of Spiritual Lore,
Blessings.
Because of the unique and personal nature of this spell, it cannot be cast
on others.
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212 · Interference [INTERFERE]
Duration: (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120
seconds
Type: Attack
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 abilities. Due to the refocused energies of the spell, the
target's initial warding defense of the spell is lower than normal warding
for spirit spells.
If a target fails its warding, it will now suffer a higher penalty to its
offensive prowess as well as a penalty on its ability to defend certain
types of attacks. The penalty to the Attack Strength (AS) is twice of the
penalty to the Defense Strength (DS). In conjunction with those penalties,
on applicable targets, spell casting will be hindered somewhat depending on
the casters knowledge of the Major Spirit circle.
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213 · Minor Sanctuary [MINRSANCT]
Duration: 60 seconds per level
Type: Utility
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.
Minor Sanctuary will stop working shortly after the caster left the room in
which the spell was cast.
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214 · Bind [BIND]
Duration: 13 seconds + warding failure
Type: Attack
The caster uses this spell to call upon the surrounding Lesser Spirits to
hold the target person or creature immobile. The target will find it much
more difficult defending incoming attacks from the caster than other
aggressors in the area.
The target of this spell receives a Spirit warding to avoid the effects. If
the target already has the Interference spell on them, their warding defense
of the bind spell will be significantly lowered. Not all creatures will
react to, or be affected by, this spell.
The mana cost is 14 Mana Points (MP) + 1 for every 8 levels over 14 of the
target, capped at 40.
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215 · Heroism [HEROISM]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Bonus
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.
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 general Attack Strength (Physical and Bolt
AS) and increased health point and mana point recovery.
Training Spiritual Lore, Blessings enables this spell to be cast upon
others, briefly. The duration is 1 minute and requires 100 ranks of
Blessings Lore. Additionally, a +1 Attack Strength (AS) bonus for every 10
ranks of Blessings is available for self-cast only. This bonus comes at a
cost of 15 Mana Points (MP) plus 1 per 3 AS bonus over 25.
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216 · Frenzy [FRENZY]
Duration: 2 seconds * warding failure
Type: Attack
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.
The target of this spell receives a spirit warding to avoid the effect of
the spell. Due to the refocused energies of the spell, the target's initial
warding defense of the spell is lower than normal warding for spirit spells.
Failure of that roll forces the target to take a fully offensive stance,
where it will remain for the duration of the spell.
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217 · Mass Interference [MASSINT]
Duration: (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120
seconds
Type: Attack
This spell is the mass attack version of Interference. As such, it will
affect all creatures/characters in a room rather than a single target.
Including others in the caster's group will keep them from getting hit by
this spell.
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218 · Spirit Servant [SERVANT]
Duration: 600 seconds +10 seconds for every Major Spirit spell known
Type: Utility
This spell will create a spiritual creature that accompanies the caster. The
Spirit Servant can be instructed to pick up certain items. It can pick up a
maximum of two items, one in each hand. One variant to this would be if its
master's weapon were disarmed. In this case, the Spirit Servant will pick up
the item on its own without being instructed to do so by its master. It will
also drop one of the items it is carrying (if both hands are full) in order
to retrieve the weapon.
If the master is killed, the Spirit Servant can preserve its master with
Preservation and send off a beacon to let others in the area know where its
dead master is located. The base duration of Preservation by the Spirit
Servant is 5 minutes.
Usage:
TELL SERVANT TO . . .
GET {item}
DROP {item}
GIVE {item} {player}
LEAVE
Training in Spiritual Lore, Spirit Summoning has two benefits. Firstly, it
increases the duration of the Spirit Servant. Every rank of Spirit Summoning
Lore increases the duration by 30 seconds. Secondly, the duration of
Preservation that the Spirit Servant bestows on its master is increased.
Each rank of Summonining Lore up to 100 ranks increases the duration by 15
seconds. For every additional rank past 100, the duration is increased by 10
seconds.
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219 · Spell Shield [SPSHIELD]
Duration: 1200 seconds +60 seconds for every Major Spirit spell known
Type: Bonus
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.
The self-cast bonuses include +30 Bolt Defense Strength (DS) and +30
Spiritual Target Defense (TD).
Training in Spiritual Lore, Blessings enables this spell to be cast upon
others, briefly. The duration is 2 minutes and requires 80 ranks of
Blessings Lore.
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220 · Major Sanctuary [MJSANCT]
Duration: 30 seconds per level
Type: Utility
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.
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225 · Transference [TRANSFER]
Duration: Immediate
Type: Utility
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.
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230 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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235 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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240 · Spirit Slayer [SSLAYER]
Duration: 30 seconds
The Spirit Slayer spell summons a spirit from the surrounding area into
being (seen when looking at the caster) that swirls around the caster. This
spirit, when summoned, will have a large chance of re-casting an offensive
spell cast by the cleric / empath at their target, with an increased
strength.
The chance of double strike is 60% + (seed 1 Spiritual Lore, Summoning
ranks)*2.
The Casting Strength (CS) boost is 25 + seed 5 Mana Control, Spiritual
ranks.
The chance of triple and quadruple strikes is inversely related to the spell
level.
See the Summation Chart for seed progression
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250 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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| Bard |
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| |
To sing a spellsong the Bard must first PREPARE the song
using either the spellsong number or the mnemonic. Next, the Bard SINGs the
song either at himself or a target.
Example:
PREP 1001 or PREP HOLDSONG
SING or SING <target>
Mana Points (MP) are required to begin singing a spellsong, with an
additional MP cost when the song is renewed. The renewal cost is variable,
based on the Bard's level, Influence, and Logic, and grows as the Bard's
ability in these areas increases. This renewal cost is lower than the base
mana cost of the spell and is noted, where applicable, in the spell
description. Each rank of Mental Lore, Telepathy that the Bard trains in
will increase their renewal time by 2 seconds.
A Bard may use SING STATUS to see which spellsongs they are currently
singing and an approximation of duration before the next renewal interval. A
Bard can either RENEW a specific spellsong by including the spell number or
the mnemonic after the command or RENEW ALL in order to renew all their
spellsongs.
Most songs cost their level in Mana Points (MP) each time they are sung. For
example, 1003 Fortitude Song, a level 3 spellsong, has a base cost of 3
mana. After the second song, there is an additional charge of MPs, added
every renewal interval. This multi-song penalty applies any time the Bard is
singing three or more songs, and increases dramatically with each additional
song added. The increased cost for controlling multiple songs considers the
number of songs sung, Bard circle songs known, Discipline, and Logic
statistics.
A Bard may use STOP SINGING to stop singing the spellsongs. Using the STOP
SINGING command will require the Bard to PREPARE and SING the spellsong(s)
again. It is possible for a Bard to STOP SINGING a specific spellsong by
including the spell number or the mnemonic after the command.
1001 · Holding Song [HOLDSONG]
Duration: Holding Song lasts as long as the Bard is singing the song.
Type: Attack
Using the forces of air and vibration, this song will lower a single foe's
ability to defend by 10 percent. Holding song affects one creature, plus an
additional creature for every 7 bard song ranks over 1 (i.e. 2 at 8 ranks, 3
at 15, etc.).
The song can be sung at a target (SING THIRD ORC) or unfocused (SING). The
unfocused version affects the first creature in the room, then the next,
until the bard's limit is reached. The targeted version starts at the
creature specified, and adds additional creatures until the bard's limit is
reached or the last creature in the room is affected. This song can affect
characters not in the bard's group, but will cycle through the available
creatures first.
Holding Song is more effective when the Bard plays an instrument and sings
the song at the same time, reducing the target's Defense Strength (DS) by an
additional 5-15 points. This bonus applies only to the first
creature/primary target.
Mana cost is 1 + 2 per extra creature when first sung, or 1 + 1 per extra on
renewal. Renewals on this song are not automatic, the bard must manually
renew it (RENEW 1001).
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1002 · Vibration Chant [VIBCHANT]
Duration: Immediate
Type: Attack
With this chant, a Bard can find the exact pitch needed to make an object
unstable, and then focus the sound energy upon a target. This will cause an
object held by the target to vibrate free from the holder's grasp.
Occasionally, the Bard will achieve perfect resonance, causing non-magical
objects to explode.
Training in Mental Lore, Manipulation increases the chance of breaking the
target's weapon/shield.
It is not possible to blow up enchanted weapons.
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1003 · Fortitude Song [FORTITUDE]
Duration: Fortitude Song lasts as long as the Bard is singing the song.
Type: Defense
Through the aid of music and magic, a Bard singing this song bolsters his or
her Defense Strength (DS) by +10.
Renewal Cost: 1 Mana Point (MP)
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1004 · Purification Song [PURESONG]
Duration: Immediate
Type: Utility
While singing this song, the Bard can direct the resulting sonic vibrations
across the surface of a gem, removing blemishes and impurities in the
process. Every successful round increases the value of a gem by 10 percent.
There is a chance of a failure ending in damage or destruction of the gem.
It is possible to create an imbeddable gem or a gem usable in the recharging
process.
Training in Mental Lore, Manipulation reduces the chance of failure when
purifying a gem.
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1005 · Lullabye [LULLABYE]
Duration: Immediate
Type: Attack
Using the persuasive power of song, the Bard may sing a lullaby at a single
target. The target may experience varying degrees of drowsiness, react more
slowly than normal, be temporarily immobilized, or fall completely asleep.
Undead are immune to the higher-level effects, but may become drowsy or
slowed.
This spellsong is not renewable and not stackable upon itself.
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1006 · Song of Luck [LUCKSONG]
Duration: Song of Luck lasts as long as the Bard is singing the song.
Type: Utility
This group song aids in many maneuvers and in a couple of other areas. Lady
Luck is fickle, though, and may not always come to the Bard's aid. Increased
song knowledge increases the likelihood that she will aid the Bard (and
his/her party members).
The Mana Point (MP) cost of Song of Luck is 6 mana, +1 for every 4 Bard
spellsongs know, over 1006. For example, if a Bard had 20 Bard spellsongs,
the cost would be 9 Mana Points (6 + (14/4)).
Renewal Cost: Half of the base Mana Point (MP) cost
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1007 · Kai's Triumph Song [KAISONG]
Duration: Kai's Triumph Song lasts as long as the Bard is singing the song.
Type: Bonus
While singing this song, the Bard stirs the sense of confidence of all
members of his or her party, giving them increased fighting ability.
Following the base Attack Strength (AS) bonus of +10, the graduated bonus is
+1 AS for every Bard Spellsong known over seven, up to +20 AS. The initial
mana cost is 7, +1 for every point of AS boost over +10.
Once the Bard knows 19 Spellsongs, the group will experience increased
Health Point recovery.
The caster's group will experience an increased AS bonus with Mental Lore,
Telepathy ranks. The AS increase begins with +1 at 3 Telepathy ranks and
tops out at +11 for 88 Telepathy ranks.
Renewal Cost: 2 Mana Points, +1 for every point of AS boost over +10.
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1008 · Stunning Shout [SHOUT]
Duration: Immediate; not renewable
Type: Attack
The bard focuses the power of their shout into a physical blow that strikes
their target with great force. In addition to the damage caused, the target
may be knocked down, stunned, or disoriented for a period of time.
The song is an instantaneous attack, not added to the song maintenance list
and not renewable. Primary damage caused is based on the warding roll and
increased slightly by training in Elemental Lore, Air. The secondary
critical is based on bard vs. target level and the warding roll, and may be
either an impact or unbalance critical. Tertiary effect is either a stun or
a disorient effect. Stun duration is not stackable with other stuns (but the
greater duration of the two stuns will apply). Disorientation varies in
severity based on the warding roll, but will always result in at least some
round time for the target, plus possible other ill effects.
Mana Point (MP) cost is 8 per cast.
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1009 · Sonic Shield Song [SONICSHIELD]
Duration: Sonic Shield lasts as long as the Bard is singing the song
Type: Defense
While singing this song, the bard creates a shield of air that can be
wielded in the left hand. The base shield bonus is +10. For every two Bard
spellsongs known, a bonus of +1 is added to the base shield bonus, for a
maximum bonus of +35. For example, a level 20 Bard that knows 15 Bard
spellsongs would sing a sonic shield with a bonus of +18.
Like a real shield, success with a sonic shield is dependent upon the Bard's
Shield Use skill. The default shield is a medium sized shield.
Available shields by size:
SMALL SHIELDS
buckler
kidney shield
small shield
targe
MEDIUM SHIELD
heater
heater shield
knight's shield
lantern shield
medium shield
parma
target shield
LARGE SHIELDS
aegis
kite shield
large shield
pageant shield
round shield
scutum
TOWER SHIELDS
greatshield
mantlet
pavis
tower shield
wall shield
Usage:
After preparing the spell, SING <shield type>.
The strength of a sonic shield is 1. The base durability of a sonic shield
is 125 + 1/2 the character's level. Training in Elemental Lore, Air provides
a bonus to the base durability of sonic items. A minimum of 1 Air Lore rank
will provide a bonus of 5 to the item's base durability. This bonus maxes
out at a durability bonus of 201, with 101 Air Lore Ranks.
Training in Elemental Lore, Air reduces the shield hindrance when evading
and attack. At 20 ranks, the bard's shield will be treated as being one size
smaller for hindrance purposes. At 50 ranks, the bard's shield will be
treated as being two sizes smaller, and at 100 Air Lore ranks, the shield
will be treated as being three sizes smaller. In other words, a bard with
100 Air Lore ranks can use a sonic tower shield and only receive the
hindrance of a small shield.
Renewal Cost: 4 Mana Points (MP)
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1010 · Song of Valor [SONGVAL]
Duration: Song of Valor lasts as long as the Bard is singing the song
Type: Defense
By singing tales of heroism and valor, the singer creates an aura of
protection about himself, bolstering his defense by +10 Defense Strength
(DS), +1 DS for every 2 Bard spells known over 1010.
With the increase in defense, there is an increase in mana cost. The base
mana cost is 10, +1 for every +2 DS beyond +10.
Renewal Cost: 3 Mana Points (MP), +1 for every +5 DS bonus over +10.
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1011 · Song of Peace [PEACESONG]
Duration: Song of Peace lasts as long as the Bard is singing the song
Type: Bonus
The singer creates a minor sanctuary where all creatures and players are
held passive due to the soothing rhythmic sounds of the song.
Renewal Cost: 4 Mana Points (MP)
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1012 · Sonic Blade Song [SONICWEAPON]
Duration: Sonic Blade lasts as long as the Bard is singing the song
Type: Attack
While singing this song, the bard can weave vibrating air and magic around
their right hand into a weapon of the Bard's choosing. The base weapon bonus
is +10. For every two Bard spellsongs known, a bonus of +1 is added to the
base weapon bonus, for a maximum bonus of +35. For example, a level 20 Bard
that knows 15 Bard spellsongs would sing a sonic weapon with a bonus of +18.
Like real weapons, success with a Sonic Blade is dependent upon the Bard's
applicable weapon skill.
Usage:
After preparing the spell, SING <weapon type>.
Many of the weapons found in the Weapon Guide can be created. If there is a
weapon name that would only be available by alteration, the bard must be
holding that weapon in their hand to be able to create the sonic version.
Weapons with special properties, such as katanas, naginatas, and claidhmores,
can not be created with this song.
The strength of a sonic weapon is 1. The base durability of a sonic weapon
is 160 + 1/2 the character's level. Training in Elemental Lore, Air provides
a bonus to the base durability of sonic items. A minimum of 1 Air Lore rank
will provide a bonus of 5 to the item's base durability. This bonus maxes
out at a durability bonus of 201, with 101 Air Lore Ranks.
Each rank of Elemental Lore, Air will add to a separate chance for the
weapon to flare on any given hit. There is a possibility that the sonic
weapon could flare twice on a given hit.
Additionally, the bard is able to attack undead with an unflaring version of
Sonic Blade at it's base bonus of +10.
Renewal Cost: 4 Mana Points (MP)
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1013 · Song of Unravelling [UNRAVEL]
Duration: Immediate; manual RENEW
Type: Attack/Utility
Versus a player or creature target, the song will dispel a targeted spell or
random spell if available. A penalty to the target's warding attempt is
based on the singer's song knowledge. Targetted attempts do not receive the
full benefit of this bonus, are more difficult to achieve versus spiritual
spells, and are progressively harder against higher level spells.
If no spells are active on the targeted player or creature, the song will
try to drain mana from the target. The amount of mana drained per attempt is
based on the singer's song knowledge. The amount of mana recovered is based
on the singer's song knowledge and Mana Control, Mental skill.
