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Clerics

 

Spells

RP script for deity of corpse

FYI's and Tidbits

Chism

Runestones

Two-handed Weapon Training Plan (draft)

 

 

 

Cleric Spells

Minor Spirit

Major Spirit

301 · Prayer of Holding I [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).

 

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 cost are based upon the target's level divided by twelve for a base cost. Mana costs can than increased based upon mana infusion, casting Smite on Living or Bane on Undead, and other hidden factors. For the most part, Clerics will find the cost to hold true to target level/2.

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.
 


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.

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.
 


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.
 


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.
 


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.
 


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.



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
 


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.
 


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.
 


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.
 


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.
 


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.

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.
 


314 · Interdiction [INTERDICT]
Duration: 5 seconds for every Cleric spell known

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.
 


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.
 


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).
 


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.
 


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.
 


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.
 


320 · Exorcism [EXORCISM]
Not yet implemented
The exact nature of this spell is unknown at this time.
 


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. The tiers are as follows:

1. Silver to Gold
This spell enables a player to transform a solid silver object to a gold object upon a successful attempt. The primary target for this ability is the silver slabs created from vaporizing a treasure box full of coins. Players may also use this gem on silver wands to create golden wands. This gem is useable by everyone and has 1 to 3 charges max.

Requirements: Blessing Lore 25 skill/5 ranks, Religion Lore 50 skill/10 ranks, Gem Value >= 1.

2. Brimstone
Once thrown or tossed in a room, a gem imbued with this spell will attempt to strike creatures in the room. After the initil crit strike, the target will be subject to an immolation effect.

Spiritual Lore, Spirit Summoning determines the chance of hitting the target, while the value of the gem determines the crit damage level. The level of the target vs. the level of the user is also a factor. The gem is useable by everyone and has 1 charge.

Requirements: Summoning Lore 25 skill/5 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 70 skill/15 ranks, and Gem Value >=1001.

3. Nexus
This spell imbues a gem with the power of transporting the Cleric and companions to a preset location. The Cleric will set a bind location by tapping the gem in the desired destination room, and then activates the gem by rubbing it. This form of transportation must adhere to the same area restrictions as a gold ring would. The gem is only useable by Clerics.

The chance to create a successful Nexus portal is based on the Cleric's Spiritual Lore, Spirit Summoning skill as well as the value of the gem. Upon each successful Nexus portal creation, the gem loses some of its power to create another portal until it can no longer hold any power or it fails to create a portal. This decrease depends upon the number of people transported by the portal. LOOK at the gem to determine the power of the blessing.

Teleportation is more difficult if the room that the Cleric is teleporting from contains hostile creatures. If the transport fails, either the gem can shatter or, on a particularly bad failure, the Cleric will be hit with a 3-minute mana regeneration penalty along with the gem shattering.

Requirements: Summoning Lore 50 skill/10 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 90 skill/20 ranks, and Gem Value >=2001.

4. Chrism

This spell imbues a gem with two different abilities. Firstly, when used as a pre-resurrection ritual, the gem must be waved over the body of the corpse by a Cleric. Upon resurrection the previously dead player will have an enhanced rate of recovery to their health, mana and spirit pools. Also, the Death Recovery penalty will be lessened by a certain percentage. Secondly, when used upon the living, the gem has the power to bestow the ability for other players to enter a state of meditation like Clerics, Empaths and Savants. They will receive an enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time and will only work in rooms where one can meditate. The gem is only useable by Clerics and has 1 charge.

Requirements: Summoning Lore 70 skill/15 ranks, Blessing Lore 50 skill/10 ranks, Religion Lore 105 skill/25 ranks, and Gem Value >=3001.

bless deity common 4 in <gem>

Chrism Quality Gem Value Effects

Ordinary around 3000-5999

Reduces the Con loss by 1 and speeds up recovery.


Bright around 6000-8999

Reduces the Con loss by 2 and speeds up recovery (possible quicker)


Vibrant around 9000-11999

Reduces the Con loss by 2 and speeds up recovery (possible quicker yet)


Glowing around 12000-15999

Not sure if there is any difference.


5.

