601 ·
Natural Colors [NTRCOLOR]
Duration: 600 seconds +20 seconds for every Ranger spell known, stackable
Type: Defense
This spell attunes the target with their surroundings, making him or her
more difficult to see, and correspondingly more difficult to attack, giving
the caster +10 to their Defense Strength (DS).
The target also receives a hiding bonus in natural terrains (not hard/flat
or in town). This bonus is increased by training in the Ranger spell circle.
Casting the Sneaking (617) spell in conjuction with this spell provides a
higher hiding bonus than when using Natural Colors alone. Other stealth
activities, such as STALKing, remaining unseen while hidden, and unhiding
unseen are also easier while this spell is in effect.
Training in Spiritual Lore, Blessings provides an additional +1 increase to
the roll bonus for stealth activities at the first rank, with a maximum of
+13 at 91 ranks. Another benefit of the Blessings Lore skill is a +1 DS
increase at 5 ranks, with a maximum of and additional +10 DS at 95 ranks.
Archers! Use this spell for a bonus to remain hidden while sniping.
602 · Resist Elements [RESELEM]
Duration: 1200 seconds +60 seconds for every Ranger spell known; stackable
Type: Defense
Resist Elements creates an area of near-constant temperature around the
caster, offering protection in the form of +15 to Defense Strength (DS)
against fire, ice, and electricity bolts, while also providing a bonus to
the resistance of damage based on inclement weather conditions.
Training in Spiritual Lore, Blessings provides an additional bolt DS bonus
of +1 at 5 ranks, to a maximum of +10 at 95 ranks. Blessings Lore also
increases the bonus to the resistance of damage based on extreme weather.
603 · Foraging [FORAGE]
Duration: 15 seconds per level; stackable
Type: Utility
While under the effect of this spell, the caster's sense of the plant-life
in the local area is greatly heightened. Living herbs and other plants in
the area, which might otherwise be difficult to find, will become obvious to
the caster. This spell is very useful on expeditions to gather herbs and
other valuable plants. Dedication to the Ranger spell circle increases the
bonus to Foraging.
The foraging bonus from this spell is increased with training in Spiritual
Lore, Blessings.
Training in the Survival skill increases the successes of foraging.
604 · Skinning [SKINNING]
Duration: 60 seconds, stackable
Type: Utility
This spell will make the caster more dexterous and better able to skin a
carcass. While this spell lasts a very short time, it will add significantly
to the caster's skill with the skinning knife. Dedication to the Ranger
spell circle increases the bonus to Skinning.
Training in Spiritual Lore, Blessings increases the skin value +1% at 5
ranks, with a maximum +10% value increase at 95 ranks.
605 · Whispering Willow [WHISWILLOW]
Duration: 30 seconds per level; stackable
Type: Utility
This spell will allow the caster to project her voice over a long distance,
while having it remain but a mere whisper. When attempting to communicate
with someone who is also outdoors, the natural surroundings of the area will
carry the caster's voice to whomever she wishes to speak with.
Training in Spiritual Lore, Summoning provides the caster with the ability
to whisper to others that may be hidden/invisible, indoors, and even
cross-realms at certain training thresholds. The following table shows the
requirements of the potential whisper target's room, realm, visibility, and
locale. Each rank thresshold attained encompasses the abilities of the
previous ranks.
Rank Same Room Same Realm Visible Outdoors
0 X X X
4 X X
8 X X X
12 X X
16 X X
20 X
24 X X
28 X
32 X
36
• At 0 ranks, you can whisper to those who are in the same realm, visible,
and outdoors.
• At 4 ranks, you can whisper to those who are in the same realm, visible,
and indoors.
• At 8 ranks, you can whisper to those who are hidden or invisible, as long
as they are in the same outdoor room as you.
• At 12 ranks, you can whisper to those who are hidden or invisible, as long
as they are in the same room as you (indoors or outdoors).
• At 16 ranks, you can whisper to those who are hidden or invisible, as long
as they are somewhere in an outdoor locale in the same realm as you.
• At 20 ranks, you can whisper to those who are hidden or invisible, as long
as they are somewhere in the same realm as you.
• At 28 ranks, you can whisper to those in a different realm, as long as
they are visible.
• At 32 ranks, you can whisper to those in a different realm regardless of
visibility, as long as they are outdoors.
• At 36 ranks, you can whisper to those in a different realm regardless of
visibility.