Versus a magic item, the song will drain charges from the item and convert
to mana. Mana from non-elemental sources will be less efficient than from
elemental sources.
Renewal Cost: The base renewal cost is 4 Mana Points (MP), adjusted for the
target's spell circle and spell level. This song is not auto-renewable. If
the song is dispelling random spells or draining mana from a
character/creature/object, it may be manually renewed for the duration of
the song and will continue to target the original target. Unravelling
targeting spells from a target is not renewable in any form.
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1014 · Sonic Armor [SONICARMOR]
Duration: Sonic Armor lasts as long as the Bard is singing the song
Type: Defense
While singing this song, a Bard can weave vibrating air and magic, similar
to Sonic Shield and Sonic Weapon. The difference is that this spellsong
forms a sonic barrier around the singer, effectively acting as magical
armor. The base armor bonus is +15. For every two Bard spellsongs known, a
bonus of +1 is added to the base armor bonus, for a maximum bonus of +35.
For example, a level 20 Bard that knows 15 Bard spellsongs would sing song
armor with a bonus of +23.
In addition, Sonic Armor provides resistance to heat, cold, and electrical
attack, and is slightly susceptible to impact attacks. The susceptibility to
impact attacks will not change as the Bard gains levels, but the heat, cold,
and electrical resistance will improve as the Bard learns more spellsongs.
Like real armor, use of Sonic Armor is dependent upon the Bard's Armor Use
skill.
AsG Type Coverage
5 Light Leather torso
6 Full Leather torso, arms
7 Reinforced Leather torso, arms, legs
8 Double Leather head to toe
9 Leather Breastplate plate torso
10 Cuirboulli Leather torso, arms
11 Studded Leather torso, arms, legs
12 Brigandine head to toe
13 Chain Mail torso
14 Double Chain torso, arms
15 Augmented Chain torso, arms, legs
16 Chain Hauberk head to toe
17 Metal Breastplate torso
18 Augmented Breastplate torso, arms
19 Half Plate torso, arms, legs
20 Full Plate head to toe
Usage:
After preparing the spell, SING <AsG number>
The singer can specify the Armor Sub-Group (AsG) when casting by including
the number of that group, using the chart. If unspecified, the song will
default to Full Leather (6).
The strength of sonic armor is 1. The base durability of sonic armor is 210
+ 1/2 the character's level. Training in Elemental Lore, Air provides a
bonus to the base durability of sonic items. A minimum of 1 Air Lore rank
will provide a bonus of 5 to the item's base durability. This bonus maxes
out at a durability bonus of 201, with 101 Air Lore Ranks.
Training in Elemental Lore, Air will boost the elemental damage provided by
the armor.
Renewal Cost: 5 Mana Points (MP)
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1015 · Song of Depression [DEPRESSION]
Duration: Immediate; manual RENEW
Type: Attack
Singing this song will cause all not joined to the singer to become
depressed, decreasing their desire to ward against magic and attack. This
will cause them to suffer -20 to their Spirit Warding and react slower than
normal.
Each rank of Mental Lore, Telepathy will boost the TD pushdown from the
song. Also, the slow effect of the spell will be increased by one second,
cumulative, at 10, 25, 45, 70, and 100 Telepathy Lore ranks.
Renewal Cost: 6 Mana Points (MP). The bard must manually renew Song of
Depression (RENEW 1015).
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1016 · Song of Rage [RAGESONG]
Duration: Immediate; manual RENEW
Type: Attack
This song stimulates memories of anger in the target, causing it to become
enraged and attack with full force. As a natural side effect, the singing
bard becomes the focus of the target's anger. A single target will go to a
fully offensive stance and try to attack the singer relentlessly for the
song's duration. The singer must be visible in the room, and the creature
may occasionally give up and walk away if it has no chance to hit the
singer.
Training in Mental Lore, Telepathy increases the effectiveness of the song,
potentially increasing the level of rage. The potential increase is up to
one level of rage at 5 Telepathy ranks, two levels at 15 Telepathy ranks,
three levels at 30 Telepathy ranks, and four levels at 50 Telepathy ranks.
Renewal Cost: 4 Mana Points (MP). Multiple renewals on a single target
"stack", forcing the creature to become more and more enraged, and adding
additional round time to the target. The Bard must manually renew Song of
Rage (RENEW 1016).
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1017 · Song of Noise [NOISESONG]
Duration: Song of Noise lasts as long as the Bard is singing the song
Type: Utility
Calling upon the echoes of every song ever sung, the bard creates a
cacophony of sound, disrupting the magical forces in the area. Due to the
difficulty in singing this song, the bard may experience trouble renewing or
singing other songspells while this song is in effect.
Renewal Cost: 7 Mana Points (MP).
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1018 · Song of Power [POWERSONG]
Duration: Song of Power lasts as long as the Bard is singing the song
Type: Bonus
The singer of this song becomes a moving focal point of magic in the area,
providing improved mana recovery for everyone joined to the singer.
Renewal Cost: 15 Mana Points (MP)
The bard can potentially lose control of the mana flows and potentially harm
both himself and those around him.
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1019 · Song of Mirrors [MIRRORS]
Duration: Song of Mirrors lasts as long as the Bard is singing the song
Type: Bonus
When singing Song of Mirrors, the Bard's voice will form resonant tones that
will create the illusion of multiple images of the Bard in the room. As
such, the attacker will have more difficulty hitting the Bard, since it will
become difficult to tell which is the true Bard and which is a mirror image.
This illusion provides the defense equivalent of 20 Dodging ranks, +1 for
every 2 Bard spellsongs known over 1019.
With this increased bonus, there is an increased mana cost. The base mana
cost is 19, +1 for every 5 Bard spellsongs known over 1019.
Renewal Cost: 8 Mana Points (MP), +1 for every 10 spellsongs known over
1019.
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1020 · Traveler's Song [TRAVELSONG]
Duration: Immediate
Type: Utility
Tapping into the elemental forces, the bard creates an illusion of past
revelry so real that the bard's entire party is transported to the location
of the past event.
20MPs By singing this song, the caster's entire party is transported to the
nearest Inn, or a more dangerous area on a failure. Will work anywhere that
a ring will work. Other side effects of the song may include dizziness and
thirst. A failure will result in loss of mana and injuries upon arrival.
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1025 · Singing Sword [SINGSWORD]
Duration: Singing Sword lasts as long as the Bard is singing the song
Type: Attack/Utility
Through clever manipulation of vibrations, a Bard can force magic and air to
take the shape of a particular free-floating weapon. This free-floating
weapon will follow the Bard into most areas, and he or she can direct it to
attack foes. The Bard will receive a portion of the normal Experience Points
and Fame Points they would be eligible for through damage done with this
weapon.
The rigors of the magic demand the Bard maintain optimal mental condition in
order to fully realize the advantages of the spellsong. If the Bard is
stunned or has injuries to the head, eyes or nervous system the sung
weapon's attack strength will be reduced. If the Bard is calmed,
unconscious, or unable to concentrate due to extensive injury, the weapon
will fail to attack outright.
The weapon's attack strength is based upon the skill of the Bard in the
weapon type, the number of spells known over spell 1025, the Bard's
knowledge of Mental Lore, Manipulation, as well as the Aura and Influence
stat bonuses. Other songs, spells, potions, or other items that increase the
Bard's attack strength will not affect that of the weapon.
The speeds of the various weapons available via Singing Sword reflect the
speed of the weapon when used by a character in combat.
Melee Weapon Type - Speed
Broadsword 5
Falchion 5
Longsword 4
Cudgel (Club) 4
Morning Star 5
Mace 4
Halberd 6
Jeddart-axe 6
Twohanded Sword 7
War Mattock 6
Troll-Claw 4
Sai 4
Katar 4
Ranged Weapon Type - Speed
Short Bow 4
Composite Bow 5
Longbow 6
Light Crossbow 5
Heavy Crossbow 7
Thrown Weapon Type - Speed
Quoit 5
Discus 5
Dart 3
The caster can continue to perform other functions without receiving RT from
the weapon's attacks. The singer may even attack with another weapon in his
or her hands at the same time.
Usage:
Upon preparing the spellsong, the Bard can sing one of twenty-one weapon
types, using the format SING <weapon type>. The currently available types
are listed above.
Controlling the weapon is done with the TELL command:
TELL WEAPON TO <command>, where <command> is:
ATTACK [target] - Attacks the specified creature or player. If no target is
specified, it will attack a random eligible creature.
CEASE - Causes the weapon to stop attacking
RETURN - Causes the weapon to return to the room the Bard is in if it
becomes "lost" or "stuck". Note that some areas of the game are naturally
inaccessible to the weapon
Use STOP 1025 to eliminate the weapon.
Renewal Cost: 15 Mana Points (MP).
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1030 · Song of Sonic Disruption [DISRUPT]
The bard singing this song is able to resonate their voice to such a degree
that all not joined to the singer must suffer sonic disruption of their
bodies.
30MP 20MPs/manual renewal. Once a renewal every non-joined player and all
creatures must ward the resonant vibrations of the song or suffer vibration
injuries. Renewals on this song are not automatic, the bard must manually
renew it (renew 1030).
At fifteen ranks in Mental Lore, Manipulation, the singer will be able to
focus the disruption on a single creature, at half of the normal mana cost.
As the Bard becomes more skilled with Manipulation Lore, it will be possible
to gain the benefits that are normally restricted to Bards using
instruments, until at 60 Manipulation Lore ranks the Bard will be able to
sing the single-target version of this spell as if accompanied by a
two-handed instrument.
This song is made more effective by a bard playing an instrument.
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1035 · Song of Tonis [TONISSONG]
Duration: 60 seconds
While singing this song, a Bard magically imparts all members of his or her
party with additional speed, making all of their actions a bit quicker, and
giving them an increased chance to dodge incoming attacks. Specifically,
Song of Tonis increases the defensive equivalent of the group's Dodging
skill by +20 ranks as well as adding a -1 second haste effect.
Training in Elemental Lore, Air will increase the dodge benefit of this
song, and at certain thresholds, the haste effect will be increased (-1
second haste effect at 30 ranks, then again at 75 ranks). Dodging is
increased from 1 Dodging rank at 1 rank of Air Lore, with the maximum being
20 Dodging ranks at 96 ranks of Air Lore.
The duration of Song of Tonis can be increased by training in Mental Lore,
Telepathy. The bonus is +1 second per rank for the first 20 ranks of
Telepathy Lore. Every 2 ranks of Telepathy Lore thereafter will increase the
spellsong's duration +1 second. The total maximum duration addition for 100
ranks of Mental Lore, Telepathy is 60 seconds.
The Dodge ranks are increased at the following Elemental Lore, Air
thresholds:
1,2,3,5,8,10,14,17,21,26,31,36,42,49,55,63,70,78,87,96
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1040 · Troubadour's Rally [Shout 1040]
Duration: Immediate
Type: Defense/Utility
Through this spell a Bard may, with a sufficiently powerful cry, rally his
comrades. A strong shout can waken the sleeping, bestir the calmed, break a
stun, return lost mobility, and even bring the recumbent to their feet.
A debilitated Bard can attempt to rally himself with a shout, however,
because of his impaired condition this will be more difficult than rallying
others. The same shout that frees the Bard also has the possibility of
freeing his group, but the group cannot be freed unless he is free of sleep,
calm, stun, and immobility.
Troubadour's Rally is invoked via SHOUT 1040. The spell will attempt to
remove the following conditions from every group member of the Bard caster:
calm, sleep, stun, immobility, web, and prone/sitting.
Calm and sleep conditions on group members are removed with guaranteed
success. Stun, immobility, and web effects are removed at a base rate of
90%, -3% per second remaining in the effect's duration, +3% based on Mental
Lore, Telepathy ranks on a summation scale, seed 1. The minimum rate is 10%.
Prone and sitting conditions will be cleared as if the afflicted group
member had entered the STAND command, but with no roundtime, and an
additional bonus equal to the Mental Lore: Telepathy modifier calculated in
the stun, immobility, and web removal rates.
Though the Bard cannot assist his allies while he is stunned or immobile, he
can attempt to rally himself, albeit at a more difficult base rate. Doing so
will allow the rallying shout to affect the rest of his group.
Stun, immobility, and web effects for the Bard are removed at a base rate of
60%, -2% per second remaining in the effect's duration, +2% per Mental Mana
Control rank. The minimum rate is 40%.
Prone and sitting conditions for the Bard will be cleared if he had entered
the STAND command, but with no roundtime, and an additional bonus equal to
the Mental Mana Control modifier calculated in the stun, immobility, and web
removal rates.
Each of the negative states will have the chance to be removed from all
affected by the spell, with a flat cost of 40 mana to the Bard.
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1050 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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| Cleric |
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| |
A Cleric can MEDITATE in order to gain Spirit Points, Mana
Points, Health Points, and Stamina at a faster rate.
301 · Prayer of Holding [HOLDING]
Duration: Variable
Type: Attack
The Prayer of Holding spell allows a cleric to interfere with the evil
controlling principle of an undead creature for a time. This can render them
in a "sleep like" state (although they do not fall down) for the period of
its duration.
The duration of the hold is based on the amount of energy a cleric can
gather and the power of the creature target.
Mana cost is proportionate to half the target level (max 20).
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302 · Smite [SMITE]
Duration: Immediate
Type: Attack
Depending on the deity a Cleric worships, the Cleric will receive either the
spell Smite or the spell Bane. Both spells inflict damage onto a hosts body,
with plasma flares that induce further harm.
Smite's effectiveness leans toward the old ways of the Clerics. It is a very
powerful spell to be used upon the undead. Bane's effectiveness leans toward
a darkened path of sorcery, and its power lies in harming the living.
With proper training in Spiritual Lore, Religion and dedication to his
deity, there is a chance the Cleric may be able to infuse more mana into the
cast of Smite/Bane amplifying the damage considerably. Also, both spells
harbor the ability to instantly kill a target.
All Clerics will come into the realm with a default version of Smite, that
only works on the undead. When a Cleric is confident enough in their
beliefs, they may align themselves to their deity by CONVERTing their faith
to that being. After this alignment, they will receive either Bane or Smite
along with the full benefits those spells provide.
Mana costs can be increased based upon mana infusion or by casting Smite on
Living or Bane on Undead.
Training in Spiritual Lore, Religion determines the rate of infusions as
well as the amount of mana infused.
Using the CHANNEL command instead of CAST for Smite/Bane with an empty hand
will increase damage done. This is modified, also, by stance.
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303 · Prayer of Protection [WARDING]
Duration: 900 seconds +30 seconds for every Cleric spell known
Type: Defense
This spell increases the moral fortitude of the caster, allowing for greater
resistance to attacks of various forms.
The defensive benefit is +10 Defense Strength (Melee, Ranged, and Bolt DS),
+1 DS for every 2 Cleric spells known beyond 303.
Mana costs are proportionate to benefits, costing 3 Mana Points (MP), +1 for
every 3 DS bonus increase beyond the initial plus 10.
Since the spell is cumulative in its effect, the duration of the protection
may be extended by multiple casts.
Training in Spiritual Lore, Blessings enables this spell to be cast upon
others, briefly. The duration is 2 minutes and requires 40 ranks of
Blessings Lore.
Overtraining in Cleric spell ranks does not yield additional bonus past the
caster's level. Because of the unique and personal nature of this spell, it
cannot be cast on others.
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304 · Holy Blade [HOLYBLADE]
Duration: 3 blessings per level
Type: Utility
Undead creatures are immune to many forms of attack. Normal blade weapons
will not harm an undead creature other than to make ugly, but harmless,
gashes. A cleric can use the Holy Blade spell, however, to give an ordinary
weapon the ability to harm the undead.
This spell works on most weapons, however imperfections can cause a blade to
be rendered unstable by this blessing. A cursed weapon cannot be blessed and
often the resulting clash of diametrically opposed energies may prove
catastrophic. A learned cleric's blessing may offer holy water critical
capability. Also, certain magical weapons may be blessed if the casting
cleric has great knowledge of their base spell list. The base number of
swings for Holy Blade is 3 swings per level of the caster.
The number of swings a blade can be imbued with is increased with Spiritual
Lore, Blessings ranks; +1 swing for every rank.
One "blessing" is used during each attack, regardless of the outcome.
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305 · Preservation [PRESERVE]
Duration: 600 seconds
Type: Utility
This spell will prevent the soul of a fallen comrade from departing for the
duration of the spell.