ClericA CASTs 325 AT (GEM). ClericA types BLESS DEITY COMMON 5. ClericA WAVEs (GEM) AT (PLAYER). ClericA gives gem to convertee or ClericB. If convertee doesn't RUB the gem to make it into a coffer, they can take it to ClericB. ClericB can CAST 325 AT (GEM). ClericB does not need to type BLESS at all. ClericB's "blessing" doesn't do anything unless ClericC also CASTs 325 at (GEM). Now the convertee can RUB the gem and create the coffer to convert to any god within the pantheon that ClericA-C share. All three clerics must have the required skills to cast Intercession and must be converted to gods of the same pantheon.

Only the creator of an Intercession gem can WAVE the gem at a target. This process attunes the gem to the target and is only needed to be done once.
 

-----------------

Note:
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.
 

 


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.
 


335 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


340 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


350 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 

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)

 

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.

 

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.
 


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.
 


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!
 


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.
 


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)
 


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.
 


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).
 


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.
 

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.



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!
 


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.
 


114 · Unpoison [UNPOISON]
Duration: Immediate

Type: Utility

Unpoison will remove one poison from a given target.
 


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
 


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.
 


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.


118 · Web [WEB]
Duration: Immediate

Type: Attack

Casts a sticky web to entrap the target, which is subject to a spirit warding check.
 


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.



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.
 


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!
 


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!



135 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


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.
 


150 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 

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.

 

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.

 

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.
 


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.
 


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.


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.
 


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.
 


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.
 


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.
 


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.
 


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.
 


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.


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.
 


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.
 


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.
 


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.
 


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.
 


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.
 


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.
 


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.
 


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.
 


230 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


235 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


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
 


250 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 

 

 

WELL of Life Script (courtesy of Sil)

This is a great script for clerics, for identifying RP potential in corpses

 

#Well - (  .well %1)

start:

if_1 goto next
echo ***
echo
echo LINK WITH WHO???
echo
echo ***
exit

next:
put prep 308
Match Charl your skin tingles with electrical energy.
Match Cholen you smell the aroma of fine wine.
Match Eonak your face tingles briefly with heat like
Match Imaera you hear the faint rustling of autumn
Match Jastev a pattern of stars flickers faintly before
Match Kai a shaft of light like a well-thrown spear
Match Koar for only an instant, you glimpse
Match Lorminstra the chill of winter spreads slowly
Match Lumnis a few wisps of grey mist drift past
Match Oleani the light smell of spring flowers in bloom
Match Phoen warmth caresses your skin like the touch
Match Ronan a tide of dreamlike lassitude washes through
Match Tonis you hear the light sound of two coins
Match Gosaena a sensation like feathers brushes over your
Match Zelia a wild, silvery giggle rings in your head.
Match Andelas a deep, rich purring, more felt than
Match Eorgina the area seems to darken for a moment.
Match Fashlonae the smell of dry, ancient parchment
Match Ivas the smell of tuberose incense twines
Match Luukos a scaly texture rasps slowly over
Match Marlu an acrid, alien smell creeps slowly
Match Mularos a phantom pressure briefly encircles
Match Sheru the cackle of a jackal echoes in
Match Vtull the coppery scent of drying blood
Match Aeia the delicate scent of jungle lilies
Match Amasalen you feel the hilt of a knife pressing
Match Arachne and a sticky feeling, like spiderweb
Match Huntress you hear the distinct, controlled swish
Match Jaston a light breeze caresses your skin.
Match Kuon the taste of acantha leaf tea fills
Match Laethe the dusky, dense smell of drying roses
Match Leya the smell of trillium flowers surrounds
Match Niima the smell of the sea washes gently
Match Onar the brief sensation of a dagger against your
Match Tilamaire you hear a few bars of merry, skillfully
Match Voaris the fresh smell of dew-laden roses in bloom
Match Voln you hear the distant clash of sword upon
Match Unknown but
put cast at %1
Matchwait

Charl:
echo ***
echo
echo The body's patron deity is Charl, Lord of the Seas, God of the Oceans, Storms and Revolution. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/charl.asp
echo
echo ***
exit

Cholen:
echo ***
echo
echo The body's patron deity is Cholen, the Jester, God of Festivals, Performing Arts, and Humor. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/cholen.asp
echo
echo ***
exit

Eonak:
echo ***
echo
echo The body's patron deity is Eonak, Master of the Forge, God of Craftmanship, Labor and Triumph Over Adversity. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/eonak.asp
echo
echo ***
exit

Imaera:
echo ***
echo
echo The body's patron deity is Imaera, Lady of the Green, Goddess of Nature, Harvest, Plants, Animals, Healing & Autumn. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/imaera.asp
echo
echo ***
exit