It is not possible to remotely whisper to someone who is under the effects
of the Unpresence (204), or is in a room that prevents location.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Whispering Willow indoors.
606 · Phoen's Strength [PHOENSTR]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Offensive Bonus
Phoen, god of the sun and husband of Oleani, lends his great strength to the
caster when this spell is cast. This spell will increase the caster's inner
strength, giving him a +10 to Attack Strength (AS) for the duration of the
spell. Additionally, Phoen's Strength provides a bonus to encumbrance and
weapon-swinging Roundtime (RT). This spell may only be cast outdoors.
Archers will find that Phoen's Strength aids in reducing the Roundtime (RT)
for cocking a crossbow as well as the RT for firing a bow.
607 · Sounds [SOUNDS]
Duration: 120 seconds; stackable
Type: Attack
This spell creates distracting sounds all around the target, making them
less able to defend themselves. The base penalty to the target is -20 to
their defense and works best on targets up to 15 levels above the caster.
For every additional level above the caster past 15 levels, there is a 20%
failure per level until the target is 20 levels above the caster, at which
point it will not work.
Training in the Ranger Spell Circle adds a bonus to this spell, maximizing
at the 70th spell level, giving the target a maximum penalty of -50 to its
defense. The level of the target can affect this bonus, but the penalty will
always be at least -20 to the target's defense on a successful cast.
The target will also suffer a base 10% hindrance to spell casting ability.
This percent chance is increased with training in Spiritual Lore, Summoning
by an additional 1% at 1 rank to a maximum additional 13% at 91 ranks.
Sounds penalizes archers and hurlers while AIMing, hindering the chance that
they will hit their mark. This spell also hinders those who are attempting
to DISARM traps.
The spell casting hindrance of this spell is separate from the spell casting
hindrance one would suffer from wearing heavier armors.
608 · Camouflage [CAMOUFLAGE]
Duration: Immediate
Type: Offensive Bonus
While casting this spell outdoors, the ranger is able to blend in with the
surroundings, placing him into hiding. Adding +30 to Attack Strength (AS),
Camouflage significantly increases the chance for the ranger to strike the
target when attacking from a hidden position, and also provides a bonus to
remaining unseen while hidden. Additionally, Camouflage provides a
level-based bonus to unhiding unseen. If the ranger is discovered from
hiding, the +30 Attack Strength (AS) bonus does not apply.
Camouflage also provides a bonus to the ranger who has acquired the Shadow
Mastery combat maneuver (CMAN) skill. While SNEAKing, the caster retains 10%
of the AS bonus per Shadow Mastery rank. The results are cumulative, so
every room that the ranger sneaks will reduce the AS bonus retained until it
reaches zero.
If the ranger first casts the spell Nature's Touch (625) he is able to use
Camouflage indoors.
Archers! Use this spell for a bonus to remain hidden while sniping.
609 · Sun Burst [SUNBURST]
Duration: Immediate
Type: Utility
A great pulse of light will come from the caster's hand when this spell is
cast, causing all those hidden to become obvious to all in the room. While
this will not reveal invisible targets to the caster, it will make her aware
of their presence.
When Sun Burst is focused directly on a target, the caster will attempt to
temporarily blind them. When successfully cast in this manner, living
targets will suffer a severe perception loss, as well as a decreased chance
to evade any incoming attacks. Undead targets will recoil from the intense
burst of light, giving them Round Time. Targets that cannot see, due to
injury, the Blinding spell, or previous effects of a focused Sun Burst are
immune.
Sun Burst comes in handy when arrows or thrown weapons are hidden in a room.
610 · Tangle Weed [TANGLE]
Duration: Variable
Type: Attack
This level-based spell will cause a vine to animate (or grow) in a
particular area and begin to lash about at creatures present. The vine will
attempt to knock over a target that is struck, regardless of caster stance.
If the the vine's target is already prone, it will attempt to root the foe
in place, hampering combat. Casting Tangle Weed from any stance above
neutral will cause the vine to damage the target as well as knock it down.
It is also possible to direct the vine's wrath by casting the spell at a
particular target.
Training in Spiritual Lore, Summoning increases the chance to poison the
target. This poison will drain the target's strength. The percent chance to
induce strength drain is equal to Summoning Lore skill divided by 2.
This is naturally an outdoor spell, but may be cast indoors if the Ranger
has the Nature's Touch (625) spell active.
Tangle Weed does not work on all types of critters; try casting at different
creatures to figure it out!