The duration of Preservation is increased with training in Spiritual Lore,
Religion by 15 seconds per rank.
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306 · Holy Bolt [HOLYBOLT]
Duration: Immediate
Type: Attack
In the service of their gods, a cleric is able to conjure a stream of
purified holy water and direct it against a target. Living or dead, the
target amount of damage is dependent upon the cleric's aimed spell ability
vs. the target's defenses. However, undead are known to have an extra
susceptibility to the holy water's effects.
Training in Spiritual Lore, Religion increases the damage of the spell when
cast upon undead creatures.
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307 · Benediction [BENEDICT]
Duration: 900 seconds +20 seconds for every Cleric spells known
Type: Bonus/Defense
The favors of the gods are often sought and are often granted through their
faithful servants. Benediction permits the cleric to garner his/her god's
favor and impart such benefits to those around them. The bonus is +5 Attack
Strength (AS)/+5 Defense Strength (DS), +1 AS/DS per 2 Cleric spells known
beyond 307, maximizing at +15 AS/DS (does not add to Bolt DS). Wherewith
goes the cleric, so doth the favors of the gods.
Mana costs are proportionate to the benefits, with the base mana cost at 7,
+1 for every AS/DS bonus.
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308 · Well of Life [WELLOFLIFE]
Duration: Immediate
Type: Utility
Well of Life allows the Cleric to channel his or her spirit force to another
character.
If the target is alive, the Cleric transfers his or her spirit points so
that the target's spirit will go up and the caster's will go down, by an
equal amount. The spell will not let the Cleric transfer such that he/she
dies. This means the Cleric will always have at least 1 spirit point left.
If the target is dead, the Cleric must use Well of Life in order to create a
spiritual link to the target. Once linked, the Cleric may resurrect the dead
character with the Raise Dead spell.
The Intuition stat and training in Spiritual Lore, Religion determine if the
Cleric/dead target will become aware of the other's chosen deity.
Well of Life is a very taxing and arduous endeavor for the Cleric and some
recuperation will be required after a successful transfer.
A dead character may disconnect a link by using the UNLINK command.
Use the CONVERT command to align your character to a deity.
More information on the Gods of Elanthia
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309 · Neutralize Curse [NEUTCURSE]
Duration: 30 seconds
Type: Utility
By gathering the favor of the gods, a cleric may nullify a curse and place
it in abeyance for a short period of time. Once the spell's duration wanes,
the curse will return.
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310 · Warding Sphere [WARDSPHR]
Duration: 900 seconds +20 seconds for every Cleric spell known
Type: Defense
Mastery of this spell enables the learned cleric to not only extend the
benefits of the warding spell to those nearby, but also to increase its
effectiveness.
The spell offers +10 Defense Strength (DS)/Target Defense (TD) and +1 DS/TD
per Cleric spell known beyond 310 (Max +20 DS/TD).
Mana costs are proportionate to the benefits, with the base mana cost at 10,
+1 for every DS/TD bonus.
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311 · Blinding [BLINDING]
Duration: 15 seconds +1 second for every 4 points warding margin
Type: Attack
This spell causes the image of the cleric's deity to be superimposed over
him/herself. This vision will blind the target, causing it to be stunned for
the duration of the effect.
Duration Example:
CS: +273 - TD: +167 + CvA: -1 +d00: +54 - +5 == +154
This duration would be 15 seconds + (54/4) to equal 28 seconds.
On a warding of 20 or more (==120 or higher), there is a chance the target
will be forced into a kneeling position, which is increased with training in
Spiritual Lore, Religion.
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312 · Fervent Reproach [FREPROACH]
Duration: Immediate
Type: Attack
Some say the eyes are the window to the soul and ultimately the channel to a
being's deity. The cleric calls upon the power invested in him by his faith,
focusing his fierce disapproval and rebuke of the target into a physical
manifestation that covers the target in its entirety, severely punishing the
foe. With greater knowledge of Spiritual Lore, Religion, the physical rebuke
will have greater effect.
The cleric can also perform a prayer, focusing their entire will upon their
spiritual intensity, which builds up within the cleric's being. This
concentrated focus, once channeled towards the target, strengthens the
energy being released. In order to charge the spell, clerics must PRAY
FERVENT REPROACH and choose a time between 3-6 seconds. While the cleric is
charging this power, after selecting the duration via PRAY, he/she cannot
move or change stance. The longer the prayer, the more charged and intense
the damage will be.
The cleric may also receive a backlash of residual energy that will instill
into them an enhanced wisdom (Wisdom Stat bonus) as well as amplified health
and mana (maximum Health and maximum Mana bonus). Training in the Spiritual
Lore, Blessing skill increases the duration of these bonuses. Focusing the
power of the spell through prayer increases the chance of this backlash
happening, and once the bonus is applied to the cleric, it will not occur
again until the effects have faded.
Using the CHANNEL command while open-handed is much more lethal than using
the CAST command.
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313 · Prayer [PRAYER]
Duration: 900 seconds +30 seconds for every Cleric spell known
Type: Defense
By petitioning the gods through prayer and reverent communion, the cleric
gains a modicum of protection, giving him +10 Spiritual Target Defense (TD)
along with a bit of maneuver protection. In addition, at 35 Cleric spell
ranks a benefit of +10 Defense Strength (DS) is gained. This DS bonus
increases +1 DS for every rank in the Cleric spell circle over 335.
Since the spell is cumulative in its effect, the duration of the protection
may be extended by multiple casts.
With the increased bonus, the mana cost increases. The base is 13 mana, +1
for every 3 DS over 10.
Overtraining in Cleric spell ranks does not yield additional bonus past the
caster's level.
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314 · Interdiction [INTERDICT]
Duration: 5 seconds per level of caster
Type: Attack/Utility
Clerics are the masters of channeling mana. By the grace of their gods, the
cleric may sanction the target's ability to harness mana, thereby depriving
them of their magic for the duration of the spell.
The target will lose mana in proportion to the cleric's effectiveness (base
spell knowledge) until the target runs out of mana, and will remain thus for
the duration of the spell.
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315 · Remove Curse [REMCURSE]
Duration: Immediate
Type: Utility
Dependant upon the inherent curse strength imparted on an item, this spell
will enable a caster to remove the scourge relative to their ability.
Sometimes this may require more than one attempt. This spell has limited
abilities; sometimes objects contain a curse so set into the fabric of the
object that it cannot be removed. Sometimes removal of a curse will also
destroy the other powers of the object, but occasionally these two elements
are independent and this may leave behind a useful item. There is always a
chance this spell will fail in unpredictable ways.
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316 · Censure [CENSURE]
Duration: Immediate
Type: Attack
Those who displease a deity will be subject to its rebuke. In times long
forgotten, each deity had a sacred incantation, spoken in a tongue now
unknown, that would appropriately punish those who deserved it. By invoking
this spell, a cleric is able recall such words to stun or immobilize (on
higher warding failures) targets within the area (who are not joined to the
caster).
Initially, the incantation will target up to four players or creatures.
Training in Spiritual Lore, Religion increases the number of possible
targets by +1 at 5 ranks, with a maximum of +16 targets at 200 ranks (seed 5
of the Summation Chart).
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317 · Divine Fury [DFURY]
Duration: Immediate
Type: Attack
The Divine Fury spell allows the cleric to call upon her chosen deity to
unleash severe damage upon the target. The damaging effects done to the
target are based upon the cleric's CONVERTed deity.
Training in Spiritual Lore, Religion will increase the minimum damage done.
Using the CHANNEL command instead of CAST for Divine Fury with an empty hand
will increase damage done. This is modified, also, by stance.
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318 · Raise Dead [RAISEDEAD]
Duration: Immediate
Type: Utility
Mastery of this spell allows a cleric to actually appeal to his or her deity
to raise a fallen comrade from the dead. This spell is very taxing on the
caster and success is not always assured. The target must have a soul (undeparted)
for this spell to work and the body must be able to sustain life, which
means the services of an Empath may be needed.
Before raising a body from the dead with Raise Dead, the Cleric must first
link to the body using the Well of Life spell.
There is a percentage chance equal to 100% minus the caster's Spiritual Mana
Control (SMC) skill that the resurrection attempt will severely injure the
caster, possibly resulting in the caster's death. It is recommended that the
caster have 102 skill in SMC before attempting to raise the dead.
If successfully raised, the formerly dead character will have but 1 spirit
point and be in whatever condition he/she was in prior to being raised
otherwise. The character will not suffer any stat loss due to this death, so
resurrection by a cleric is far superior to that of one of the gods.
The caster will lose 75% of the target's maximum spirit points. This is not
to be confused with actual spirit points; this means that if the cleric has
less than or equal to 75% of the dead character's spirit points, the
resurrection attempt will kill him/her. For example, if the dead character
has 10 spirit points, a cleric would need 8 actual spirit points to complete
the resurrection (and survive).
At 25 Cleric spell ranks, Raise Dead becomes Life Restoration, a more
powerful version of Raise Dead, drawing more favor of the deity to soften
the impact on the caster and the one being raised. The caster loses 50% of
their maximum spirit points and the target is restored to 10% of their
maximum spirit points and health points.
At 40 Cleric spell ranks, Life Restoration becomes Resurrection, a more
powerful version of Life Restoration, raising a character from the dead with
a loss of only 25% of the target's spirit points by the casting cleric. The
deity supplies most of the work. In fact the target will be restored to 50%
of their spirit and health points as well. The target may also receive some
amount of physical healing (in some cases complete healing), making it one
of the most powerful effects a cleric can muster.
Expect significant Roundtime for this activity.
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319 · Divine Wrath [DIVINEWRTH]
Duration: Immediate
Type: Attack
A faithful servant is rewarded by their deity's attention. By invoking their
god's name, the Cleric may summon the fury of their divine master. By
utilizing the caster's strength, this multi-attack spell will cause direct
damage to the unlucky target with a secondary critical effect, if
applicable.
Like Smite/Bane (302), certain deities will grant their followers a version
of Divine Wrath that will work effectively upon undead targets, and less
effectively versus living creatures. This principle works in reverse for the
other deities. Unlike Smite/Bane (302), there is no additional mana cost
associated with the spell when it is used on the opposite creature type.
The attack begins after a short summoning period. A Cleric that does not
make a deity selection on the CONVERT list (not including the 'other'
option) will be forced to kneel in subjugation when Divine Wrath is cast.
The summoning period before the attack can be lessened with training in
Spiritual Lore, Summoning. This skill not only determines the length of the
summoning, but also the pause between each attack frame.
The skill Spiritual Lore, Religion is used to determine the number of attack
frames a cast of Divine Wrath will have. The minimum attack frame is one,
with a maximum set at three. There is no increased mana cost for having more
than one attack frame.
Spiritual Mana Control (SMC) skill determines three things for this spell.
First, it helps bolster the critical applied in the secondary effect.
Second, it sets the number of creatures this multi-attack spell can hit in
one frame. For example, a Cleric with 102 skill in SMC can hit a maximum of
5 creatures at once. Third, SMC training will help reduce the wait time in
between casts.
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320 · Exorcism [EXORCISM]
Not yet implemented
The exact nature of this spell is unknown at this time.
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325 · Holy Receptacle [HOLYRECEPTACLE]
Duration: Immediate
Type: Utility
Calling upon the power and favor of her chosen deity, a cleric will be able
to infuse holy magic into gems. These gems can then be called upon to grant
certain powers and effects to those whom the deity deems worthy.
Along with the ability to bless their spells into gems, Clerics will be able
to bless deity powers into gems. This is more restrictive and takes much
more skill than normal spell blessing. Currently, there are 5 common
blessing spells available to Clerics.
Descriptions of the five tiers can be found here.
Failure rate of blessing a spell into a gem from the all three of their
spell lists is decreased by training in Spiritual Lore, Blessings.
After casting upon a gem, a cleric should use the BLESS verb to complete the
spell.
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330 · Prayer of Commune [COMMUNE]
Duration: Variable
Upon reaching this level in the cleric spell circle, the cleric is able to
cast a commune spell in order to contact his or her deity. Casting this
spell requests the presence of the deity who may or may not respond. If the
deity does not respond, most of the mana points consumed by this spell are
returned to the caster within a few minutes.
If the deity does respond, you will know it! The presence of a deity is not
to be taken lightly, so use all due respect else risk losing the favor of
the gods of Elanthia. The exact deity which responds is never quite assured
regardless of which deity the cleric worships and serves.
When a deity does respond, your character may ask of him/her a few
questions. The number of questions you may ask and the complexity are
limited. A deity is known to respond in an ethereal manner many times and
the best response you can usually expect is a prepositional phrase. You can
be assured, however, the answer will be the truth if there is one.
As an example of how to be cautious with your questions:
A cleric, hopelessly lost in a maze asks, "How do I get out of this maze,
lord?"
The deity responds, "By following the correct path."
You are cautioned to not attempt to pin down or outwit a deity who is being
ambiguous, since there is usually a purpose in it. However you can expect
that at times a deity will give very valuable information, especially when
you are serving him/her in your quest.
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335 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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340 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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350 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
|
| Empath |
|
| |
A Empath can MEDITATE in order to gain Spirit Points, Mana
Points, Health Points, and Stamina at a faster rate.
1101 · Heal [HEAL]
Duration: Immediate
Type: Utility
An Empath can restore 10 to 50 Health Points (HP) using this spell.
Factors that increase the number of HP restored include First Aid skill,
knowledge of the Empath Spell Circle, and the Empath's level.
Using the CURE command after preparing this spell will restore more Health
Points than using the CAST command, but at a higher Mana Point cost.
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1102 · Limb Repair [LIMREP]
Duration: Immediate
Type: Utility
Reduces the severity of the caster's fresh limb wounds.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1103 · System Repair [SYSREP]
Duration: Immediate
Type: Utility
Reduces the severity of the caster's fresh nervous system injuries.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1104 · Head Repair [HEDREP]
Duration: Immediate
Type: Utility
Reduces the severity of the caster's fresh head and neck injuries.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1105 · Organ Repair [ORGREP]
Duration: Immediate
Type: Utility
Reduces the severity of the caster's fresh organ injuries.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
Organ injuries are considered to be the back, the chest, the abdomen, and
the right and left eyes.
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1106 · Bone Shatter [BONESHATTER]
Duration: Immediate
Type: Attack
As is evident by its title, this spell shatters the bones of the target on a
successful cast, using the Empath's Casting Strength (CS). Depending upon
which bones are affected by this spell, the target could be killed
instantly. Training in the First Aid skill increases the chance for an
instant kill.
The power of the attack is enhanced upon a successful cast on a target with
ranks of Mental Lore, Manipulation.
Bone Shatter will only work on targets that have bones.
Increased damage is possible when CHANNELing the spell from a higher stance
and having an open hand.
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1107 · Adrenal Surge [SURGE]
Duration: Immediate
Type: Utility
The caster causes the target to experience a short surge of adrenaline,
increasing the targets strength for a moment, causing them leap to their
feet.
It has been noted by some adventurers that this increased strength can be so
exceptional that webs have been broken.
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1108 · Empathy [EMPATHY]
Duration: 5 seconds +1 second for evey 2 warding failure, max 30 seconds
Type: ATTACK
When successfully cast, Empathy will stimulate a target to induce a panic
reaction. This spell may only be used upon a living target, the undead are
immune to its affects. It has been rumored this spell can cause temporary
indecision as well.
The power of the attack is enhanced upon a successul cast on a target with
training in Mental Lore, Telepathy. There is also a higher chance of
immobilization and instant kills.
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1109 · Empathic Focus [FOCUS]
Duration: 360 seconds +20 seconds for every Empath spell known; refreshable;
stackable
Type: Bonus/Defense
The caster remembers past injuries and channels those memories into a sharp,
short-lived focus increasing physical Attack Strength (AS) by +15, Spiritual
Target Strength (TD) by +15, and Defense Strength (DS) by +25. The DS bonus
is increased +1 for every 2 ranks of Empath spells known over 1109.
With the increase in DS bonus to Empathic Focus, there is an increase in
mana cost; base mana cost is 9, +1 for every 3 DS bonus over 25.
Overtraining in Empath spell ranks does not yield additional bonus past the
caster's level.
The spell has a cumulative duration.
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1110 · Empathic Assault [EMPASSAULT]
Duration: Variable
Type: Attack
Through concentration of will, the Empath becomes capable of focusing his
awareness upon his own essence, gaining control over the energies coursing
through him, and redirecting the flow until it manifests into a radiant
sphere of energy which can be hurl toward opponents.
