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Ranger Spells

Minor Spirit

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.
 

 

280-329 - 'might go where you aim it'
330-379 - 'a fine arrow'
380-429 - 'through plate mail'
430-479 - 'through a line of mein golem'
480-500 - 'peerless craftsmanship'


A faewood arrow, peerless shaft, carved point is +25

 A faewood arrow, peerless shaft, steel head is +25

 A plain wood arrow, peerless shaft, vultite head is +25

 A plain wood arrow, peerless shaft, steel head is +5

Archery - AS bonuses increase with Perception and Ambush training beyond the first 40 ranks of each. DS bonuses are based on the archer's skill in Ranged.

You have to get a drill. The fletcher sells them. Turn the drill, then turn the arrowhead.
>1) mechanically, what's the verbiage to make an arrow with an arrowhead? (I know how to make one without an arrowhead or cap.)

Apart from the drill, the stores will begin to carry arrowheads and caps. These can be fit onto your projectile by TURNing them onto the shaft. (arrows won't be able to use caps) The arrowheads will be mostly cosmetic. They won't do things like change from puncture damage to slash/crush damage. That's just not in the cards at this time. They will contribute to the overall enchant of the final product. They may do things like add flares or other unique abilities to the projectile, depending on the arrowhead/cap added.

>2) What's a cap? How does it differ from an arrowhead?

I think caps are non-puncture type damage. Maybe so theyre useful vs. undead and puncture proof critters.

Player JK



>
1a. It hits a standard creature and sticks. If this is the case, the moment you search said creature (or it decays), the arrow will appear on the floor and can be picked up immediately.
1b. It hits one of a set of weirdo creatures, including teras soul golems, and sticks. You can tear the arrows right off their body (you can take any equipment right off of a dead creature corpse) but if they decay/are searched, your arrows are gone. This is in all cases a bug but not generally ones on the top of the list, apparently.
1c. It hits one of a set of weirdo creatures, and sticks. You won't get it back. (banshees mostly. They are like 1b but they instantly decay when dispatched).
2. It hits a creature, but it doesn't stick. The arrow falls to the ground and can NOT be touched until 15 seconds after the firing.
3. The creature evades, dodges, or blocks, or it's an outright 'clean miss' series:
3a. 'it goes into the local environs'. This means you have to SEARCH the room to find it. on a successful search, RTs can be as large as 20 sec, perception helps a lot trying to find your arrows back, you never find more than 1 at a time, and there's no guarantee a 'search' command will immediately find your arrow. The 15 second rule to picking them up applies, I believe, but in 99% of all cases it's passed before you find the arrow.
3b. It flies off to another room. It'll be right there, unhidden, and can be picked up immediately.
3c. It 'flies off into the distance'. It's now gone. Arrow is completely lost with no way of getting it back.
3d. The arrow bounces and falls to the ground, or streaks past the target or some such. It's right there on the ground, but the 15 second rule applies.
4a. You hit something that's completely immune, or you hit an inanimate object or some such. It falls to the ground and can be picked up immediately.
4b. Like 4a, but in some situations the arrows shatters. If this happens, arrow is gone with no way of getting it back.
5. A creature that's got your arrows decides to ungen right in front of you. Some creatures can do this, notably bog corpses (they are summoned by wraiths, at least in river's rest/oteska's haven, and can disappear on you never to be seen again). If this happens, your arrows are gone and there's no way of getting them back.

That's pretty much it for the fate of a fired arrow.

Other info:

1. QUIVERS - Yes, they exist. They are basically normal containers. Quivers have nothing special about them, the game treats them as backpacks with a different name, basically. Most are shoulder worn (like shields), weigh 3 pounds, and hold a medium amount, though to be honest they really come in all sizes, locations, capacities, and weights.