611 · Mass Colors [MASSCOLOR]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Defense
This will allow the caster's entire group to feel the effects of the first
level spell, Natural Colors, for a longer duration.
A ranger's animal companion also receives the benefits of this spell when
present.
The effects of Natural Colors and Mass Colors do not stack.
612 · Breeze [BREEZE]
Duration: 3 seconds per level, not stackable, not refreshable
Type: Utility
This spell will create a small whirlwind in an area, creating moderately
strong breezes which will blow away many forms of clouds, including gas
clouds, poison clouds, and many fog clouds. While this spell does not
directly modify combat, it can be invaluable protection for some dangerous
hunting environments.
Training in Spiritual Lore, Summoning will allow the Breeze to temporarily
hinder the movements of any creatures in the area for a few seconds. This
percent chance is calculated on a per-target basis and is equal to the
ranger's Spiritual Lore, Summoning skill divided by 2.
The ranger may dispel Breeze by typing STOP BREEZE or STOP 612 in the
command prompt.
Light objects lying about the area have a tendency to get tossed about by
this spell.
613 · Self Control [SELFCONTR]
Duration: 1200 seconds +60 seconds for every Ranger spell known; stackable
Type: Defense/Utility
This powerful spell will allow the caster to focus her will, as well as
energy from the natural surroundings, and set up a powerful protection field
around her. Self Control will not only offer physical protection by adding
+20 Defense Strength (DS), except Bolt DS, +1 for every 2 Ranger Spell ranks
beyond 13, but spell protection as well by adding +20 Spirit Target Defense
(TD).
Self Control (613) also provides a bonus to spotting and disarming traps
while utilizing the DISARM command on treasure boxes. This bonus is
increased by training in the Ranger spell circle.
Additionally, Self Control assists the caster in resisting certain
fear-based attacks.
Archers and hurlers who are AIMing, receive an increasing bonus in the
chance to hit their mark, which is based on Ranger spell ranks.
Training in Spiritual Lore, Blessings provides an additional Spirit Target
Defense bonus of +1 at 5 ranks, to a maximum of +10 at 95 ranks.
Unlike many other spells that have increasing bonuses, Self Control's mana
cost does not increase; the mana cost is 13 per cast.
Overtraining in Ranger spell ranks does not yield additional bonus past the
caster's level.
614 · Imbue [IMBUE]
Duration: Immediate
Type: Utility
Imbue allows a Ranger to take a piece of natural, organic material and alter
it by channeling energy into the object, changing its basic structure. The
result will allow the object to be turned into a magical item by someone
with the spell Magic Item Creation. The amount of mana the new magical item
will hold is dependent upon a dedication to the Ranger Spell Circle, the
Mana Control, Spiritual skill, and the Discipline and Intuition stat
bonuses.
Rangers can cast imbue at foraged items such as sticks, mezereon bark, tree
bark, wyrmwood bark and wiregrass. Below is a table that describes the item
that can be imbued, the magical item it can become, and the maximum amount
of mana it can hold.
Item Magical Item Max Mana
stick wand 40
stick rod 80
mezereon/tree/wyrmwood bark amulet 50
wiregrass bracelet/anklet 50
Training in Spiritual Lore, Summoning increases the maximum mana capacity by
an additional +1 mana at 1 rank up to an additional +13 mana at 91 ranks.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Imbue indoors.
Some organic objects, due to their structure, may be unaffected by this
spell.
615 · Call Swarm [CALLSWARM]
Duration: Variable, not stackable, not refreshable
Type: Attack
Using his/her innate ability to interact with nature, the ranger summons
insects from the surrounding area to swarm against a foe. The venomous bites
of the swarm of insects and their distracting noise aid the ranger on the
battleground.
When casting Call Swarm, the ranger's stance will determine the initial
attack that the swarm will inflict upon its target. Only the initial effect
is controllable. Subsequent effects will be random.
STANCE EFFECT
Offensive Knockdown
Advanced Damage
Forward DS penalty
Neutral AS penalty
Guarded Random Poison or Disease
Defensive Induce roundtime
The swarm will remain to find a new target after its original one has been
defeated.
616 · Spike Thorn [SPIKETHORN]
Duration: Immediate
Type: Attack
This spell will cause large, spiked thorns to grow under the target which
will very likely cause damage to it. The amount of damage inflicted depends
not only on the ranger's level, but also the target's level, and the
conditions under which it was cast. Targets much higher in level than the
caster may completely dodge this attack altogether.