Jastev:
echo ***
echo
echo The body's patron deity is Jastev, the Soothsayer, God of Visual Arts and Prophecy. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/jastev.asp
echo
echo ***
exit

Kai:
echo ***
echo
echo The body's patron deity is Kai, Master of Battle, God of Strength, Athletic Prowess, and Skill at Arms. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/kai.asp
echo
echo ***
exit

Koar:
echo ***
echo
echo The body's patron deity is Koar, King of the Gods, God of Justice, Loyalty and Law. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/koar.asp
echo
echo ***
exit

Lorminstra:
echo ***
echo
echo The body's patron deity is Lorminstra, the Gatekeeper, Goddess of Death and Rebirth, Winter and Deliverance. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/lorminstra.asp
echo
echo ***
exit

Lumnis:
echo ***
echo
echo The body's patron deity is Lumnis, Queen of Enlightenment, Goddess of Wisdom and Knowledge. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/lumnis.asp
echo
echo ***
exit

Oleani:
echo ***
echo
echo The body's patron deity is Oleani, Mistress of Adoration, Goddess of Love, Spring and Fertility. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/oleani.asp
echo
echo ***
exit

Phoen:
echo ***
echo
echo The body's patron deity is Phoen, the Sun God, God of the Sun, Summer and Fatherhood. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/phoen.asp
echo
echo ***
exit

Ronan:
echo ***
echo
echo The body's patron deity is Ronan, Lord of Dreams, God of Night and Dreams. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/ronan.asp
echo
echo ***
exit

Tonis:
echo ***
echo
echo The body's patron deity is Tonis, the Fleetfooted, King of Thieves, God of Speed, Travel and Thieves. (Liabo)
echo
echo http://www.play.net/gs4/info/tomes/deities/tonis.asp
echo
echo ***
exit

Gosaena:
echo ***
echo
echo The body's patron deity is Gosaena, Mistress of Eternity, Goddess of Death. (Neutral)
echo
echo http://www.play.net/gs4/info/tomes/deities/gosaena.asp
echo
echo ***
exit

Zelia:
echo ***
echo
echo The body's patron deity is Zelia, Keeper of the Moons, Goddess of the Moons and Insanity. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/zelia.asp
echo
echo ***
exit

Andelas:
echo ***
echo
echo The body's patron deity is Andelas, the Cat, God of Felines and Hunting. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/andelas.asp
echo
echo ***
exit

Eorgina:
echo ***
echo
echo The body's patron deity is Eorgina, Queen of the Dark, Goddess of Darkness, Domination and Tyranny. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/eorgina.asp
echo
echo ***
exit

Fashlonae:
echo ***
echo
echo The body's patron deity is Fash'lo'nae, the Grandfather, God of Magic, Forbidden Knowledge and Libraries. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/fashlonae.asp
echo
echo ***
exit

Ivas:
echo ***
echo
echo The body's patron deity is Ivas, the Seductress, Goddess of Desire, Lust and Passion. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/ivas.asp
echo
echo ***
exit

Luukos:
echo ***
echo
echo The body's patron deity is Luukos, Eater of Souls, God of Death, Lies and Undeath. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/luukos.asp
echo
echo ***
exit

Marlu:
echo ***
echo
echo The body's patron deity is Marlu, the Destroyer, God of Demonic Summoning, Destruction and Power. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/marlu.asp
echo
echo ***
exit

Mularos:
echo ***
echo
echo The body's patron deity is Mularos, the Suffering, God of Suffering and Torture. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/mularos.asp
echo
echo ***
exit

Sheru:
echo ***
echo
echo The body's patron deity is Sheru, Bringer of Terror, God of Night, Nightmares, Insanity and Terror. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/sheru.asp
echo
echo ***
exit

Vtull:
echo ***
echo
echo The body's patron deity is V'tull, the Berserker, God of Combat and Bloodlust. (Lornon)
echo
echo http://www.play.net/gs4/info/tomes/deities/vtull.asp
echo
echo ***
exit

Aeia:
echo ***
echo
echo The body's patron deity is Aeia, the Mother, Patroness of the Earth and Gardens. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/aeia.asp
echo
echo ***
exit

Amasalen:
echo ***
echo
echo The body's patron deity is Amasalen, the Executioner, Patron of Sacrifice. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/amasalen.asp
echo
echo ***
exit