2. To get X arrows from a bundle, use: GET 3 MY FOREST ARROW FROM MY BACKPACK. That would get a bundle of 3 arrows out of your bundle of many 'forest green arrows' currently in your backpack. Normally you'd use 1, but 2 or 3 is seen when you want to use MFIRE.

3. To immediatly combine a number of separate arrows on the ground (such as after a session of shooting arrows at a creature), you can use the GATHER verb: GATHER forest arrow. You target a real single arrow with gather, and the system then bundles it with all arrows that are A) exactly equal to the targetted arrow, B) also on the ground, and C) not inaccessible due to the 15 second limit. The bundle appears in your hands. So, remember, if the GATHER command isn't bundling it all, some arrows are out of range, or ie the arrows you grabbed are still ebladed, but the remainder isn't anymore. That situation can occur when your bundle runs out of eblade midfight.

4. You can't fire bundles (except bundles of 2 and 3 with MFIRE), so after a gather the next move is usually to put the bundle you have in your hand together with the bundle in your quiver or backpack or cloak or whatnot. To do this you type: PUT MY FOREST ARROW IN FOREST ARROW IN MY BACKPACK. The first 'my first arrow' will actually target 'a bundle of forest green arrows' in your hand, but will also work if you gathered only 1 arrow ('a forest green arrow'). 'forest arrow in my backpack' targets the bundle of forest green arrows in your backpack. You can put 1 or many arrows into an existing bundle of arrows.

5. A bundle of arrows means the arrows inside are all EXACTLY the same. The game treats a bundle of arrows the exact same a single arrow with a counter on it representing how many of them there are. This is UNLIKE skins, which remain separate entities. You notice this when trying to stuff them in lockers and other count-limited containers; a 10-skin bundle counts as 10 items. a 10-arrow bundle counts as 1 item. This also means, because the individual arrows are not tracked, each arrow in a bundle is EXACTLY the same and I mean EXACTLY. EXACT same description, EXACT same breakage, EXACT same fletch status (fletching arrows gives them anywhere from -5 to +5 natural AS), eblade, bless, etc.

6. Because of #5, you can only bundle arrows that are the EXACT SAME. This does mean a cleric bless is NOT compatible with a voln bless, because a cleric bless has holy water flares (assuming the cleric knows up to 325 of course), and the voln bless doesn't.

7. There's an exception to the #6 rule. Eblades of different elements can be bundled. The target bundle is the leading eblade type; throwing 50 arrows ebladed with lightning for the next 700 shots in a bundle of 2 arrows ebladed with fire for the next 5 shots produced a bundle of 52 arrows, ebladed (ALL) with fire, for the next 705 shots.

8. Bundling charges simply sums the charges. Bundling a bundle with 10 blesses with a bundle of 50 blesses produces a new bundle of 60 blessings. EXCEPTION: There's a max to this; nothing can ever hold more than 999 charges.

9. Just to reiterate, you can NOT BUNDLE an unblessed arrow with a blessed one, or an unebladed one with an ebladed one. The only way to bundle two sets that are the same except one is ebladed the other isn't, is to either run the one set out of eblades, or eblade the other.

10. Taking 1 arrow from a bundle gives it 2 charges of whatever effect is going (bless or eblade), if any. This is useful, because it means you can rebundle your arrows: You remove 1 arrow and with it, 2 charges. You shoot this arrow, and this costs a charge. Later you pick the arrow back up, and because it still has 1 charge, it can be bundled back into the main set. This leads to an important rule: NEVER EVER FIRE ARROWS TWICE WITHOUT BUNDLING IN BETWEEN. The reason is; if you shoot a blessed or ebladed arrow twice, both the charges that it got when you removed it from the bundle are now gone, and as such it can NOT BE REBUNDLED until the main bundle runs out or you get the loose arrow blessed, flareblessed, or ebladed.

