Minor Elemental
Spell Circle |
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401
· Elemental Defense I |
[ELEMDEF1] |
Duration:
1200 sec + 60 sec/minor elemental spells known
+5 to all DS types, +5 to elemental warding defense
This spell affords some minor protection from all attack
types.
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402
· Presence |
[PRESENCE] |
Duration: 2 sec/lvl (self-cast)
When this spell is cast, it will improve the ability of the
caster to detect any hidden or invisible people in the room.
The caster will also have more acute perceptions for a short
time. This improved perception can be beneficial to the caster
in a variety of activities.
Detecting a hidden or invisible character simply reveals
that they are present. The exact location of the hidden or
invisible character is not disclosed, therefore they remain
hidden or invisible and the caster cannot direct actions against
them.
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403
· Picking Enhancement |
[PKENHANCE] |
Duration: 30 sec + 1 sec/lvl
This spell assists the target character in lockpicking attempts.
Efficacy of the spell is largely dependent on the caster's
lockpicking ability.
This spell enhances the lockpicking ability of the target
character. When used upon the caster, the spell has greater
potency than when cast upon another character. Disarm skill
is not enhanced by this spell.
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404
· Disarm Enhancement |
[DSENHANCE] |
Duration: 30 sec + 1 sec/lvl
This spell assists the target character in disarming attempts.
Efficacy of the spell is largely dependent on the caster's
disarming ability.
This spell enhances the trap disarming ability of the target
character. When used upon the caster, the spell has greater
potency than when cast upon another character. Lockpicking
skill is not enhanced by this spell.
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405
· Elemental Detection |
[ELEMDETECT] |
Duration: Immediate
When cast on a person or creature, the spell may reveal the
nature of any spells that may currently be in effect. When
cast on an object, this spell may reveal the nature and an
estimate of the number of charges stored in an item. This
spell will not reveal the enchantment of weapons or armor,
but for wizards it will aid them in determining if an item
is treated with tempering potions prior to enchanting. It
will also give them some basic information concerning the
enchanting project if they are the one who tempered it. In
addition, a wizard will also be able to detect if an item
has been duplicated. See Wizard spell Duplicate (918) for
details.
The amount of information provided by this spell is directly
related to the number of elemental spells known by the caster.
The caster will not be able to identify spells of a higher
level than his/her own level. Some magics are so potent or
complicated as to be resistant to this spell.
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406
· Elemental Defense II |
[ELEMDEF2] |
Duration:
1200 sec + 60 sec/minor elemental spells known
+10 to all DS types, +10 to ETD
This spell affords some moderate protection from all attack
types.
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407
· Unlock |
[UNLOCK] |
Duration: Immediate
Causes typical closed and/or locked containers or doors to
pop open.
The percentage chance of success is primarily based on the
aura of the caster and the caster's level. Some items are
naturally resistant to this magic. An attempt to cast this
spell has a chance of setting off any undisarmed trap that
may be a part of the locking device. This spell is enhanced
by the use of Picking Enhancement.
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408
· Disarm |
[DISARM] |
Duration: Immediate
Will disarm most traps found on containers or doors.
The chance of success is primarily based on the aura of the
caster and the caster's level. An unsuccessful attempt to
cast this spell may set off any resident traps. A successful
cast on a trapped mechanism will provide positive indication
that a trap has been disarmed, but a successful cast on a
mechanism free of traps, or a failed cast will not necessarily
reveal the presence of or lack of a trap. This spell is enhanced
by the use of Disarm Enhancement.
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409
· Elemental Blast |
[ELEMBLAST] |
Duration: Immediate
This spell is an attack against the target using pure elemental
power.
The target character or creature that fails a warding check
is subjected to an injury. The severity of the injury is based
on the degree of the warding failure.
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410
· Elemental Wave |
[ELEMWAVE] |
Duration: Immediate
This spell causes the mana in the area to "pulse"
in a physical wave that may result in knocking down all characters
and creatures in the area.
The wave moves outward from the caster and the caster has
some limited control over the direction that the wave moves
in. All characters and creatures not joined to the same group
as the caster must make a saving roll, or fall prone.
A successful elemental wave may cause the affected creatures
or characters to be pinned to the ground for up to 20 seconds.
The spell cannot affect flying creatures while inflight and
some creatures are immune to its affects.
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411
· Elemental Blade |
[ELEMBLADE] |
Duration: 4 strikes/level
This spell adds a magical +20 bonus to a weapon and provides
that weapon with the ability to inflict intermittent blasts
of special types of damage.
The weapon this spell is to be cast upon must be free of
any other magical or holy enchantments. The exact nature of
the special damage imparted to the weapon will vary depending
on the element the caster is attuned to. Some will find that
the spell imparts blasts of heat, others will impart blasts
of cold, and others will impart blasts of electricity.
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412
· Weapon Deflection |
[WPDEFLECT] |
Duration: 60 sec + (5 * difference in level
between caster and target) (not cumulative, minimum 60 sec.)
This spell will cause the target to suffer a -25 AS penalty.
The spell is not subject to a warding attempt, making it virtually
impossible for foes to defend against (unless the target is
immune to magic).
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413
· Elemental Saturation |
[ELEMSAT] |
Duration: 10 sec/level
This spell causes the target to suffer a -25 penalty to all
warding checks.
This spell is subject to a warding check at normal modifications.