Training in Spiritual Lore, Summoning provides a percent chance for one
extra damage cycle, using (Summoning Lore skill/2)-30.
While this spell will work indoors, it is more powerful when used where
there is already vegetation present in the area.
The spell Nature's Touch (625) will alleviate the penalties for casting the
spell indoors.
617 · Sneaking [SNEAKING]
Duration: 300 seconds +20 seconds for every Ranger spell known; stackable
Type: Utility
When active, this spell will allow the caster to control all sound that
emanates from his body, allowing greater success with stealth activities
such as hiding, STALKing, SNEAKing, remaining unseen while hidden, and
unhiding unseen.
Sneaking provides an additional hiding bonus in natural terrains (no bonus
increase for hard/flat or in town), which is increased by training in the
Ranger spell circle.
Training in Spiritual Lore, Blessings decreases the chance that the ranger
will slip in icy conditions.
When the caster has the Natural Colors or Mass Colors spell active with
Sneaking, the two together make the caster nearly imperceptible when
outdoors, thus allowing him to move from room to room unnoticed by all
except only the most perceptive.
Although this spell allows the caster to move around mostly unnoticed, if a
creature or player specifically looks around the room for a new target, the
caster will still be noticed as the combination of the two spells does not
allow for perfect invisibility.
Archers! Use this spell for a bonus to remain hidden while sniping.
618 · Mobility [MOBILITY]
Duration: 900 seconds +30 seconds for every Ranger spell known; stackable
Type: Bonus
Mobility increases the ability to react to many maneuver attacks as well as
providing the defense equivalent of 20 Dodging skill ranks, +1 for every
Ranger spell known over 618.
The target receives an increase to the base hiding bonus provided by this
spell when in natural terrains (not hard/flat or in town). This bonus is
increased by training in the Ranger spell circle. Other stealth activities,
such as STALKing, remaining unseen while hidden, and unhiding unseen are
also easier while this spell is in effect.
The spell also provides a bonus to STEALing, which increases with training
in the Ranger spell circle.
With the increased bonus comes an increased mana cost. The base mana cost is
18, +1 for every 5 bonus.
619 · Mass Calm [MASSCALM]
Duration: Variable, refreshable
Type: Attack
An experienced ranger is adept in all forms of animal empathy. With this
spell, the ranger takes the right non-threatening actions, says the correct
soothing words, and makes calming gestures in order to sedate all creatures
in the room. Although this spell has a short duration, it is very difficult
to ward against.
620 · Resist Nature [RESISTNATURE]
Duration: Variable
Type: Utility
This spell allows a ranger to infuse cloth and leather armors with
resistances to weeds, spikethorns, and elements. Similar to a Wizard's
Enchant ability, this utility spell is a process of due diligence.
Once the ranger has obtained a suitable set of armor to be made resistant,
the spell is cast upon it. Various factors play a role in the success of
this initial cast. If the cast is successful, the ranger will know the armor
is ready for the next step. It is important for the ranger to know the armor
that he or she is casting upon, as attempting this spell on
already-resistant armor may result in an unfavorable situation.
The selection of resistance type is made by applying the appropriate potion
to a prepared armor. These potions are created from special plants that may
be gathered from certain locations. A NPC herbalist prepares the potions
from the plants gathered. The various styles of armor require varying
amounts of potion to be applied. The potions are somewhat volatile, and will
lose their effectiveness after a reasonable period of time. It is in the
ranger's best interest to use a potion as soon as possible after receiving
it from the NPC.
After the proper amount of potion has been applied to the armor, the ranger
must cast the spell again upon the armor to seal the resistance in. There is
a chance of failure on this cast as well. Additionally, it is important to
ensure you have used the proper amount of potion for the armor type before
attempting to seal the armor. Failure to do so may result in yet another
unfavorable situation.
In any event, the armor used during the attempt will not be harmed.
The resulting armor will have a Resistance Strength and a Resistance Life,
which are determined by a number of factors. Resistance Strength (RS) is
defined as the actual amount of resistance provided against criticals of the
type infused in the armor. Resistance Life (RL) is defined as the amount of
resistance left in the armor.
The RS of the armor does not degrade with use; however, the RL decreases as
the armor absorbs damage of the type the resistance is intended to protect
against. When the RL is exhausted, the resistance is no longer inherent in
the armor.