11. Here's a pretty standard macro setup:

ALT+S:
 \xget 1 glossy arrow in my satchel\rstance off\rfire\r
ALT+D:
 \xgather glossy arrow\rput my glossy arrow in glossy arrow in my satchel\r
CTRL+S:
 \xget 1 bone arrow in my satchel\rstance off\rfire\r
CTRL+D:
 \xgather bone arrow\rput my bone arrow in bone arrow in my satchel\r

The bone arrows are blessed, the glossy ones are ebladed. I pick my target using TARGET (target), then hit ALT+S or CTRL+S depending on whether I want to shoot a blessed or ebladed arrow. When I'm done I hit ALT+D and CTRL+D, which will pick up any stray arrows and stick them back in the proper bundle. I NEVER shoot loose arrows, I ALWAYS use ALT+S/CTRL+S which fire an arrow fresh from the bundle to ensure the arrow doesn't run out of charges.

Because you can't refire an arrow until you rebundle it, and because sometimes it takes a while to retrieve arrows (stuck in a creature, in another room, or 15 second wait is not over), you should carry at least a couple of arrows around. I'd say it's time to restock if you run below 20.

12. 1 arrow weighs a tenth of a pound.

13. A bundle of arrows weighs [number/10] pounds.

14. The advantages of a masterfletched arrow over a plain wooden one: +5 AS, you can give it 1 of over 30 colours, add custom fletchings OR 1 or 2 bands of extra colour. You can make them out of bone (if you like the look, no practical advantages except +1 STR and +1 DUR which is not relevant until breakage gets implemented, and the +1 won't mean much then anyway), and the breakage on the whole is upped some, to 30/60 (31/61 for bone) if I'm not mistaken.

15. The advantages of a plain wooden arrow from the shop: 1 silver a piece, so feel free to waste those suckers like there's no tomorrow.

16. The time it takes for a master fletcher (actually, 480 out of the 500 ranks is good enough) to make a single arrow: about 90 seconds.

17. Use of the fletch skill until you hit those 480 ranks: Practically speaking zero. You'll make arrows of varying qualities which means they won't bundle.

18. Time it takes to master fletchery: About 20 hours or so paring and notching then chucking the result. This is practically speaking the fastest way to get there.

19. Average cost for fletching: almost nothing depending on location and the exact look you're going for. It's mostly the time thing (90 seconds per give or take) and mastering fletching in the first place.

20. An arrow bundle can not exceed 100 items.

21. When you shoot straight into a hand and it sticks without taking the hand right off, most creatures can actually swing that arrow back at you. Fun if it's flaring. If the creature manages this (or picks one up and attacks somebody with it), it loses the second charge and can't be rebundled until you get someone to cast at it.

 --Drumpy Blackfoots - Elanthia's most humble halfling.

Archery
There are two types of archery weapons available for use in GemStone IV: the bow and the crossbow. There are several variations within those two types, such as composite bows, long bows and short bows, as well as light crossbows and heavy crossbows. The biggest difference between the two is how they are used.

Bow
In order to fire a bow, the archer must first hold the bow in the left hand. Holding the bow in the left hand is required to gain the necessary Defense Strength (DS) bonus. Next, take one arrow out of your arrow bundle by typing GET 1 ARROW in the command prompt. Lastly, fire the bow by typing FIRE BOW AT <target> or FIRE <target>.

Each type of bow has a base Roundtime (RT). Short bows have a 5 second RT, composite bows have a 6 second RT, and long bows have a 7 second RT. Your archer's strength bonus decreases this RT. For every +10 strength bonus, the RT for firing your bow is decreased by one. The minimum RT to fire a bow does not go below three seconds. Certain factors, such as encumbrance or being under-trained for your armor, can increase RT.

Crossbow
In order to fire a crossbow, the archer must first hold the crossbow in the left hand. Holding the crossbow in the left hand is required to gain the necessary Defense Strength (DS) bonus. Next, with the right hand open, ready the crossbow by typing COCK CROSSBOW. Be aware that cocking the crossbow forces you into offensive stance. Once the crossbow is cocked, get a bolt from your bolt bundle by typing GET 1 BOLT in the command prompt and load the crossbow by typing LOAD CROSSBOW. Finally, fire the crossbow by typing FIRE CROSSBOW AT <target> or FIRE <target>.