The successful Empath can infuse the target with his own essence,
establishing an initially jarring connection through which he can overcome
the natural energy flow of the target.
Training in Spell Aiming is a necessity for the initial bolt attack portion
of the spell.
Training in the following lores provide added benefits to Empathic Assault:
Mental Lore, Transformation increases the bolt Damage Factor (DF) of the
spell.
Mental Lore, Manipulation modifies the warding margin on successful wardings.
Mental Lore, Divination decreases the foe's Target Defense (TD) by a maximum
of 13.
Mental Lore, Telepathy increases the number of CS attack cycles.
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1111 · Limb Scar Repair [LIMSCAR]
Duration: Immediate
Type: Utility
Reduces the severity of scars on the caster's limbs.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1112 · System Scar Repair [SYSSCAR]
Duration: Immediate
Type: Utility
Reduces the severity of old damage to the caster's nervous system.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1113 · Head Scar Repair [HEDSCAR]
Duration: Immediate
Type: Utility
Reduces the severity of scars on the caster's head or neck.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1114 · Organ Scar Repair [ORGSCAR]
Duration: Immediate
Type: Utility
Reduces the severity of scars on the caster's organs.
The Roundtime (RT) for healing is decreased with training in Mental Lore,
Transformation.
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1115 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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1116 · Cry for Help [CRY]
Duration: Immediate
Type: Utility
The caster enables the target to see through their eyes for one moment.
Sufficiently trained adventurers have been known to pass additional
information concerning the health as well.
Training in Mental Lore, Divination increases the likelihood that the target
will be able to observe the caster for a short duration rather than just an
instantaneous glimpse. This will enable the target to see and hear the
actions going on in the area in which the Empath cast this spell. There is a
5% chance per Divination Lore rank to gain this brief clairvoyance.
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1117 · Empathic Link [EMPLINK]
Duration: 20 seconds + (warding failure * 2)
Type: Attack
This spell will create an empathic link between two targeted opponents of
the same type. When creatures are linked in this fashion, damage dealt to
one of the creatures will also be dealt to the other(s). For example, if two
creatures are under the effects of Empathic Link and an archer shoots one of
the creatures in the chest, the other creature will also take damage to the
chest.
The mana cost for Empathic Link is 8 + (Critter Level/10)
Training in Mental Lore, Telepathy increases the number of targets that may
be linked, up to 10 targets.
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1118 · Herb Production [HERBPROD]
Duration: Immediate
Type: Utility
Causes a random herb to grow instantly on the ground (works only outdoors).
There is no way to predict which herb will grow, or how useful it will be.
Sometimes a useless herb will result.
This one is a grab-bag, sometimes you might get lucky in a pinch!
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1119 · Strength of Will [WILL]
Duration: 600 seconds +10 seconds for every Empath spell known; refreshable;
stackable
Type: Defense
This spell increases the caster's mental agility, providing the caster with
a slightly faster response to avoid attacks. +12 bonus to Spirit Target
Defense (TD) and Defense Strength (Melee, Bolt, and Ranged DS). Empaths
improve on this with +1 for every 2 Empath spells known over 1119 (maximum
+50 bonus).
The mana cost increases due to the bonus increase of this spell. The base
mana cost is 19, +1 for every 3 bonus over 12.
The duration of this spell is cumulative.
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1120 · Sympathy [Sympathy]
Duration: Immediate
Type: Attack
Empaths are the masters of emotion. This mastery is not only limited to
their own feelings, but can extend to others too. With the utmost
dedication, a skilled Empath is able to project their thoughts outward
causing those present to be overwhelmed with sympathy. Creatures that are
under these effects will fight each other instead of the Empath or their
group. Players will not involuntarily attack each other, like creatures, but
they will not be able to perform hostile actions toward the Empath or their
group.
The base limit of targets is six. Training in Mental Mana Control and
Spiritual Mana Control increases the number of possible targets at the rate
of ((MMC + SMC) / 10).
The Undead do not possess the feelings to invoke sympathy, but with advanced
training in Mental Lore, Telepathy, an Empath is able to resurface old
memories to stimulate sympathy. A minimum of Mental Lore, Telepathy ranks
equal to half the undead creature's level are required to have any chance to
affect an undead creature. If the Empath's Mental Lore, Telepathy ranks are
equal or greater than the undead creature's level, success will be
automatic, subject to the normal warding roll.
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1125 · Troll's Blood [TROBLD]
Duration: 600 seconds + 10 seconds for every Empath spell known
Type: Utility
Through the use of the spell Troll's Blood, the empath is able to inherit
some of the minor regenerative properties and combat effectiveness of a
troll. While under the effects of the spell, the empath is able to restore 6
Health Points (HP) and heal any minor (rank 1) wounds at every other base 20
second interval. Additionally, if the empath is non-magically stunned when
the effect triggers, there is a chance to break out of the stun.
Training in Mental Lore, Transformation increases the base amount of Health
Points (HP) that is restored at each interval by an additional +1 HP at 3
ranks to a maximum of an additional +17 HP at 187 ranks (seed 3 of the
Summation Chart).
Training in Spiritual Lore, Blessings decreases the duration between each
interval beginning with an additional -1 second at 5 ranks, with an
additional decrease of -16 seconds at 200 ranks (seed 5 of the Summation
Chart).
If the empath is a member of a group, his or her group will receive the
Troll¿s Blood benefits as well.
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1130 · Intensity [INTENSITY]
Duration: 600 seconds +10 seconds for every Empath spell known; refreshable;
not stackable
Type: Bonus/Defense
This spell allows the Empath to increase their intensity by providing +20 to
both Attack Strength and Defense Strength (Bolt, Melee, and Ranged AS/DS), +
1 AS/DS for every two Empath spells known beyond 30, capped at level.
The mana cost is increases due to the bonus increase of this spell. The base
mana cost is 30, +1 for every 3 AS/DS bonus over 20.
This spell is no longer stance dependent.
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1135 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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1140 · Empathic Dispel [EMPDIS]
Duration: Immediate
Type: Attack
This spell allows the caster to break the target's connection to the spirit
realm, causing spiritually related spells to fail. Upon successful cast, two
or more spells may be dispelled.
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1150 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
|
| Paladin |
|
| |
1601 · Mantle of Faith [MANTLEFAITH]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
While beseeching her chosen Patron Arkati, the Paladin attempts to call a
mantle down upon her, providing a protective, cloaking barrier. This dully
illuminated mantle adds +5 to generic Defense Strength (DS), as well as
enhances the Paladin's ability to ward off spiritual magic by increasing the
spiritual Target Defense (TD) +5.
Training in Spiritual Lore, Blessings increases this bonus by +1 at two
ranks, with a maximum additional bonus of +18 at 189 ranks. This bonus
results in increased mana cost: +1 Mana Point (MP) for every +1 DS/TD above
+5 DS/TD. This lore bonus is only applied when self-cast by a Paladin.
The Paladin can also call upon her Patron Arkati to cloak another person in
the mantle of her faith. The target will receive the base +5 DS/TD bonus and
the effect is not stackable.
Spiritual Lore, Blessings bonus thresholds: 2, 5, 9, 14, 20, 27, 35, 44, 54,
65, 77, 90, 104, 119, 135, 152, 170, and 189 ranks
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1602 · Pious Trial [PIOUSTRIAL]
Duration: 60 seconds +1 second for every 2 Paladin spell ranks over 2
Type: Attack
Throughout a Paladin's life in the service of his patron Arkati, he will see
a great turmoil and strife among the average citizens of the world. When
Pious Trial is cast, the Paladin calls upon his patron Arkati to use
memories of conflicts in order to instill a great burden on the target,
causing arduous tribulation. This burden adds a 2 second slow effect to the
target for 60 seconds. This spell is not stackable or refreshable.
Training in Spiritual Lore, Spirit Summoning increases the slow effect +1 RT
at 10 ranks and another +1 at 25 ranks.
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1603 · Faith's Clarity [CLARITY]
Duration: 30 seconds or a spell being cast by the Paladin
Type: Utility
The Paladin's faith is said to have the power to lift the burden from her
shoulders. When cast, this spell calls upon divine influence to improve the
center of focus for spell casting, effectively reducing the potential
hindrance any armor she wears might impose. Five percent hindrance is
removed from the base hindrance for the armor type when casting spells of
the spiritual sphere (Minor Spirit, Major Spirit, Cleric, Paladin, Ranger).
Training in Spiritual Lore, Summoning further reduces the armor type's base
hindrance by an additional 1% per 3 ranks, to a maximum of an additional 5%
at 15 ranks. This lore bonus is only applied when the spell is self-cast by
a Paladin.
Armor Magical Hindrance Table
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1604 · Purify [PURIFY]
Duration: Special
Type: Utility
Calling on the favor of his patron, the Paladin can purify weapons as a
preparatory measure, as well as to enhance their effectiveness against the
undead. The spell will also allow the Paladin to reduce or eliminate the
amount of spoil in certain food and drink items.
Purify will increase the duration (number of swings) of a blessed weapon by
50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it
can be cast upon weapons that are normally unblessable to make them blessed
for one swing or one minute, whichever is expended first.
Training in Spiritual Lore, Blessings increases the duration upon the next
cast of Holy Blade, as well as the Order of Voln's Symbol of Blessing and
Symbol of Holiness by providing a +5% duration increase per rank, with a
maximum of 100% duration increase at 10 ranks. Spiritual Lore, Blessings
training also keeps food/drink fresh for a longer period of time.
Purify will unspoil manna bread and open the Graveyard Gate!
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1605 · Arm of the Arkati [ARMARKATI]
Duration: 300 seconds +15 seconds for every Paladin spell known; refreshable
Type: Offense
Arm of the Arkati summons the spirits of past champions of his patron deity
to guide and intensify the strikes of the Paladin's group in battle. The
Paladin and everyone in his group gains an increase in damage to their
physical attacks (melee only), based on a 10% boost of their weapon's Damage
Factor.
Training in Spiritual Lore, Summoning increases this bonus by +1% at 5 lore
ranks, and has a maximum bonus of +16% at 200 lore ranks.
With the increased bonus comes an increased Mana Point (MP) cost. The base
MP cost is 5 +1 for every additional percentage above 10 +1 for each member
of the group.
Spiritual Lore, Summoning bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68,
81, 95, 110, 126, 143, 161, 180, and 200 ranks
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1606 · Dauntless [DAUNTLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Offense
Paladins are often revered for their courage and conviction in the face of
troubling times. By casting this spell, the Paladin is infused with a sense
of confidence and fearlessness to face any challenge she may find. Dauntless
fills the Paladin with renewed courage and conviction, providing her +10
Attack Strength (AS) as well as resistance to fear-based attacks. This spell
is self-cast only.
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1607 · Rejuvenation [REJUV]
Duration: Immediate
Type: Utility
By focusing his spiritual magic, the Paladin is able to restore his health
and stamina. Initially, the Mana Point (MP) cost for rejuvenation is 7 MPs
for 5 Health & Stamina Points. One Health Point and one Stamina Point are
regained for every 1.5 MPs spent on casting the spell.
Training in Spiritual Lore, Blessings increases the rejuvenation rate to a
max of 30 Health & Stamina Points at a 45 MP cost. Training in Spiritual
Mana Control reduces the mana cost for this spell by 3% per rank, to a
maximum of a 75% mana cost reduction at 25 ranks, though the spell will
never cost less than 7 mana. This spell is self-cast only.
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1608 · Guiding Light [GLIGHT]
Duration: 50 swings
Type: Utility
A Paladin may channel her spiritual energy into a holy weapon (sanctified)
adding plasma criticals, to cause it to flare up to two times against a foe.
Guiding Light may even be cast upon magical sanctified weapons if the
caster's Paladin Spell ranks + Spiritual Lore, Blessing ranks = 15 or
greater. The plasma criticals will flare on any type of creature, but only
for Paladins and Clerics who wield the holy weapon.
Each time the weapon fails to flare, the base percent chance it will flare
increases each successful hit until a flare occurs. For the second flare,
the base chance is increased with training in the Spiritual Lore, Blessings
skill, providing an additional 4% at 3 ranks, with the maximum bonus of 68%
at 187 ranks.
A dedication to Paladin spell training will increase the number of swings +1
for every Paladin spell rank over 8 to a maximum of 25 additional swings (75
total swings).
Training in Spiritual Lore, Blessings increases the bonus further, adding a
+1 for every rank.
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1609 · Divine Shield [DSHIELD]
Duration: 600 seconds + 30 seconds for every Paladin spell known;
refreshable; not stackable
Type: Defense
Divine Shield provides a protective celestial barrier around the Paladin and
his group, increasing the chance to block incoming blows. The chance to
block has a base of 10%. Training in Spiritual Lore, Blessings increases
this chance 11% at 3 ranks, to a maximum of 27% at 187 ranks.
Block chance is modified by the attacker's level. Any group member that
leaves the Paladin's group will lose the effect of the spell.
When Divine Shield is active, Zealot cannot be cast.
Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25, 33, 42, 52,
63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks
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1610 · Higher Vision [HIVISION]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
The Paladin's patron gives her a glimpse of future battles, providing her an
increase to her defense against both physical attacks and spells.
This higher vision provides a base of +10 to generic Defense Strength (DS)
+1 for every 2 Paladin spells known above 10, from a maximum of +20 bonus at
30 spell ranks. This spell is self-cast only.
With the increase in DS, there is also an increase in Mana Point (MP) cost.
The base MP cost is 10, +1 for every bonus above +10, for a max of 20 MPs.
Training in Spiritual Lore, Religion provides an additional bonus of +1 DS
cost at 5 ranks with the maximum of +16 DS at 200 ranks. This bonus has no
additional MP cost.
Spiritual Lore, Religion bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68,
81, 95, 110, 126, 143, 161, 180, and 200 ranks
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1611 · Patron's Blessing [PATBLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
The Paladin's patron Arkati bestows a refined combat knowledge upon him,
allowing him to better attack with and defend against CML maneuvers.
Patron's Blessing increases the caster's effective Combat Maneuvers ranks
for purposes of the Combat Maneuver List (CML) and Attack Strength (AS). The
base is 10 Combat Maneuver ranks +0.75 for every Paladin spell rank beyond
11. This spell is self-cast only.
With the increase in effective Combat Maneuver ranks, there is also an
increase in Mana Point (MP) cost. The base MP cost is 11, +1 for every 3
Combat Maneuver ranks above the initial 10.
Training Spiritual Lore, Blessings provides an additional bonus of +1 Combat
Maneuver rank at 3 Blessings Lore ranks, to a maximum of +17 Combat Maneuver
ranks at 187 Blessings Lore ranks.
The total Combat Maneuver bonus received between Patron's Blessing and the
Paladin's training can not surpass what the Paladin would receive were he
fully trained in Combat Maneuvers. The AS bonus, however, is uncapped.
Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25
33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks
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1612 · Champion's Might [CMIGHT]
Duration: 600 seconds; stackable
Type: Offense
Through a simple prayer, the Paladin calls upon her Patron to bestow the
might of champions of old, increasing her strength in harnessing spiritual
energy. A dim celadon light envelops the caster's hands and provides her +15
spiritual Casting Strength (CS) boost, +1 for every Paladin spell known
above 12, to a maximum bonus of +25 CS. This spell is self-cast only.
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1613 · Divine Vengeance [VENGEANCE]
Duration: 1200 seconds +60 seconds for every Paladin spell rank known;
refreshable
Type: Special
With Divine Vengeance, the paladin petitions his patron for protection in
order to prepare for an unfortunate event. If the paladin is defeated, the
patron may choose to exact vengeance upon the paladin's killer (man or
beast). This retribution can be very devastating, even fatal; making it
known that no one upsets a Power with impunity.
Shortly after the paladin's death, his patron will strike. The paladin's
corpse need not be present for the vengeance to take place. However, there
is no guarantee that the paladin's patron is not busy with other matters,
thus exacting no vengeance, but this is uncommon.
The spell duration will expire with the paladin's death. There are no lore
effects for this spell.
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1614 · Aura of the Arkati [AURAARKATI]
Duration: 60 seconds
Type: Attack
Upon casting Aura Of The Arkati, the Paladin is bathed in a radiant aura of
divine influence, causing nearby creatures to cringe in fear. Those not
involved in a cooperative effort with the Paladin must attempt to ward the
presence or rebuke in awe.
Against like-level foes, this spell causes 10% generic Defense Strength (DS)
decrease calculated from the target's current stance. When cast against
targets significantly lower in level than the Paladin, the spell may cause
the target to kneel and/or become immobile. Those targets that are able to
move will suffer a slow effect.
