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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  
  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.
 

   
Major Elemental  
  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.
 
Minor Spirit  
  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.
 
Bard  
  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.
 
Cleric  
  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
 
Sorcerer  
  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.
 
Wizard  
  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.