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.
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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.
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