Arachne:
echo ***
echo
echo The body's patron deity is Arachne, the Betrayer, Patroness of Spiders and Betrayal. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/arachne.asp
echo
echo ***
exit

Huntress:
echo ***
echo
echo The body's patron deity is The Huntress, Patroness of Vengeance and The Hunt. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/thehuntress.asp
echo
echo ***
exit

Jaston:
echo ***
echo
echo The body's patron deity is Jaston, the Windrunner, Spirit of the Air, Patron of the Four Winds and Birds. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/jaston.asp
echo
echo ***
exit

Kuon:
echo ***
echo
echo The body's patron deity is Kuon, the Green, Patron of Herbs and Flowers. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/kuon.asp
echo
echo ***
exit

Laethe:
echo ***
echo
echo The body's patron deity is Laethe, the Lovelorn, Patron of Young Love and Lost Love. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/laethe.asp
echo
echo ***
exit

Leya:
echo ***
echo
echo The body's patron deity is Leya, Master of Martial Arts, Patroness of Amazons and Martial Arts. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/leya.asp
echo
echo ***
exit

Niima:
echo ***
echo
echo The body's patron deity is Niima, the Wavedancer, Patroness of the Water, Sailors and Sea Life. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/niima.asp
echo
echo ***
exit

Onar:
echo ***
echo
echo The body's patron deity is Onar, the Assassin, Patron of Homicide. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/onar.asp
echo
echo ***
exit

Tilamaire:
echo ***
echo
echo The body's patron deity is Tilamaire, the Lithe, Patron of Music and Dance. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/tilamaire.asp
echo
echo ***
exit

Voaris:
echo ***
echo
echo The body's patron deity is Voaris, the Charming, Patron of Young Love and Forbidden Love. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/voaris.asp
echo
echo ***
exit

Voln:
echo ***
echo
echo The body's patron deity is Voln, the Paladin, Destroyer of the Undead. (Lesser Spirit)
echo
echo http://www.play.net/gs4/info/tomes/deities/voln.asp
echo
echo ***
exit

Unknown:
echo ***
echo
echo The body's patron deity is unknown at this time.
echo
echo ***
exit
 

 

FYI

Courtesy of Throgg: You can type "set channelincant on" (no space) in game and it will automatically prep and channel the spell whenever you, for example, enter the command "incant 302". ; this will only target live foes, so you won't head a dead one and waste mana. Nor will you hit yourself with an offensive spell when using incant; if there are no live foes, the spell will be prepped but not cast, and you will get a message to the effect that there is no target.  (note be sure to have your target cleared.. just in case).

 

Two-Handed Weapon Giantkin Cleric Training Plan

Level 0 Stats for *****, Giant Cleric

Strength (STR): 68
Constitution (CON): 59
Dexterity (DEX): 84
Agility (AGI): 80
Discipline (DIS): 50
Aura (AUR): 92
Logic (LOG): 50
Intuition (INT): 76
Wisdom (WIS): 73
Influence (INF): 28

FYI - Your (CS) casting strength comes directly from your wisdom bonus (and spells training, of course) so if you ever want to hit anything with an attack spell you had better raise that significantly.

Armor Use 8 ranks max (wear double leathers)
Shield Use 1 rank max (can even do 0)
Combat Maneuvers 1x if and when you can
Two-Handed Weapons 1x (casting with an open hand is powerful!)
Physical Fitness 24 or 25 ranks (max race health)
Arcane Symbols 24 ranks max
Magic Item Use 24 ranks max
Harness Power 1x
Spirit Mana Control 24 or 30 ranks max
Spiritual Lore - Blessings * 10 ranks first goal
Spiritual Lore - Religion * 25 ranks first goal, 40 ranks max
Spiritual Lore - Summoning * 15 ranks first goal
Perception (20 ranks now, its a personal choice, I like to see hidden passages)
Climbing 10 ranks first goal, 40 ranks max for Teras
Swimming 10 ranks first goal, 40 ranks max for Teras
First Aid (20 ranks now, personal choice, I like to be able to tend folks)

Spell Lists
Major Spirit 66 of your level, you gain +1 DS for every 3 spell ranks from the 202 spell up to your level.  Keep your Major Spirit circle at 2/3rds your current level, to get .333 CS per rank. Any higher will only yield you .1 CS per rank over 2/3rds your level

Spell Lists
Minor Spirit 1x of your level, you gain +2 DS for every two spell ranks in this circle up to your level.  Keep your Minor Spirit circle equal to your current level. You gain +1 DS per rank up to your level.