Training in Spiritual Lore, Religion increases the DS reduction by 1% at 5
ranks to a maximum of 5% at 30 ranks.
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1615 · Divine Strike [DSTRIKE]
Duration: Immediate
Type: Attack
The Paladin calls upon the divine power of her patron to decimate her foe.
When successfully cast, the target is surrounded by a damaging sacred force,
and may additionally be forced to kneel. Divine Strike also forces the
target into Roundtime (RT).
Training in Spiritual Lore, Religion increases the overall chance of forcing
the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25
ranks.
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1616 · Vigor [VIGOR]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Utility
Vigor endows the Paladin with great vitality, allowing him to last longer in
battle by increasing his Constitution +4. Training in additional Paladin
spell ranks yields an additional +1 bonus for every 4 Paladin spells known
above 16, to a maximum of +10 at 40 spell ranks. This spell also provides a
bonus to Maximum Health Points (HP) equal to twice the Constitution bonus
beginning at +8, with a maximum of +20 at 40 spell ranks. Vigor is self-cast
only.
Training in Spiritual Lore, Blessings provides a bonus an HP bonus of +1 at
1 rank to a maximum of +19 at 190 ranks.
Spiritual Lore, Blessings bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45,
55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks
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1617 · Zealot [ZEALOT]
Duration: 120 seconds +10 for every spell rank known above 17; refreshable;
not stackable
Type: Offense
Focusing entirely on the offensive, Zealot enables the Paladin to bolster
her resolve and that of her party. The Paladin and everyone in her group
gain a +30 bonus to melee Attack Strength (AS). To make up for this
offensive ability, the paladin and everyone in her group experiences a -30
Defense Strength (DS) reduction. When Zealot is active, Divine Shield may
not be cast. Additionally, if anyone leaves the Paladin's current area, they
will lose the effect of the spell.
Training in Spiritual Lore, Religion increases the +AS/-DS effect by +1 at
one lore rank, with the maximum additional bonus of +19 at 190 ranks. At 190
ranks of Spiritual Lore, Religion, the Paladin would have +49 AS and -11 DS.
Spiritual Lore, Religion bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45,
55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks
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1618 · Guard the Meek [GUARDMEEK]
Duration: 600 seconds +30 for every Paladin spell known; refreshable; not
stackable
Type: Defense
A Paladin will often guard those less fortunate. Using Guard The Meek, he is
able to focus his concern for his allies by raising their defenses, while
slightly raising his own. The Paladin provides a base bonus of +15 to
physical (melee) Defense Strength (DS) to his group members, +1 for every 5
spell ranks known above 18 to a maximum of +20 bonus at 43 ranks. The total
possible bonus for the Paladin's group is +20 DS.
In order for the Paladin to raise his defenses in addition to the base +15
DS granted by the spell, he must train in Spiritual Lore, Blessings.
Dedication to this skill provides an additional +1 DS bonus (physical only)
at 6 ranks, with the maximum additional bonus of +5 at 40 ranks. The total
possible bonus for the Paladin is +20.
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1619 · Faith Shield [FSHIELD]
Duration: 30 seconds +1 second for every 2 Paladin spells known above 19,
max 70 seconds
Type: Defense
A stalwart faith in her patron grants the Paladin a powerful spiritual
defense, aiding in warding off spells by providing a base benefit of +50 to
spiritual Target Defense (sTD) for 30 seconds.
Training in Spiritual Lore, Religion provides and addition bonus of +3 sTD
at 5 ranks, with the maximum of +24 sTD bonus at 68 ranks, totaling +74 sTD
(base bonus + lore bonus).
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1620 · Aid The Fallen [AIDFALLEN]
Duration: Immediate
Type: Utility
When cast upon a dead adventurer, the Paladin calls upon his deity to
transport a fallen corpse to a pre-determined safe haven. The Paladin must
have an appropriate anchor set in order for the dead body to be successfully
transferred. These anchors may be set in any properly dedicated area. The
ceremony in which this is done is left as an exercise for the caster. It is
possible for the Paladin to have more than one anchor set, as long as the
anchors are in different areas of the world.
Additionally, the corpse must be properly preserved and held by the Paladin
(in his group), or else the spell will fail.
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1625 · Sanctify [SANCTIFY]
Duration: Immediate
Type: Utility
Sanctify allows a Paladin to call upon their patron to bond them to their
favored weapon. To bond, the Paladin must seek out a holy shrine, purify
their weapon of impurities (through spell 1604, if it is not already holy),
and then cast Sanctify upon their chosen weapon. Once bonded, the weapon
will become sanctified in the hands of the Paladin it is bonded to. This
bond is so strong that the weapon will resist use by anyone other than the
Paladin who is bonded to it. The bond can then be further strengthened
through use in combat.
There are five bonding levels that the bonded weapon can reach, beyond its
starting level (rank 0). At Rank 1, if the weapon has no other special
abilities (flares, weighting, etc.) it will gain permanent Guiding Light
flares. At Rank 3, the Paladin can begin to infuse offensive spells into the
weapon that can then flare during combat. At Rank 5, the weapon will gain
the ability to return to the Paladin's hand, should it be disarmed or
hurled. At each rank, the Paladin will receive a +2 bonus to their CML
attack/defensive strength when using the bonded weapon. The Paladin will
also be able to draw strength and clarity of thought from their patron
merely by holding the bonded weapon in their hand (+1 to Strength and Wisdom
Bonus per rank).
In order to achieve and maintain each rank, the Paladin must have sufficient
spell training in the Paladin spell list. In order to reach bonded rank 1
(or, indeed, maintain the bond at all), the Paladin must have 25 ranks in
the Paladin spells. Rank 2 requires 26 ranks, Rank 3 requires 27 ranks, Rank
4 requires 28 ranks, and Rank 5 requires 29 ranks. If a Paladin achieves a
certain bonded rank and then unlearns the prerequisite spell rank, their
bond with their weapon will either weaken to the appropriate level or
dissolve altogether if the spell is completely unlearned.
To infuse a spell into the weapon, the Paladin will need to either PREPARE
or INVOKE a spell and then attempt to INFUSE it into their weapon. Only
targeted, non-bolt/ball offensive spells may be infused into the weapon (no
mass spells). The maximum effective spell level that can be infused into the
weapon is the weapon's bonded rank -2, multiplied by 4 [(Bonded Rank - 2) *
4]. Training in Spiritual Lore: Summoning can raise this maximum level (Seed
2). Spells that the Paladin can learn (Minor Spiritual and Paladin circles)
are treated as having an effective level equal to their base level (i.e.
1602 = level 2). Spells that are fully spiritual in nature that are
non-native to the Paladin are treated as having an effective level equal to
1.25x their base level (i.e. 214 = level 17), spells that are semi-spiritual
are treated as 1.5x their base level (i.e. 708 = level 12), and spells that
are non-spiritual are treated as 2x their base level (i.e. 512 = level 24).
Once infused, the spell will be stored in the weapon until it is randomly
activated during combat. The act of infusing merely grants knowledge of the
spell to the weapon, it does not draw mana from the Paladin. Upon activation
in combat, the weapon will transfer knowledge of the spell back to the
Paladin and compel them to cast it at the most recently engaged creature in
the room. The Paladin will expend the normal mana cost of the spell at this
time, but will never fall below zero mana as an immediate result. Once the
spell flare is activated, the weapon will need to be infused with a spell
before it will flare again.
Should the Paladin decide to bond to another weapon, they may CHANNEL
Sanctify at their bonded weapon to break their current bond and then repeat
the bonding ritual with another weapon. The CHANNEL step is optional, but
failure to sever the old link will render the formerly bonded weapon
unusable by anyone, should it never touch its former master's hands again.
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1630 · Judgment [JUDGMENT]
Duration: Immediate
Type: Attack
A paladin is faced with many trials throughout her life which may force her
to judge the condemned. Casting this spell, the paladin calls out to her
patron for aid in assisting with the punishment of the unworthy, which
results in the manifestation of the deity's influence. This focus serves as
a conduit through the paladin, temporarily giving her the ability to punish
as she sees fit.
Judgment, a powerful spell based on Casting Strength (CS), has the ability
to strike multiple enemies with damage appropriate for the patron deity, and
the spell will potentially force them to kneel. A base 3 targets will be
struck, with additional targets based on lore knowledge (see below). The
spell is group-friendly, but not otherwise player-friendly.
Training in Spiritual Lore, Summoning increases the number of targets by one
for every 50 additional skill (not ranks). For example, a paladin with 120
skill can hit 5 targets.
Training in Spiritual Lore, Religion increases the 35% base chance that the
target will be forced to kneel, if applicable, by 2% per rank, to a maximum
of a 85% chance. The higher the level of the target versus the caster, the
more difficult it is to force them to kneel.
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1635 · Divine Intervention [DINTERV]
Duration: Immediate
Type: Utility/Defense
Divine Intervention calls the patron to the Paladin's aid, assisting in
freeing her from her plight. The patron Arkati removes one status effect
from the Paladin when she uses the BESEECH command, at a cost of 35 Mana
Points (MP), to call for assistance. Such effects include, but are not
limited to web, stun, bind, poison, disease, and curse. Because the deity is
removing the effect and not the Paladin, there is no spell hindrance. The
Paladin cannot be asleep when using this ability.
Note: Using the BESEECH command at any other time will not cost the paladin
35 MPs.
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1640 · Divine Word [DWORD]
Duration: Immediate
Type: Utility
Those Paladins that truly dedicate themselves to their patron Arkati are
granted the ability to raise the dead. This rare gift can be used once per
day. Because Paladins do not study the miraculous rites for raising the dead
as much as Clerics do, a Paladin will only receive one quarter of the
experience a Cleric would.
There is a percentage chance equal to 100% minus the caster's Spiritual Mana
Control (SMC) skill that the resurrection attempt will severely injure the
caster, possibly resulting in the caster's death. It is recommended that the
caster have 102 skill in SMC before attempting to raise the dead.
Training in Spiritual Lore, Religion increases the number of times the
Paladin is able to raise the dead in a given day; 2 times per day at 20
ranks and 3 times per day at 40 ranks.
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1650 · Unnamed
Not yet implemented
TBD
|
| Ranger |
|
| |
601 · Natural Colors [NTRCOLOR]
Duration: 600 seconds +20 seconds for every Ranger spell known, stackable
Type: Defense
This spell attunes the target with their surroundings, making him or her
more difficult to see, and correspondingly more difficult to attack, giving
the caster +10 to their Defense Strength (DS).
The target also receives a hiding bonus in natural terrains (not hard/flat
or in town). This bonus is increased by training in the Ranger spell circle.
Casting the Sneaking (617) spell in conjuction with this spell provides a
higher hiding bonus than when using Natural Colors alone. Other stealth
activities, such as STALKing, remaining unseen while hidden, and unhiding
unseen are also easier while this spell is in effect.
Training in Spiritual Lore, Blessings provides an additional +1 increase to
the roll bonus for stealth activities at the first rank, with a maximum of
+13 at 91 ranks. Another benefit of the Blessings Lore skill is a +1 DS
increase at 5 ranks, with a maximum of and additional +10 DS at 95 ranks.
Archers! Use this spell for a bonus to remain hidden while sniping.
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602 · Resist Elements [RESELEM]
Duration: 1200 seconds +60 seconds for every Ranger spell known; stackable
Type: Defense
Resist Elements creates an area of near-constant temperature around the
caster, offering protection in the form of +15 to Defense Strength (DS)
against fire, ice, and electricity bolts, while also providing a bonus to
the resistance of damage based on inclement weather conditions.
Training in Spiritual Lore, Blessings provides an additional bolt DS bonus
of +1 at 5 ranks, to a maximum of +10 at 95 ranks. Blessings Lore also
increases the bonus to the resistance of damage based on extreme weather.
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603 · Foraging [FORAGE]
Duration: 15 seconds per level; stackable
Type: Utility
While under the effect of this spell, the caster's sense of the plant-life
in the local area is greatly heightened. Living herbs and other plants in
the area, which might otherwise be difficult to find, will become obvious to
the caster. This spell is very useful on expeditions to gather herbs and
other valuable plants. Dedication to the Ranger spell circle increases the
bonus to Foraging.
The foraging bonus from this spell is increased with training in Spiritual
Lore, Blessings.
Training in the Survival skill increases the successes of foraging.
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604 · Skinning [SKINNING]
Duration: 60 seconds, stackable
Type: Utility
This spell will make the caster more dexterous and better able to skin a
carcass. While this spell lasts a very short time, it will add significantly
to the caster's skill with the skinning knife. Dedication to the Ranger
spell circle increases the bonus to Skinning.
Training in Spiritual Lore, Blessings increases the skin value +1% at 5
ranks, with a maximum +10% value increase at 95 ranks.
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605 · Whispering Willow [WHISWILLOW]
Duration: 30 seconds per level; stackable
Type: Utility
This spell will allow the caster to project her voice over a long distance,
while having it remain but a mere whisper. When attempting to communicate
with someone who is also outdoors, the natural surroundings of the area will
carry the caster's voice to whomever she wishes to speak with.
Training in Spiritual Lore, Summoning provides the caster with the ability
to whisper to others that may be hidden/invisible, indoors, and even
cross-realms at certain training thresholds. The following table shows the
requirements of the potential whisper target's room, realm, visibility, and
locale. Each rank thresshold attained encompasses the abilities of the
previous ranks.
Rank Same Room Same Realm Visible Outdoors
0 X X X
4 X X
8 X X X
12 X X
16 X X
20 X
24 X X
28 X
32 X
36
• At 0 ranks, you can whisper to those who are in the same realm, visible,
and outdoors.
• At 4 ranks, you can whisper to those who are in the same realm, visible,
and indoors.
• At 8 ranks, you can whisper to those who are hidden or invisible, as long
as they are in the same outdoor room as you.
• At 12 ranks, you can whisper to those who are hidden or invisible, as long
as they are in the same room as you (indoors or outdoors).
• At 16 ranks, you can whisper to those who are hidden or invisible, as long
as they are somewhere in an outdoor locale in the same realm as you.
• At 20 ranks, you can whisper to those who are hidden or invisible, as long
as they are somewhere in the same realm as you.
• At 24 ranks, you can whisper to those in a different realm, as long as
they are visible and outdoors.
• At 28 ranks, you can whisper to those in a different realm, as long as
they are visible.
• At 32 ranks, you can whisper to those in a different realm regardless of
visibility, as long as they are outdoors.
• At 36 ranks, you can whisper to those in a different realm regardless of
visibility.
It is not possible to remotely whisper to someone who is under the effects
of the Unpresence (204), or is in a room that prevents location.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Whispering Willow indoors.
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606 · Phoen's Strength [PHOENSTR]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Offensive Bonus
Phoen, god of the sun and husband of Oleani, lends his great strength to the
caster when this spell is cast. This spell will increase the caster's inner
strength, giving him a +10 to Attack Strength (AS) for the duration of the
spell. Additionally, Phoen's Strength provides a bonus to encumbrance and
weapon-swinging Roundtime (RT). This spell may only be cast outdoors.
Archers will find that Phoen's Strength aids in reducing the Roundtime (RT)
for cocking a crossbow as well as the RT for firing a bow.
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607 · Sounds [SOUNDS]
Duration: 120 seconds; stackable
Type: Attack
This spell creates distracting sounds all around the target, making them
less able to defend themselves. The base penalty to the target is -20 to
their defense and works best on targets up to 15 levels above the caster.
For every additional level above the caster past 15 levels, there is a 20%
failure per level until the target is 20 levels above the caster, at which
point it will not work.
Training in the Ranger Spell Circle adds a bonus to this spell, maximizing
at the 70th spell level, giving the target a maximum penalty of -50 to its
defense. The level of the target can affect this bonus, but the penalty will
always be at least -20 to the target's defense on a successful cast.
The target will also suffer a base 10% hindrance to spell casting ability.
This percent chance is increased with training in Spiritual Lore, Summoning
by an additional 1% at 1 rank to a maximum additional 13% at 91 ranks.
Sounds penalizes archers and hurlers while AIMing, hindering the chance that
they will hit their mark. This spell also hinders those who are attempting
to DISARM traps.
The spell casting hindrance of this spell is separate from the spell casting
hindrance one would suffer from wearing heavier armors.