Additionally, resistant armor that is physically damaged may have its RL
shortened depending on how badly it is damaged. Keeping the armor in good
repair will provde for the best RL.
Any ranger who obtains this spell may attempt to use it with no further
training in any of the skills that affect it. A few of the ranger's stats
play a part in this spell, but the skills mentioned here serve as bonuses to
the final result of the spell. In addition to the listed stats/skills below,
there may be other factors that influence the result as well.
Aura, Discipline, and Wisdom stat bonuses will play a part, though not equal
ones, in this spell.
Armor infused by the spell will reduce the critical damage of the specified
resistance type by a percentage based upon the caster's Spiritual Lore,
Blessings training. This resistance strength is equal to 20% + (Spiritual
Lore, Blessings ranks / 2).
The duration of the resistance, or resistance life, is influenced by Mana
Control, Spiritual and Ranger Spell ranks.
Training in Mana Control, Spiritual will also allow the ranger to cast the
spell on damage or crit padded armor. It is possible for the ranger to add
resistance to "lightly" padded armor beginning at 1 rank of Mana Control,
Spiritual. "Very heavily" padded cloth and leather armors can have added
resistances at 91 ranks.
Rangers may ASSESS armor that has been protected by Resist Nature in order
to gauge resistance strength/life.
If the ranger first casts the spell Nature's Touch (625) she is able to use
Resist Nature indoors.
625 · Nature's Touch [NATURETCH]
Duration: 300 seconds +10 seconds for every Ranger spell known; not
stackable; refreshable
Type: Utility/Bonus
A ranger with this spell active will feel the power of nature surround him,
no matter where he is. This means the ranger will be able to summon the
energy to cast certain spells as if he were outside, even if he is inside.
Additionally, Nature's Touch provides a bonus of +1 spiritual Target Defense
(sTD), +1 for every 2 Ranger spell ranks known over 25, to the maximum of a
+12 bonus (achieved at 49 ranks).
630 · Animal Companion [ANIMALCOM]
Duration: Special
Type: Attack/Utility
Once a ranger is attuned enough to nature to cast the 30th level spell in
their circle, they are able to summon forth a beast of the wild to serve as
their companion. The Animal Companion spell will call one of four types of
animals (canine, rodent, feline, avian). A ranger may establish an affinity
with the animal, befriend it, and develop a long-lasting bond with their
companion.
See Also:Notes on Animal Companion.
635 · Nature's Fury [NATFURY]
Duration: Immediate
Type: Attack
Only Rangers are able to channel the chaos found in nature. Using this
powerful, mass attack spell, the Ranger is able to draw upon the forces of
nature to wipe out his foes. Those not in the Ranger's group are subject to
damage based on both the climate and terrain of the area.
Training in Spiritual Lore, Summoning provides the chance to increase the
number of damage cycles done by Nature's Fury. The percent chance that
another damage cycle will be done is equal to the ranger's lore skill. For
example, a ranger with 15 Spiritual Lore, Summoning ranks, which equates to
70 skill, would have a 70% chance of gaining an extra damage cycle. This
percentage chance is uncapped, so if the caster has a 130 Spiritual Lore,
Summoning skill bonus, he will always have one extra damage cycle and a 30%
chance of another damage cycle on top of that.
640 · Wall of Thorns [WALLTHORNS]
Duration: Variable; not stackable; refreshable
Type: Defense
Casting this spell creates a wall of living thorns around the ranger. This
wall will provide a +20 Defense Strength (DS) bonus as well as possibly
block incoming attacks with the thorns. The chance the wall of thorns will
block the ranger from an incoming attack is a flat percentage that is not
affected by additional factors. There is also a chance to inflict the
blocked attackers with a lethargy-based poison.
This spell will be most successful when used in an appropriate climate and
terrain. When the ranger attacks, the wall of thorns will part to allow the
ranger freedom of movement.
Extreme climates and terrains will decrease the duration while moderate
climates and terrains will increase the duration of the spell.
If the ranger first casts the spell Nature's Touch (625) he is able to use
Wall of Thorns indoors.
Wall of Thorns will scratch a garrote attacker if the victim is wearing WoT.
Poisoning of the attacker may or may not result.
650 · Assume Aspect [ASSUME]
Duration: See below
Assume Aspect allows a ranger, who has 50 Ranger spell ranks, to channel the
spirits of nature in order to assume beneficial characteristics of certain
wild beasts.
Detailed information on Assume Aspect
|
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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