Spell Lists
Cleric 1x always keep these spell ranks at least equal to your level as you gain +1.5  DS each level.  All the rest of your spell ranks should be pumped into your Cleric circle.

 

Also:

To maximize Cleric CS, keep both MnS and MjS spirit ranks at 2/3 rds your level. That will give you .333 CS per rank. Anything over 2/3 rds only counts as .100 CS per rank. Pump the rest into your Cleric ranks.
 

 

 

RUNESTONES

Courtesy of Carabelle, Sylvan at Heart

Taken from the official documentation (tweaked for clerics):

Runestone Creation
Runestone creation is a fairly simple procedure, and can be done in one of two ways. A cleric may purchase runestones that are already prepared for scribing from an alchemist shop or wandering merchant, or they may prepare an item (like a smooth stone) for scribing themselves by pouring an aish'vrak potion on it. Once they have a prepared item, they'll need to be holding a brush and ink, and DIP MY BRUSH IN MY INK. Then DRAW [rune name] RUNE ON MY [stone/shard/etc.] WITH MY BRUSH while holding the prepared item and the brush.

How perfectly a rune is scribed onto an item has no impact on its effectiveness. The number of charges that a runestone will yield is dependant on the rune that is scribed. The value of the canvas has no effect on the quantity of its charges, but charge levels of runestones already prepared or scribed by certain merchants may vary.

From here on out, any item scribed with a rune will be referenced as a "runestone".

A cleric learns all of the runes needed for Spirit Servant when they learn the spell (218). Without it, they won't have any of them. Five or more ranks of Arcane Symbols are required to read the full set of runes. Anyone may check the runes they know by typing RUNE for usage, or RUNE COMMON.

Runestone Types
A full list of common runes that a cleric may learn follows.

Common Runes:

- astral - aurora - badland
- bog - boulder - cavern
- celestial - crevasse - desert
- dune - forest - geyser
- island - lake - lavaflow
- luck - marsh - mountain
- ocean - oxbow - river
- solar - spring - stream
- sun - sunburst - swamp
- taiga - tidal - tree
- volcano - wasteland - will-o-wisp
- woodland - wy'zio (wy'zio is a forget rune)


Using a Runestone
To summon a specific type of spirit servant, hold the runestone in hand and then cast 218 at the runestone.


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Check out the Lore Benefits Summation Chart at... http://carabele.com/odds/LoreBenefits.htm
 

 

LORDKRIP:  It would be appreciated if someone (Hint hint Oscuro - Estild) gave us a better idea of the different categories of personality modifiers for spirit servants.

GS4-Estild: There are six categories - Angry, Happy, Sad, Mischievous, Fearful, and Unpredictable. Unpredictable does not use unique messaging, but instead notes that the spirit can experience any other category at any given time.

 

 

Evarin:  I thought there were 2 uncommon spirit servants. One mass raises the dead, and the other mass heals all wounds in the room 1x per day.

GS4-Estild: Both spirit servants belong to the "mist" rune. However, characters can not learn this rune and it only exists on four (two for Clerics and two for Empaths) runestones.

 

 

Hunting Strategies with Spells:

LORDKRIP stated:

If the creature is a problem with maneuvers, or insane AS bonuses(troll kings), put them in RT with unbalance. Even things that shake stun/bind will not shake RT, and so it is a very effective tool.

Opening with Interference is wonderful. Think of it as giving yourself a bonus to your DS, keeping them from potentially casting a spell at you (not a guarunteed thing), and decreasing their TD.

I, very frequently, open with 212, and then 110, as a habit. 22 mana seems like a lot to spend before I even start to assault the creature in any traditional fashion, but when you get to the higher levels, it's been a life-saver for me. I don't die (except because of Vvrael), and it's because of this tactic.

See a swarm, no problem, Mass Interference, Censure, Divine Wrath.

Make some highlight strings - one for 'that is stunned' and one for 'frozen in place'. When you look, after the Interference and Censure combo, and they're not one or the other of those, then you'd better cast at them while you're waiting for the Divine Wrath to go off.
 

Gibreficul stated:

Anyway, I just recently was told a GREAT hunting tactic. 312 = non-corps, 317 = corporals, finish with 302 or 306. It's amazing how a simple tactic like that can make such a huge difference.