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608 · Camouflage [CAMOUFLAGE]
Duration: Immediate
Type: Offensive Bonus
While casting this spell outdoors, the ranger is able to blend in with the
surroundings, placing him into hiding. Adding +30 to Attack Strength (AS),
Camouflage significantly increases the chance for the ranger to strike the
target when attacking from a hidden position, and also provides a bonus to
remaining unseen while hidden. Additionally, Camouflage provides a
level-based bonus to unhiding unseen. If the ranger is discovered from
hiding, the +30 Attack Strength (AS) bonus does not apply.
Camouflage also provides a bonus to the ranger who has acquired the Shadow
Mastery combat maneuver (CMAN) skill. While SNEAKing, the caster retains 10%
of the AS bonus per Shadow Mastery rank. The results are cumulative, so
every room that the ranger sneaks will reduce the AS bonus retained until it
reaches zero.
If the ranger first casts the spell Nature's Touch (625) he is able to use
Camouflage indoors.
Archers! Use this spell for a bonus to remain hidden while sniping.
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609 · Sun Burst [SUNBURST]
Duration: Immediate
Type: Utility
A great pulse of light will come from the caster's hand when this spell is
cast, causing all those hidden to become obvious to all in the room. While
this will not reveal invisible targets to the caster, it will make her aware
of their presence.
When Sun Burst is focused directly on a target, the caster will attempt to
temporarily blind them. When successfully cast in this manner, living
targets will suffer a severe perception loss, as well as a decreased chance
to evade any incoming attacks. Undead targets will recoil from the intense
burst of light, giving them Round Time. Targets that cannot see, due to
injury, the Blinding spell, or previous effects of a focused Sun Burst are
immune.
Sun Burst comes in handy when arrows or thrown weapons are hidden in a room.
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610 · Tangle Weed [TANGLE]
Duration: Variable
Type: Attack
This level-based spell will cause a vine to animate (or grow) in a
particular area and begin to lash about at creatures present. The vine will
attempt to knock over a target that is struck, regardless of caster stance.
If the the vine's target is already prone, it will attempt to root the foe
in place, hampering combat. Casting Tangle Weed from any stance above
neutral will cause the vine to damage the target as well as knock it down.
It is also possible to direct the vine's wrath by casting the spell at a
particular target.
Training in Spiritual Lore, Summoning increases the chance to poison the
target. This poison will drain the target's strength. The percent chance to
induce strength drain is equal to Summoning Lore skill divided by 2.
This is naturally an outdoor spell, but may be cast indoors if the Ranger
has the Nature's Touch (625) spell active.
Tangle Weed does not work on all types of critters; try casting at different
creatures to figure it out!
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611 · Mass Colors [MASSCOLOR]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Defense
This will allow the caster's entire group to feel the effects of the first
level spell, Natural Colors, for a longer duration.
A ranger's animal companion also receives the benefits of this spell when
present.
The effects of Natural Colors and Mass Colors do not stack.
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612 · Breeze [BREEZE]
Duration: 3 seconds per level, not stackable, not refreshable
Type: Utility
This spell will create a small whirlwind in an area, creating moderately
strong breezes which will blow away many forms of clouds, including gas
clouds, poison clouds, and many fog clouds. While this spell does not
directly modify combat, it can be invaluable protection for some dangerous
hunting environments.
Training in Spiritual Lore, Summoning will allow the Breeze to temporarily
hinder the movements of any creatures in the area for a few seconds. This
percent chance is calculated on a per-target basis and is equal to the
ranger's Spiritual Lore, Summoning skill divided by 2.
The ranger may dispel Breeze by typing STOP BREEZE or STOP 612 in the
command prompt.
Light objects lying about the area have a tendency to get tossed about by
this spell.
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613 · Self Control [SELFCONTR]
Duration: 1200 seconds +60 seconds for every Ranger spell known; stackable
Type: Defense/Utility
This powerful spell will allow the caster to focus her will, as well as
energy from the natural surroundings, and set up a powerful protection field
around her. Self Control will not only offer physical protection by adding
+20 Defense Strength (DS), except Bolt DS, +1 for every 2 Ranger Spell ranks
beyond 13, but spell protection as well by adding +20 Spirit Target Defense
(TD).
Self Control (613) also provides a bonus to spotting and disarming traps
while utilizing the DISARM command on treasure boxes. This bonus is
increased by training in the Ranger spell circle.
Additionally, Self Control assists the caster in resisting certain
fear-based attacks.
Archers and hurlers who are AIMing, receive an increasing bonus in the
chance to hit their mark, which is based on Ranger spell ranks.
Training in Spiritual Lore, Blessings provides an additional Spirit Target
Defense bonus of +1 at 5 ranks, to a maximum of +10 at 95 ranks.
Unlike many other spells that have increasing bonuses, Self Control's mana
cost does not increase; the mana cost is 13 per cast.
Overtraining in Ranger spell ranks does not yield additional bonus past the
caster's level.
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614 · Imbue [IMBUE]
Duration: Immediate
Type: Utility
Imbue allows a Ranger to take a piece of natural, organic material and alter
it by channeling energy into the object, changing its basic structure. The
result will allow the object to be turned into a magical item by someone
with the spell Magic Item Creation. The amount of mana the new magical item
will hold is dependent upon a dedication to the Ranger Spell Circle, the
Mana Control, Spiritual skill, and the Discipline and Intuition stat
bonuses.
Rangers can cast imbue at foraged items such as sticks, mezereon bark, tree
bark, wyrmwood bark and wiregrass. Below is a table that describes the item
that can be imbued, the magical item it can become, and the maximum amount
of mana it can hold.
Item Magical Item Max Mana
stick wand 40
stick rod 80
mezereon/tree/wyrmwood bark amulet 50
wiregrass bracelet/anklet 50
Training in Spiritual Lore, Summoning increases the maximum mana capacity by
an additional +1 mana at 1 rank up to an additional +13 mana at 91 ranks.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Imbue indoors.
Some organic objects, due to their structure, may be unaffected by this
spell.
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615 · Call Swarm [CALLSWARM]
Duration: Variable, not stackable, not refreshable
Type: Attack
Using his/her innate ability to interact with nature, the ranger summons
insects from the surrounding area to swarm against a foe. The venomous bites
of the swarm of insects and their distracting noise aid the ranger on the
battleground.
When casting Call Swarm, the ranger's stance will determine the initial
attack that the swarm will inflict upon its target. Only the initial effect
is controllable. Subsequent effects will be random.
STANCE EFFECT
Offensive Knockdown
Advanced Damage
Forward DS penalty
Neutral AS penalty
Guarded Random Poison or Disease
Defensive Induce roundtime
The swarm will remain to find a new target after its original one has been
defeated.
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616 · Spike Thorn [SPIKETHORN]
Duration: Immediate
Type: Attack
This spell will cause large, spiked thorns to grow under the target which
will very likely cause damage to it. The amount of damage inflicted depends
not only on the ranger's level, but also the target's level, and the
conditions under which it was cast. Targets much higher in level than the
caster may completely dodge this attack altogether.
Training in Spiritual Lore, Summoning provides a percent chance for one
extra damage cycle, using (Summoning Lore skill/2)-30.
While this spell will work indoors, it is more powerful when used where
there is already vegetation present in the area.
The spell Nature's Touch (625) will alleviate the penalties for casting the
spell indoors.
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617 · Sneaking [SNEAKING]
Duration: 300 seconds +20 seconds for every Ranger spell known; stackable
Type: Utility
When active, this spell will allow the caster to control all sound that
emanates from his body, allowing greater success with stealth activities
such as hiding, STALKing, SNEAKing, remaining unseen while hidden, and
unhiding unseen.
Sneaking provides an additional hiding bonus in natural terrains (no bonus
increase for hard/flat or in town), which is increased by training in the
Ranger spell circle.
Training in Spiritual Lore, Blessings decreases the chance that the ranger
will slip in icy conditions.
When the caster has the Natural Colors or Mass Colors spell active with
Sneaking, the two together make the caster nearly imperceptible when
outdoors, thus allowing him to move from room to room unnoticed by all
except only the most perceptive.
Although this spell allows the caster to move around mostly unnoticed, if a
creature or player specifically looks around the room for a new target, the
caster will still be noticed as the combination of the two spells does not
allow for perfect invisibility.
Archers! Use this spell for a bonus to remain hidden while sniping.
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618 · Mobility [MOBILITY]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Bonus
Mobility increases the ability to react to many maneuver attacks as well as
providing the defense equivalent of 20 Dodging skill ranks, +1 for every
Ranger spell known over 618.
The target receives an increase to the base hiding bonus provided by this
spell when in natural terrains (not hard/flat or in town). This bonus is
increased by training in the Ranger spell circle. Other stealth activities,
such as STALKing, remaining unseen while hidden, and unhiding unseen are
also easier while this spell is in effect.
The spell also provides a bonus to STEALing, which increases with training
in the Ranger spell circle.
With the increased bonus comes an increased mana cost. The base mana cost is
18, +1 for every 5 bonus.
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619 · Mass Calm [MASSCALM]
Duration: Variable, refreshable
Type: Attack
An experienced ranger is adept in all forms of animal empathy. With this
spell, the ranger takes the right non-threatening actions, says the correct
soothing words, and makes calming gestures in order to sedate all creatures
in the room. Although this spell has a short duration, it is very difficult
to ward against.
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620 · Resist Nature [RESISTNATURE]
Duration: Variable
Type: Utility
This spell allows a ranger to infuse cloth and leather armors with
resistances to weeds, spikethorns, and elements. Similar to a Wizard's
Enchant ability, this utility spell is a process of due diligence.
Once the ranger has obtained a suitable set of armor to be made resistant,
the spell is cast upon it. Various factors play a role in the success of
this initial cast. If the cast is successful, the ranger will know the armor
is ready for the next step. It is important for the ranger to know the armor
that he or she is casting upon, as attempting this spell on
already-resistant armor may result in an unfavorable situation.
The selection of resistance type is made by applying the appropriate potion
to a prepared armor. These potions are created from special plants that may
be gathered from certain locations. A NPC herbalist prepares the potions
from the plants gathered. The various styles of armor require varying
amounts of potion to be applied. The potions are somewhat volatile, and will
lose their effectiveness after a reasonable period of time. It is in the
ranger's best interest to use a potion as soon as possible after receiving
it from the NPC.
After the proper amount of potion has been applied to the armor, the ranger
must cast the spell again upon the armor to seal the resistance in. There is
a chance of failure on this cast as well. Additionally, it is important to
ensure you have used the proper amount of potion for the armor type before
attempting to seal the armor. Failure to do so may result in yet another
unfavorable situation.
In any event, the armor used during the attempt will not be harmed.
The resulting armor will have a Resistance Strength and a Resistance Life,
which are determined by a number of factors. Resistance Strength (RS) is
defined as the actual amount of resistance provided against criticals of the
type infused in the armor. Resistance Life (RL) is defined as the amount of
resistance left in the armor.
The RS of the armor does not degrade with use; however, the RL decreases as
the armor absorbs damage of the type the resistance is intended to protect
against. When the RL is exhausted, the resistance is no longer inherent in
the armor.
Additionally, resistant armor that is physically damaged may have its RL
shortened depending on how badly it is damaged. Keeping the armor in good
repair will provde for the best RL.
Any ranger who obtains this spell may attempt to use it with no further
training in any of the skills that affect it. A few of the ranger's stats
play a part in this spell, but the skills mentioned here serve as bonuses to
the final result of the spell. In addition to the listed stats/skills below,
there may be other factors that influence the result as well.
Aura, Discipline, and Wisdom stat bonuses will play a part, though not equal
ones, in this spell.
Armor infused by the spell will reduce the critical damage of the specified
resistance type by a percentage based upon the caster's Spiritual Lore,
Blessings training. This resistance strength is equal to 20% + (Spiritual
Lore, Blessings ranks / 2).
The duration of the resistance, or resistance life, is influenced by Mana
Control, Spiritual and Ranger Spell ranks.
Training in Mana Control, Spiritual will also allow the ranger to cast the
spell on damage or crit padded armor. It is possible for the ranger to add
resistance to "lightly" padded armor beginning at 1 rank of Mana Control,
Spiritual. "Very heavily" padded cloth and leather armors can have added
resistances at 91 ranks.
Rangers may ASSESS armor that has been protected by Resist Nature in order
to gauge resistance strength/life.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Resist Nature indoors.
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625 · Nature's Touch [NATURETCH]
Duration: 300 seconds +10 seconds for every Ranger spell known; not
stackable; refreshable
Type: Utility/Bonus
A ranger with this spell active will feel the power of nature surround him,
no matter where he is. This means the ranger will be able to summon the
energy to cast certain spells as if he were outside, even if he is inside.
Additionally, Nature's Touch provides a bonus of +1 spiritual Target Defense
(sTD), +1 for every 2 Ranger spell ranks known over 25, to the maximum of a
+12 bonus (achieved at 49 ranks).
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630 · Animal Companion [ANIMALCOM]
Duration: Special
Type: Attack/Utility
Once a ranger is attuned enough to nature to cast the 30th level spell in
their circle, they are able to summon forth a beast of the wild to serve as
their companion. The Animal Companion spell will call one of four types of
animals (canine, rodent, feline, avian). A ranger may establish an affinity
with the animal, befriend it, and develop a long-lasting bond with their
companion.
See Also:Notes on Animal Companion.
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635 · Nature's Fury [NATFURY]
Duration: Immediate
Type: Attack
Only Rangers are able to channel the chaos found in nature. Using this
powerful, mass attack spell, the Ranger is able to draw upon the forces of
nature to wipe out his foes. Those not in the Ranger's group are subject to
damage based on both the climate and terrain of the area.
Training in Spiritual Lore, Summoning provides the chance to increase the
number of damage cycles done by Nature's Fury. The percent chance that
another damage cycle will be done is equal to the ranger's lore skill. For
example, a ranger with 15 Spiritual Lore, Summoning ranks, which equates to
70 skill, would have a 70% chance of gaining an extra damage cycle. This
percentage chance is uncapped, so if the caster has a 130 Spiritual Lore,
Summoning skill bonus, he will always have one extra damage cycle and a 30%
chance of another damage cycle on top of that.
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640 · Wall of Thorns [WALLTHORNS]
Duration: Variable; not stackable; refreshable
Type: Defense
Casting this spell creates a wall of living thorns around the ranger. This
wall will provide a +20 Defense Strength (DS) bonus as well as possibly
block incoming attacks with the thorns. The chance the wall of thorns will
block the ranger from an incoming attack is a flat percentage that is not
affected by additional factors. There is also a chance to inflict the
blocked attackers with a lethargy-based poison.
This spell will be most successful when used in an appropriate climate and
terrain. When the ranger attacks, the wall of thorns will part to allow the
ranger freedom of movement.
Extreme climates and terrains will decrease the duration while moderate
climates and terrains will increase the duration of the spell.
If the ranger first casts the spell Nature's Touch (625) he is able to use
Wall of Thorns indoors.
Wall of Thorns will scratch a garrote attacker if the victim is wearing WoT.
Poisoning of the attacker may or may not result.
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650 · Assume Aspect [ASSUME]
Duration: See below
Assume Aspect allows a ranger, who has 50 Ranger spell ranks, to channel the
spirits of nature in order to assume beneficial characteristics of certain
wild beasts.
Detailed information on Assume Aspect
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701 · Blood Burst [BLOODBURST]
Duration: Immediate
Type: Attack
When cast upon a healthy target (which has failed its warding), this will
result in bleeding of at least 5/rounds from the neck, and will do an
equivalent amount of damage with the cast. Each successive casting will
increase the bleeding by "opening the floodgates."
Training in Sorcerous Lore, Necromancy allows the possibility for this spell
to take the drained Health Points (HP) from the target and give them to the
caster.
Due to the nature of some creatures, such as undead and golems, they may be
immune to this spell as they do not bleed.
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702 · Mana Disruption [MANADISRUPT]
Duration: Immediate
Type: Attack
Casting Mana Disruption at a target causes it to suffer bone and tissue
damage as if it had fallen a long distance. The greater the target fails it
spirit warding failure, the greater the damage. There is additional internal
damage done (hidden), which will be relative to the severity of the injury.
Other factors that can affect the damage done include casting with open
hands, stance, and the target's condition.
Using the CHANNEL command instead of CAST for Mana Disruption with an empty
hand will increase damage done. This bonus is modified by stance and how
many hands are open.
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703 · Corrupt Essence [CESSENCE]
Duration: 15 seconds
Type: Attack
This spell corrupts the target's connection to its essence resources,
preventing it from casting spells, but not from prepping them.