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414
· Elemental Defense III |
[ELEMDEF3] |
Duration:
1200 sec + 60 sec/minor elemental spells known
+25 to all DS types, +15 to ETD
This spell affords powerful protection from all attack types.
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415
· Elemental Strike |
[ELEMSTRIKE] |
Duration: Immediate
This spell is a powerful attack against the target using
pure elemental power.
The target character or creature that fails a warding check
is subjected to damage from the initial strike, and if the
target is not slain outright from this strike injury, they
are subjected to a powerful elemental flare for additional
damage. The severity of the flare is based on the degree of
the warding failure, and is more powerful than Elemental Blast.
The sheer force of this spell will typically knock a target
to the ground.
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416
· Piercing Gaze |
[PIERCEGAZE] |
Duration: Immediate
This spell allows the caster to see into, behind or under
containers of all types. When doing so, they stand a chance
of spotting any traps.
Many containers carry natural resistance to the power of
this spell based on the material used in the construction
of the container. This spell can also cause some traps to
be set off, which will strike the spell caster.
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417
· Elemental Dispel |
[ELEMDISPEL] |
Duration: Immediate
When cast on a character or creature, this spell will have
one of the following effects:
1. Cause the target to lose any prepared spell, along with
the appropriate number of mana points for that spell.
2. Cause a magical effect in force on the target to be canceled.
3. Cause the target to lose a portion, or all, of their mana.
When cast on an item, this spell has a chance to drain charges,
dispel any stored spells, remove part or all of an enchantment,
or remove some other special quality.
There is no warding check for this spell. The effect of casting
on a character or creature is in the order given above. When
cast on items, the chance of failure and the results depend
on the level of the caster and the level and type of stored
spell or enchantment.
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418
· Mana Focus |
[MANAFOCUS] |
Duration: 1 min/lvl (not cumulative/not
refreshable)
This spell allows the caster to temporarily gather the local
elemental forces, creating a minor Mana Focus. Note that this
is not an earthnode.
When handling raw elemental power, there is always a chance
of failure, and a chance that the power will break free from
control with chaotic and catastrophic results. This can potentially
be very deadly to the spell caster, especially an unskilled
one. Learning a spell is not the same as mastery of a spell.
The mana focus should remain for the duration of the spell,
or until shortly after the spell caster leaves the location
of the focus.
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419
· Mass Elemental Defense |
[MASSEDEF] |
Duration:
1200 sec + 60 sec/minor elemental spells known
+25 to all DS types, +15 to ETD to all characters joined
to the caster.
If cast on a target other than him/herself, this spell operates
as a normal defense spell, and will not radiate effects to
characters joined to that target. This spell is much like
Elemental Defense III (414), except that it will affect a
group joined to the caster. It does not add an additional
defensive bonus when cast with 414, it will simply extend
the duration of 414.
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420
· Magic Item Creation |
[MAGICITEM] |
Duration: permanent
This spell allows the caster to imbed a known spell into
a specially prepared object. Some very powerful spells cannot
be imbedded.
This spell allows for placing spells into magical Wands,
Rings, Rods, Amulets, etc. Objects that are to receive the
spell must be specially prepared or forged under stringent
conditions and the component objects are typically only available
from special merchants. Some rangers also have the ability
to imbue this capability into sticks which will become wands,
or staves that are useful for imbedding. See the IMBED command
in game for further assistance. This spell is very tricky
for most novice spell casters, so follow the directions carefully.
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425
· Elemental Targeting |
[ELEMTARG] |
Duration:
900 sec + 30 sec/minor elemental spells known
This spell provides a plus to attacks:
- To the Attack Strength it gives a base of +25, plus the
number of Spell Ranks above 25 that the caster knows in the
Minor Elemental Circle divided by 2. The maximum bonus allowed
is 50.
- To the Elemental Casting Strength it gives a base of +25,
plus the number of Spell Ranks above 25 that the caster knows
in the Minor Elemental Circle divided by 2. The maximum bonus
allowed is 50. This spell affords no benefit to Spirit Casting
Strength. It does provide a bonus to all other spell Casting
Strength (+13, plus the number of Spell Ranks above 25 that
the caster knows in the Minor Elemental Circle divided by
4), to a maximum of +25.
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430
· Elemental Barrier |
[ELEMBARR] |
Duration:
900 sec + 30 sec/minor elemental spells known
This spell provides a bonus to all types of defense.
The amount of the bonus is +30, plus the number of Spell
Ranks above 30 that the caster knows in the Minor Elemental
Circle divided by 2. The maximum bonus allowed is 50 DS and
50 ETD (37 HTD, 25 STD).
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435
· Major Elemental Wave |
[MAJRWAVE] |
Duration: Immediate
This spell causes the mana in the area to "pulse"
in a physical wave that may result in knocking down all characters
and creatures in the area. With the increased power imparted
into this wave from the additional mana expended it is possible
that the wave will discharge some of the imbued energy into
any object it encounters with potentially damaging consequences.
The wave moves outward from the caster and the caster has
some limited control over the direction that the wave moves
in. All characters and creatures not joined to the same group
as the caster must make a saving roll, or fall prone. If the
player or creature's failure is sufficiently severe damage
may also be incurred.
A successful major elemental wave may cause the affected
creatures or characters to be pinned to the ground for up
to 20 seconds with the possibility of death or damage. The
spell cannot affect flying creatures while inflight and some
creatures are immune to its affects.
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450
· Minor Elemental Summon |
[MNELEMENT] |
Not yet implemented
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