Each type of crossbow has a base Roundtime (RT). Cocking a light crossbow has a 6 second RT and cocking heavy crossbow has a 9 second RT. The archer's strength bonus decreases this RT. For every +10 strength bonus, the RT for cocking your crossbow is decreased by one. The minimum RT to cock a crossbow does not go below three seconds for a light crossbow and 6 seconds for a heavy crossbow. Certain factors, such as encumbrance or being under-trained for your armor, can increase RT. The RT to fire a crossbow is 2 seconds flat.

Aiming and Sniping
It is possible to aim at a specific body part using either a bow or crossbow. Aiming at a specific body part adds one second of Roundtime (RT). To aim the bow or crossbow, type AIM <body part> in the command prompt. To discontinue aiming, simply type AIM CLEAR.

An archer may snipe a target from a hidden location. This lethal move adds an additional one second RT to the total firing RT for both a bow and a crossbow. Training in the Stalking and Hiding skill increases the chance that an archer remains hidden after firing their bow or crossbow.

Archery Attack Strength (AS)
Archers can do several things in order to better their Attack Strength (AS). Firstly, training in the Ranged Weapon skill is a necessity. Other Character Manager skills that increase an archer?s strength bonus include Perception and Ambush training beyond the first 40 ranks. The Dexterity stat and certain spells also help with overall strength.

Archery Defense Strength (DS)
Holding the bow or crossbow in the left hand is the first requirement of defense for an archer, providing the archer with a measure of defense to represent that the archer is attempting to remain at range. Weapon skill for right hand weapons (or brawling skill if the right hand is empty) is ignored while Archer Defense is in effect. Other than that, archers calculate their Defense Strength the same way as any other character, using the Evade, Block, and Parry examples in the Combat Guide.

Bundling Ammo
You can put a piece of ammo back into a bundle that is inside a specific container by typing PUT MY <ammo in hand> IN MY <same type ammo bundle> IN MY <container>.

Bundling Blessed and Ebladed Ammo
In order to keep a bundle of bolts or arrows blessed/ebladed, the archer must make special efforts to bundle their ammo. After firing a bolt or arrow at a target, the archer must return it to the original bundle upon which the spell was cast. If the archer were to shoot that same piece of ammo again, without rebundling, it would lose its bless/eblade. Proper rebundling recharges the fired bolt or arrow for the duration of the bless/eblade.

This message was originally posted in The Next Generation of GemStone, Combat Changes. To discuss the above follow the link below.
 

 

620 - Resistance, Notes:

  • The elderly herbalist nods and says, "Drakefern is an amazing plant indeed. It isn't affected much by heat and sometimes takes a long while to even catch fire, so it can survive in some of the warmest climates. I hear it grows well in dry places on Kharam Dzu."
  • The elderly herbalist replies, "Frostflower is a hardy plant that grows in cold climates such as parts of Icemule Trace and Pinefar." He chuckles a bit and adds, "Silly little plant could be in the middle of a blizzard and not even have a care in the world."
  • The elderly herbalist says, "Murkweed? An odd plant, that is. Did you know that as it grows, a murkweed actually avoids touching other foliage? Also, in all my years I have never seen a plant bothered less by insects as this one. I believe it grows rather well in damp areas of Wehnimer's Landing, River's Rest, and Ta'Illistim."
  • The elderly herbalist says, "Ahh, mistweed. An interesting plant. Likes to thrive in foggy or steamy areas and such. Don't know what it is about that weed and steam, but it sure doesn't seem bothered by it. I believe it can be found in damp or humid areas in River's Rest and Ta'Vaalor.