This spell is extremely hard to resist.
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704 · Phase [PHASE]
Duration: See below
Type: Utility
Casting phase will momentarily cause some portals to "fade" from existence,
allowing the Sorcerer to pass through them briefly. Using CHANNEL on a
container allows the sorcerer to reach into closed containers and possibly
remove an item.
When cast at a noncorporeal creature, Phase will yank the creature fully
into this plane of existence for a brief time, during which the creature
will have a solid form that can be damaged normally (20 seconds + 3 seconds
per warding failure). If cast at a creature with the ability to phase out of
existence (banshees & Ithzir, for example) it will be prevented from doing
so for the duration of 20 seconds + 3 seconds per warding failure. This only
applies to creatures with unnatural hiding ability. Creatures with natural
hiding abilities like forest bendiths will not be prevented from hiding
while under the effects of phase.
Phase can also be used on items in the sorcerer's inventory that are not
worn. When cast at an object in the caster's inventory (under 10 pounds),
the object is phased out of existence for 10 minutes + 6 seconds per
sorcerer spell rank. The object will not be usable while in the phased
state, but it will also not have any weight. Should the phased object leave
the caster's inventory, it will immediately return to its normal state.
Any items over 10 pounds will require training in Sorcerous Lore,
Demonology, increasing by an additional 2 pounds with 3 ranks to a maximum
additional weight increase of 34 pounds at 187 ranks (seed 3 of the
summation chart). The maximum amount that anyone will be able to phase will
therefore be 44 pounds.
When cast at locked containers the spell will take into account the weight
of the container and all its contents rather than just the weight of the
container itself.
Casting Phase, Elemental Dispel, or Spiritual Dispel at an item that has
been phased will dispel the phase. If the sorcerer drops the item that has
been phased, this will also dispel the effects.
Phased gear, such as weapons or wands, cannot be activated while in a phased
state. Also, the self-cast version of this spell is intended to provide
protection against creature maneuver attacks. This portion of the spell,
however, will be going live concurrently with the maneuver system overhaul.
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705 · Disintegrate [DISINTEGRATE]
Duration: Immediate
Type: Attack
When the target fails its warding this spell causes the target's flesh to
literally melt away, causing some very serious wounds on higher rolls. The
spell also works on beings who have no flesh to disintegrate, melting away
their ethereal form.
Using the CHANNEL command instead of CAST for Disintegrate increases damage
done. This bonus is modified by stance (open hands are not required).
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706 · Mind Jolt [MINDJOLT]
Duration: 1 second per warding failure
Type: Attack
Casting Mind Jolt at a target causes its brain to be jolted by a minor
electrical shock, whose phase is in opposition to the synaptic network
communication, causing the target to be stunned.
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707 · Eye Spy [EYESPY]
Duration: 30 seconds per level, max. 10 minutes
Type: Utility
One of the caster's eyes grows tiny batlike wings and is able to fly away
from the caster. The caster has complete control over the eye and will be
able to see through it. The eye is controlled similarly to the Call Familiar
spell via the TELL command.
Usage:
TELL EYE TO . . .
. .
LOOK BLOODSHOT
LOOK {player} ROLL
LOOK {item} CRY
GO {direction} or {object} BLIND
RETURN STARE {player}
INSPECT {player} {item} WIDEN
READ {item} NARROW
BLINK {player} {number of times} REVOLVE
BLINK {number of times} REVOLVE {player}
PEER {player} HOVER
SNEEZE HOVER {player}
BAT {number of times} .
Example: TELL EYE TO LOOK
If the eye is not in the same room with the caster when the spell's duration
expires, the caster will lose the eye and take 3 to 30 points of damage.
The flying eye is, in reality, an illusion and therefore cannot be attacked,
webbed, or affected by cloud spells. However, its movements are restricted
to what it can see. It cannot go through closed doors, or other areas where
vision is limited.
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708 · Limb Disruption [LIMBDISRUPT]
Duration: Immediate
Type: Attack
A most painful spell: Depending on the warding failure, Limb Disruption can
cause one of the target's limbs to break and/or explode. The caster may hit
a target's right or left hand, arm, or leg.
Spell Aiming skill allows the caster to better focus the spell and hit a
specific limb on the target.
The possibility of limb animation and interaction is increased by training
in Sorcerous Lore, Necromancy.
Aiming for the leg(s) can cause the target to fall to the ground!
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709 · Quake [QUAKE]
Duration: Immediate
Type: Attack
A minor quake is caused in the caster's location, and all adjacent rooms.
Everyone in the area of effect must make a moderate saving roll to remain
standing. Note that the effect is actually an illusion, the disruption is
not in the ground but in the minds of everyone in the area of effect. As
such, no structural damage will result, leaving the caster and their group
completely immune to the effect.
Quake is useful because a prone opponent has their Attack Strength (AS) and
Defense Strength (DS) lowered by -50. This is an easy way to get a big
advantage over an opponent. This spell is more likely to cause victims to
fall down than the Wizard spell, Tremors.
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710 · Energy Maelstrom [MAELSTROM]
Duration: Variable
Type: Attack
Maelstrom gives a Sorcerer the ability to summon dark energy to swirl around
him or her, creating a fierce storm. It is a potent spell, which can be very
dangerous to bystanders.
This spell can be cast in two ways. First, it can be cast openly, giving the
Maelstrom the opportunity to hit anything in the area. Second, it can be
focused, by casting at a single target. The length and strength of each type
of Maelstrom storm (focused & unfocused) is based upon caster level versus
target level. Additional casts of Maelstrom can increase the length and
strength of the storm.
When the spell is unfocused, only one Maelstrom can be created in the area
at a time. The storm could potentially hit any possible target in the room.
When the spell is focused, a Sorcerer may cast Maelstrom at several targets
in the area. The Spell Aiming skill, Sorcerer spells known, Discipline stat
& bonus, and caster level factor into the ability to increase the number of
storms that can be created and controlled. A very powerful Sorcerer could
potentially create and control up to 6 or 7 storms at once.
During a focused energy Maelstrom storm, the duration of atmospheric
defensive spells around the target can be degraded.
Tactical tip: The strength of Maelstrom degrades over time, so it is best to
increase the storm's potency (multiple casts) at the beginning of the storm,
rather than at the end.
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711 · Pain Infliction [PAIN]
Duration: Immediate
Type: Attack
Target takes between 20% and 35% of total health in damage on successful
warding failures. More extreme successes may induce a Roundtime (RT) in the
target.
Training in Sorcerous Lore, Necromancy aids the Sorcerer in directing his or
her spells at the target in the most painful manner. Against a like-level
opponent, a Sorcerer single-trained in Necromancy Lore will achieve the
maximum benefit from this spell.
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712 · Cloak of Shadows [SHADOWS]
Duration: 600 seconds +60 seconds for every Sorcerer spells known
Type: Defense/Attack
Cloak of Shadows does two things. Firstly it acts as a defense to the
caster, cloaking him or her in shadows by providing the caster +25 Defense
Strength (DS), +1 DS per Sorcerer spell ranks over 712, max at level.
Additionally, Cloak of Shadows provides +20 Sorcerer Target Defense (TD), +1
for every 10 Sorcerer spells know over 712, max at level.
Due to the increasing bonuses of this spell, the mana cost is a base of 12,
+1 for every 3 additional DS.
The second benefit of this spell is its retribution effect. The Sorcerer
must cast Cloak of Shadows at themselves, then CHANT RETRIBUTION <spell
number>, which causes the chanted spell to be cast at the target if the
Sorcerer endures a physical attack. This retribution effect is a result of
Demonology, which is not a sure science. The Sorcerer will not be able to
always ensure that this retribution will be willing to strike the attacker
for him.
Increased training in Sorcerous Lore, Demonology will aid the Sorcerer in
ensuring the demon does his bidding. The Sorcerer well-versed in Demonology
Lore may also find that this retribution is more easily able to strike his
attacker. If the retribution is used in conjunction with a spell that does
not allow the Shadow to strike out against a target (such as 130), it may
still feel the need to do so and will turn upon its master.
Area affected spells, such as Quake or Major Elemental Wave, will not work
with this spell.
Overtraining in Sorcerer spell ranks does not yield additional bonus past
the caster's level.
A garrote attacker is subject to the Cloak of Shadows chant retribution
effect when the victim wearing CoS is stunned.
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713 · Nightmare [NIGHTMARE]
Duration: 1 second per warding failure, max 90 seconds
Type: Attack
Each person and creature has its own specific worst nightmare, which the
Sorcerer is able to summon with this spell. For most characters, it will be
a certain creature which will suddenly appear only to them and begin to
attack.
Just as one cannot battle their nightmares, the target will be unable to
battle this creature. It will seem to them as if every second they are about
to die in some hideous manner. The unfortunate character or creature
affected by this spell will often be stunned, fall to the ground, scream in
fright, beg for mercy, and sometimes take damage.
The spell may not begin until a few seconds after it has been cast in order
for the nightmare to develop.
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714 · Scroll Infusion [SCROLLINFUSION]
Type: Utility
With this spell, Sorcerers are able to utilize magical artifacts to fully
unlock the magic found within scrolls. A sorcerer that successfully casts
this spell will be able to increase the incantations found on a scroll many
times over, granting the scrolls a much longer life than is normally
expected.
More information on Scroll Infusion (714)
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715 · Curse [CURSE]
Duration: Variable
Type: Attack
There are six known curses at the disposal of all Sorcerers. Some curses
affect the target's combat abilities including Attack Strength (AS), Defense
Strength (DS), and warding ability. Other curses torment the target with
annoying and sometimes damaging effects. Items may also be targeted, which
will store a dormant version of the curse cast upon it, awaiting the touch
of a hapless creature or adventurer. The Sorcerer may handle any item that
they curse.
Curse Reference:
STANCE TYPE
Offensive Clumsy - target falls down
Advanced AS Penalty & Minor Damage
Forward AS Penalty
Neutral Itching, DS Penalty
Guarded TD Penalty
Defensive Minor Damage
All curses have inherent spell strengths based upon the abilities of those
who cast them, which provide resistance against attempts to remove them,
such as with the clerical Remove Curse spell. While this may make removal of
the curse more difficult, the curse can still be removed or neutralized with
enough effort or if the strength of the uncurse spell is greater than that
of the curse.
This spell may be neutralized by the clerical spell Remove Curse. As well,
when this spell is cast upon items, it will curse them. Sorcerers may not
curse holy items.
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716 · Disease [DISEASE]
Duration: Variable
Type: Attack
This spell can inflict an extremely debilitating disease on the target based
on how badly the spirit warding has failed. The disease will cause 1 point
of damage for every 3 levels of the caster, plus 1 point for every 5 points
the spirit warding was failed each round. The disease has a dissipation rate
of 1 per round.
Training in Sorcerous Lore, Necromancy causes more vicious diseases as well
as causing the disease to take hold of its victim at a faster rate.
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717 · Evil Eye [EVILEYE]
Duration: Variable
Type: Attack
They say the eyes are the window to the soul. Certainly the target of this
spell will believe this to be the case, as the Sorcerer summons the power to
instill fear into the very root of the target's being. Sometimes the target
will run from the room or freeze, unable to move because of fright. Other
times, if the target is a character, they may not stop running from the
caster until they reach the safety of town.
This spell has an interesting side ability - when coupled with the Eye Spy
spell, the caster will be able to target creatures and characters in the
room with them, or in the room with the Sorcerer's Eye Spy (although the
power of the spell diminishes when cast remotely).
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718 · Torment [TORMENT]
Type: Attack
This spell allows a Sorcerer to summon a demonic force to do battle with the
target of the spell. The demonic force, however, seeks some source for its
rage and will turn on its summoner if it cannot successfully attack its
target.
Control of this demon requires concentration in order to keep the demon's
rage focused on the target. This concentration is enhanced by stance (the
more offensive the better) and a sleeping or stunned target. All of these
factors can decrease the Target Defense (TD) of the target.
The caster's concentration can be broken by their stance (more difficult to
concentrate in defensive stances), injuries, being asleep or stunned, and
having a spell prepared. Leaving the area the target is in can also lead to
breaking the Sorcerer's concentration. All of these factors can increase the
Target Defense (TD) of the target, which can create a potentially dangerous
situation for the Sorcerer.
A Sorcerer with increased knowledge of Sorcerous Lore, Demonology will more
easily be able to undertake spell preparation while controlling this force.
If the Sorcerer does not have a spell in preparation, his skill may result
in an increase in damage when the demon strikes.
The demon will remain in a raged state until either the target or the
summoner is killed. It will then return to its demonic plane.
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719 · Dark Catalyst [DARKCAT]
Duration: Immediate
Type: Attack
Targets of this spell will have their magical energy, be it elemental or
spiritual, ripped from them and converted into raw force which will damage
them in the form of heat, cold, electricity, and/or impact crits. The amount
of damage taken is dependent on the target's current amount of magical power
and the failure of their spirit warding. Targets with little or no magical
energy will not be significantly affected by this spell.
Part of the magical energy drained from the target can be transferred
directly to the Sorcerer - the amount the Sorcerer receives is dependent on
the amount taken, as well as his/her Elemental and/or Spiritual Mana Control
skills.
Training in Elemental Lores, Fire, Water, Air, and Earth. increases the
damage done for that particular critical type.
Elemental Lore Critical
Fire Heat
Water Cold
Air Electricity
Earth Impact
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720 · Implosion [IMPLOSION]
Duration: Immediate
Type: Attack
This spell will destroy all of the air around the target(s) in a specific
area, subjecting them to 'vacuum' injuries. As the air rushes back into the
area (a moment later), the target(s) will not only be subjected to the force
of the returning air, but it is likely that surrounding objects will fly at
them, potentially striking them and doing added damage. This spell can be
truly devastating.
There are two versions of this spell, focused (single target), which
requires skill training in Spell Aiming and unfocused, which affects all
characters/creatures/objects in the area.
Additionally, training in Elemental and/or Spiritual Mana Control reduces
the Mana Point cost of focused Implosion.
While both focused and unfocused Implosion can be useful, the unfocused
version can harm innocent bystanders in the caster's room and in surrounding
rooms.
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725 · Minor Summoning [MSUMMON]
Duration: 600 seconds + 20 seconds per Sorcerer spell known + 30 seconds per
Sorcerous Lore, Demonology rank known
Type: Utility
Minor and relatively weak, but chaotic, creatures from a demonic plane will
be able to be summoned with this spell. Minor Summoning is the stepping
stone in a Sorcerer's study of the demonic valences. The creatures summoned
generally pose very little threat to the Sorcerer calling upon them and are
usually summoned for menial tasks.
In order to summon a demon from the demonic plane, the Sorcerer must get a
demon runestone and cast Minor Summoning at the runestone. The valence of
demon summoned is dependant upon the type of runestone used. In order to see
what kind of demon runestone you are using, use the READ RUNESTONE command.
It is possible to summon a specific type of demon within that valence, but
it is much more difficult.
Increased training in Sorcerous Lore, Demonology will allow the Sorcerer to
have better command of the demons he or she summons. Demonology training
will also allow Sorcerers to instruct their demons to carry more coins for
them, hold more mana for them, and to perform several other tasks.
Additionally, 50 ranks of Demonology Lore allow a Sorcerer to summon a demon
by just specifying valence without a chance of failure. 100 ranks of
Demonology Lore allow a Sorcerer to summon a demon by specifying valence and
demon arche-type without chance of failure.
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730 · Animate Dead [ANIMATEDEAD]
Duration: Special
Type: Attack
By the process of infusing his or her sorcerous essence through alchemical
components, a sorcerer is able to fill the void left by a spirit leaving a
corpse. The essence allows the sorcerer to manipulate and animate the body,
giving him or her the ability to issue commands on a basic level.
More info on Animate Dead
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735 · Ensorcell [ENSORCELL]
Not yet implemented
Nothing is yet known about this spell.
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740 · Planar Shift [Shift]
Duration: Immediate
Description: Utility
Sorcerers successful in harnessing Planar Shift will be able to scribe
magical runes within the confines of a protective circle. A successful
casting of spell 740 within the circle, will allow the sorcerer to travel
the pathways formed by threads of mana running through the fabric of the
lands to a chosen destination.
To use this spell the sorcerer must first obtain a book in which a suitable
magical rune has been written.
Next the sorcerer must draw a protective circle using chalk. The surviving
scholars of the Sorcerer's Guild caution that only very high quality chalk
should be used when the road to be traveled is a long one. Less expensive
material may be used for shorter trips.
Once the circle is properly prepared, the sorcerer must draw the rune inside
it. Due to the complex nature of the runes and the potential for disaster,
the book containing the rune for the desired destination must be held in the
hand of the sorcerer while the rune is being drawn.
Finally, the sorcerer is ready to cast Planar Shift. If successful, a
pathway will be revealed which the Sorcerer may utilize. If the distance
traveled is small the sorcerer may even bring their group with them.
Miscasts have potentially disastrous consequences. Sorcerers are urged to
use caution, as rumor has it that failures can lead to unleashing an enraged
demon upon Elanthia. Study in the lores of demonology can reduce the chance
of mishap. Inter-realm teleportation has a base failure rate of 10%, reduced
by 1% per every 12 demonology ranks
Instructions for Rune Writers:
Using SENSE a sorcerer may discover the rune which is needed to return them
to the room they are standing in. This rune may be written in a book which
the sorcerer has bound with magic.
A sorcerer may only write runes into a book which she has bonded to, though
she may loan her book to another sorcerer and that sorcerer may write the
runes it contains into their own chalk circles.
The bond between a sorcerer and her book is very personal. No demonologist
can write in a book belonging to another. A sorcerer who has misplaced or
sold their book may sever the bond with that book. The sorcerer will then be
able to begin writing a new book. The original book, although retaining the
runes it has currently, will not be able to have new runes written in it.
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750 · Demonic Control [DEMONCONTROL]
Not yet implemented
Duration: Variable
Type: Attack
This spell will allow the caster to summon specific, unique demons to
(hopefully) do the caster's bidding. Woe to the caster who loses control of
this type of demon. The immediate effects would most likely include
something extremely unpleasant.
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901 · Minor Shock [MINORSHOCK]
Duration: Immediate
Type: Attack
A minor bolt of electrical energy leaps from the palm of the caster. This is
an elemental attack spell and uses the Aimed Spells skill.
This spell is used extensively by young wizards, because it is an easy spell
to learn and cast, and the mana requirements are low. This spell is also
typically found in a variety of commonly found wands.
Training in Elemental Lore, Air & Water will increase the damage of this
spell.
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902 · Minor Elemental Edging [MINOREDGE]
Duration: 1 attack per level
Type: Utility
This spell magically enhances a weapon, giving it a +15 bonus for the number
of attacks equal to the level of the caster. The spell is cast on the
weapon. The effects are not cumulative and this spell will not work on
magic, cursed, holy, slaying or weapons made of special metals that provide
a bonus, such as mithril.
There is no experience restriction for using a weapon with this spell, so
anyone may use it. The spell only dispels when the number of attacks is
exceeded. (Remember, even misses count as attacks!)
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903 · Minor Water [MINORWATER]
Duration: Immediate
Type: Attack
A bolt of highly compressed water is shot from the palm of the caster. This
is an elemental attack spell and uses the Aimed Spells skill.
It is not as easy to hit a target with this spell as with Minor Shock;
however it does more damage when it does hit. A more skilled wizard with the
mana to cast this spell will usually find this spell is a more mana
efficient choice after moving out of the easy hunting areas.
Training in Elemental Lore, Water will increase the damage done by this
spell.
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904 · Minor Acid [MINORACID]
Duration: Immediate
Type: Attack
A bolt of hissing acid is shot from the palm of the caster. This is an
elemental attack spell and uses the Aimed Spells skill.
This is a powerful elemental attack spell that is a more recent addition to
the wizard's spell list. It provides a useful alternative to Minor Water or
when facing creatures that are resistant to the more standard elemental bolt
spells.
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905 · Prismatic Guard [PRISGUARD]
Duration: 600 seconds +15 seconds for every Wizard spell known; stackable
Type: Defense
This self-casting spell allows the caster to create multicolored rays that
shoot out of their body and flow into a shimmering sphere around them. The
colorful rays provide +5 Physical Defense Strength (DS) and +20 Bolt DS, +1
for both Physical and Bolt DS for every 4 Wizard spells known over 5.
With the increase in defense, there is also an increase in mana cost. The
base mana cost is 5, +1 for every 3 DS bonus over 5.
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906 · Minor Fire [MINORFIRE]
Duration: Immediate
Type: Attack
A bolt of fire is shot from the palm of the caster. This is an elemental
attack spell and uses the Aimed Spells skill.
This is a very powerful elemental attack spell that is one of the primary
attack spells for wizards. Although not the most powerful elemental attack
spell available to wizards, it is effective in most situations and often
provides the best results for the mana required to cast it. This is usually
the spell of choice for wizards without the mana to hurl the more powerful
lightning bolts.
Training in Elemental Lore, Fire increases the damage done by this spell.
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907 · Major Cold [MAJORCOLD]
Duration: Immediate
Type: Attack
A ball of pure cold is shot from the palm of the caster, exploding on
impact. If the cast successfully hits the target, the target will experience
damage from the initial hit as well as elemental critical damage as a result
of the explosion. Once the ball of cold hits the target, the explosion can
result in damage to other targets in the room, up to 8 targets.
Aimed Spells is the most important skill for this spell. Multi-opponent
Combat can increase the ability of the cold ball to hit multiple targets in
the room but is not required.
Ball attacks are much easier to hit with than the bolt attacks due to the
added explosion at the end. However they tend to deliver less damage as the
trade-off. This spell is a bit harder to aim and does less damage than Major
Fire (908), but some creatures are elementally more resistant to one form of
attack than another.
Training in Elemental Lore, Water increases the damage of the spell and will
create a larger ball of cold, increasing the maximum number of targets that
can be struck.
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908 · Major Fire [MAJORFIRE]
Duration: Immediate
Type: Attack
A ball of pure fire is shot from the palm of the caster, exploding on
impact. Like Major Cold (907), if the cast successfully hits the target, the
target will experience damage from the initial hit as well as elemental
critical damage as a result of the explosion. Once the ball of fire hits the
target, the explosion can result in damage to other targets in the room, up
to 8 targets.
Spell Aiming is the most important skill for this spell. Multi Opponent
Combat can increase the ability of the fireball to hit multiple targets in
the room but is not required.
Ball attacks are much easier to hit with than the bolt attacks due to the
added explosion at the end. However they tend to deliver less damage as the
trade-off. This spell is a bit easier to aim and does more damage than Major
Cold (907), but some creatures are elementally more resistant to one form of
attack than another.
Training in Elemental Lore, Fire will increase the damage of the spell and
will create a larger ball of fire, increasing the maximum number of targets
that can be struck.
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909 · Tremors [TREMORS]
Duration: Immediate
Type: Attack
Causes the earth in the area to begin shaking in a very minor earthquake,
complete with aftershocks. Everyone in the area must make a roll to remain
standing. Note that the effect is actually an illusion, the disruption is
not in the earth but in the magical aura. As such no structural damage will
result and the caster is completely immune to the effect.
Attacking a fallen opponent lowers their AS and DS by 50. This is an easy
way to get a big advantage over an opponent.
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910 · Major Shock [MAJORSHOCK]
Duration: Immediate
Type: Attack
A bolt of lightning is shot from the palm of the caster. This is an
elemental attack spell and uses the Spell Aiming skill.
These bolts are much easier to aim than minor shocks since they have a
tendency to arc to their target even if the aim is off. They also do much
more damage than minor shock. This spell is highly regarded as the most
potent bolt spell available to wizards, but the mana needed to cast it is so
high that only the most accomplished wizards will use this spell on a
regular basis.
Training in Elemental Lores, Air & Water increases the damage done by this
spell.
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911 · Mass Blur [MASSBLUR]
Duration: 900 seconds +30 seconds for every Wizard spell known; stackable
Type: Defense
Causes all characters in the caster's group to appear blurred to attackers,
thus providing the defense equivalent of 20 ranks of Dodging skill. This is
cumulative with other defensive effects.
The caster must be the leader of the group, thus all who JOIN the caster
will benefit from this spell.
Note that the effect remains on everyone even if the group breaks up, until
the duration is reached.
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912 · Call Wind [CALLWIND]
Duration: Special
Type: Attack
This spell creates a vicious wind, erupting in the area, possibly knocking
down those not in the caster's group. The violent, swirling wind will also
cause all combatants to lose their positioning, which causes their stance to
become less defensive. Additionally, items on the ground may be swept away
by the wind. Training in the Wizard spell circle increases the strength of
the wind.
Training in Elemental Lore, Air increases the chance of forming a vortex
starting at 2% chance at 5 ranks, with the maximum being 30% chance at 200
ranks (summation*2). These vorteces will last between 6 and 8 rounds, where
each round is between 5 and 10 seconds. On each round, the vortex will
target a single random foe that had been hit by the original cast of Call
Wind, and may cause a loss of stance, as well as Roundtime.
The following factors aid a target in defending against Call Wind:
caster/target level, Dexterity & Strength stats, Physical Fitness,
encumbrance, Mobility, Prayer, and Song of Luck.
Very effective at rendering a foe vulnerable to attack.
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913 · Melgorehn's Aura [MELAURA]
Duration: 1200 seconds + 60 seconds for every Wizard spells known (selfcast)
Type: Defense
This self-casting spell provides a bonus to the caster giving them +10
Defense Strength (DS), +1 DS for every Wizard spell known over 913 as well
as +20 Elemental Target Defense (ETD), +1 ETD for every 3 Wizard spells
known over 913.
With the increase in defense comes an increase in mana cost; 13 base mana +1
for every 3 additional DS bonus gained.
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914 · Sandstorm
Duration: Variable
Type: Attack
Summoning a focused whirlwind around the target, the caster will create a
sandstorm that may directly damage the target until it dissipates or the
target has died.
Training in Elemental Lore, Air will increase the duration of the storm and
the rate at which the target is damaged.
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915 · Weapon Fire [WEAPONFLARE]
Duration: 10 seconds per level
Type: Attack
If successful, this spell will cause the target's weapon-in-hand to flare.
The type of elemental flare depends on the element the caster is attuned
with. The strength and number of times the weapon will flare vary based on
the skill of the caster. Creatures may drop their weapon, but unless the
spell has subsided 'anyone' picking up the weapon may be struck down by
another flare!
This spell does not typically work on magic, holy, cursed, or weapons forged
of special metals such as mithril.
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.
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916 · Invisibility [INVISIBLE]
Duration: 1200 seconds +30 seconds for every Wizard spell known;
refreshable.
Type: Utility
The caster becomes nearly invisible. So long as no sudden move is made, such
as an attack, the caster is extremely difficult for most people to detect
without magical means. This spell does not cloak smells or sounds, so many
creatures will have no difficulty finding an invisible combatant, although
they might be confused by the conflict of senses.
Note: A creature that locates an invisible target will often promptly
attack! This is typical and the invisibility will be removed before the
physical attack is made by the creature.
Using the UNHIDE command while invisible will drop the invisibility effect.
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917 · Boil Earth [BOILEARTH]
Duration: Immediate
Type: Attack
The ground beneath the target suddenly becomes molten. There is a chance of
doing immediate direct damage to the leg area. This may cause the target to
fall and receive a number of more serious injuries.
Although other spells can achieve similar ends, Boil Earth is more difficult
to cast because it requires precise control to affect a single selected
target instead of the more diffuse targets of area spells which affect
friend and foe alike.
With increased training in Elemental Lore, Earth, the caster is better able
to manipulate the earth, possibly hitting additional targets. The chance for
a second strike is equal to the caster's Earth Lore skill, and the chance
for a third strike is equal to the caster's Earth Lore skill minus 100. The
strength of these hits with relation to the original hit with vary, but it
can be increased with additional training in Elemental Lore, Fire. Each
additional strike will drain 5 Mana Points.
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918 · Duplicate [DUPLICATE]
Duration: Immediate
Type: Utility
This spell calls upon the elemental forces to replicate an inanimate object.
This is a very tricky proposition and as such the spell has some
limitations. Objects that are made from elements (such as gems, silver, or
gold) usually will not duplicate. Magical items, items made of special
metals such as mithril, holy and cursed items are also resistant to this
spell. On some occasions, when the forces are especially powerful, such a
duplication will succeed. When this spell fails, there is usually nothing to
show for the effort -- sometimes a useless hunk of material will result and
sometimes a very unstable version of the object will be created. However
when it succeeds (as it usually does on simple objects), you will have an
exact duplicate of the item.
Despite being duplicated, the mass of the two objects remains fairly
comparable to the orginal. Typically no difference will be noted, however
the stress caused by the duplication process will leave each one
structurally unsound. Any attempt to duplicate either item again will cause
it a catastrophic failure and a rather flashy display of pyrotechnics! Any
wise wizard will first use Elemental Detection (405) on an item before
attempting to duplicate it.
To find out what will duplicate and what won't requires trial and error;
research on this is unreliable since it seems some wizards are better at
duplication of certain items than others.
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919 · Wizard Shield [WIZSHIELD]
Duration: 60 seconds
Type: Defense
The most powerful of defensive spells in the Wizard Circle. The Wizard's
Shield will grant a +50 bonus to the target's Defense Strength (DS).
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920 · Call Familiar [FAMILIAR]
Duration: 20 minutes + 30 seconds for every Wizard spell rank; refreshable
Type: Utility
The Call Familiar spell will summon forth a small animal to the caster for
the duration of the spell. The type of creature which appears is dependant
upon the local inhabitants of the area the caster is in. Elemental wyrdlings
are also available as familiar types. Split into five elemental sub-types
(air, earth, fire, water and lightning), wyrdlings are available to wizards
who have set their attunement and are currently set to ATTUNE ELEMENT. The
familiar a wizard calls is completely random. Only with the use of the
binding rune (see below) can a wizard consistently summon the familiar of
his choice.
A wizard may choose to consistently call the same type of familiar by use
the binding rune. Once the wizard has found a fellow wizard to teach him
this rune, he must create the binding rune using a brush, ink and blank
runestone, all available in the local alchemist shops. Once the wizard has a
binding runestone, he must purchase a familiar talisman from the local
Wizard Guild shop. WAVE the binding runestone at the familiar talisman in
order to prepare it then, WAVE the prepared familiar talisman at the
familiar of choice. Seal the familiar talisman by casting the Call Familiar
spell at it. To summon the familiar, cast Call Familiar at the familiar
talisman. Each familiar talisman has 20 charges.
The wizard can see through the eyes of his familiar and can command it to
perform several simple tasks. Although a familiar is not useful in combat,
it can be helpful for information gathering and as a messenger. If the
wizard should die, a familiar can also attempt to seek help for its master,
though this is not always effective. Additionally, a wizard's familiar will
always follow him across realms, keeping the wizard company on his travels.
A wizard commands his familiar with the TELL command.
Usage: TELL FAMILIAR TO <command> [options]
TELL Commands Description
LOOK [player, object, creature] look through the familiar's eyes
GO <direction, portal, HOME>; ENTER <portal>; CLIMB <object> move in a
direction, traverse a portal or send your familiar to your home
SAY <message> speak through your familiar
GET <object> pick up and hold a small item
DROP drop a held item
FIND <player> search for another player's character
EMOTE [options] familiar actions
ACT [options] set activity level and demeanor of your familiar
STAY remain in the current room; cease following a character
RETURN your familiar will return to you, even when you are invisible
WATCH watch the room your familiar is in
STOP cease watching the room
RESCUE send your familiar to look for help when you are dead
FLY, LAND, STAND, SIT, SLEEP more familiar actions
LEAVE the familiar will leave and need to be re-summoned if you want it back
Wizards may even pick up their familiars (except wolves) via the GET command
and put them down via the DROP command.
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925 · Enchant Item [ENCHANT]
Duration: Immediate
Type: Utility
Enchanting is the process of magically enhancing a properly prepared weapon,
armor, or shield. Each successful enchantment provides a +5 bonus to the
item as well as increased resistance to damage and destruction. The process
of enchantment can be lengthy and requires certain knowledge by the Wizard.
More information on Enchant Item
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930 · Familiar Gate [FAMGATE]
Duration: Special
Type: Utility
This spell opens a magical portal between the caster and their familiar. It
is not possible to open up a portal to all areas accessible by familiars.
Anyone may pass through the gate, but once the wizard who created the portal
steps through, it will close behind them. It is possible to drag people
through the gate, which makes this spell particularly useful to wizards
attempting to help retrieve the bodies of those who have fallen.
The success rate of this spell is based on, among other things, Elemental
Mana Control, spell training and stat bonuses.
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935 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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940 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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950 · Elemental Guardian
Not yet implemented
Nothing is yet known about this spell.
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