Minor Spiritual
Spell Circle |
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101
· Spirit Warding I |
[SWARDING1] |
Duration:
1200 sec + 60 sec/minor spirit spells known
+10 DS vs Bolts (except Acid).
+10 Spirit TD.
Affords some minor protection
against spell attacks. Since the duration is cumulative, this
can be useful when going up against a spell-casting creature
by building up the duration beforehand.
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102
· Spirit Barrier |
[SBARRIER] |
Duration:
1200 sec + 60 sec/minor spirit spells known
Creates a wall of dense churning air around target. -50 to
all physical and elemental attacks that must move through
it (either in or out). If casting at another creature/character,
the spell is subject to a warding check.
The affected character/creature
has a bonus to defense but a penalty when attacking. This
can be useful if you cast it on a creature you intend not
to fight but have to stick around (or get around) for some
reason, or if you want to use nonelemental attacks.
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103
· Spirit Defense |
[SDEFENSE] |
Duration:
1800 sec + 90 sec/minor spirit spells known (not cumulative)
Creates a bright aura about the target, making him/her appear
more powerful, and bestows a +10 to his/her DS.
This spell imparts no penalty
for attacking as does Spirit Barrier so it is a good defensive
bonus. At higher levels it will last quite awhile, every little
bit helps.
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104
· Disease Resist |
[DISRESIST] |
Duration:
1200 sec + 60 sec/minor spirit spells known
Target gets an additional spirit warding against any disease
if the first one fails.
The time the spell lasts is cumulative,
multiple casts when you know you are going to be subjected
to disease would be a good idea.
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105
· Poison Resist |
[POIRESIST] |
Duration:
1200 sec + 60 sec/minor spirit spells known
Target gets an additional spirit warding against any poison
if the first one fails.
Some chests have poison needle
traps. This spell can be helpful!
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106
· Spirit Fog |
[SPIRITFOG] |
Duration: 1 min/level
Causes a room to be flooded with fog (works indoors or outdoors).
This imparts a +30 to everyone's/thing's defensive strength
and increases the ease with which you can hide.
Like Spirit Barrier, this is useful
in specific instances where you want to lower your risk at
the expense of your physical attack odds. Unlike Spirit Barrier,
this affects everyone in the room.
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107
· Spirit Warding II |
[SWARDING2] |
Duration:
1200 sec + 60 sec/minor spirit spells known
+25 DS vs Bolts (except Acid).
+15 STD.
This spell is a more powerful
version of Spirit Warding I. Both
spells may be used together for a cumulative bonus.
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108
· Stun Relief |
[STUNRELIF] |
Duration: Immediate
Will un-stun the target.
Entirely effective, but at 8 mana
points is expensive. In life or death situations this could
be vital, however.
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109
· Dispel Invisibility |
[DISINVIS] |
Duration: Immediate
Will dispel invisibility on any character/creature on the
room which fails a (hidden) warding check.
Does not work on invisible objects (which are rare).
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110
· Unbalance |
[UNBALANCE] |
Duration: Immediate
Calls upon the spiritual forces to impact the target if their
spirit warding fails. The target would then suffer an injury
from the unbalancing injury table. The severity is determined
by how badly the spirit warding failed.
Although this acts like an elemental attack spell, it is
not subject to physical laws and is not aimed. A successful
attack is a guaranteed injury (unless the creature happens
to be immune). These injuries tend to cause a foe to fall
(and then you can follow up with an attack), however it can
do significant damage of its own.
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111
· Fire Spirit |
[FIRESPIRIT] |
Duration: Immediate
Casting this spell will send a bright fiery ball into the
sky, which can be seen by anyone standing outside. Do this
only when standing outside or it will rebound on you!
If cast at a target successfully, the fiery ball will explode
on impact (similar to 908
Major Fire) creating initial damage to the target as well
as elemental critical damage as a result of the explosion.
Once the fiery ball hits the target, the explosion can result
in damage to other targets in the room, up to 8 targets.
For casting at targets, Spell
Aiming is the most important skill for this spell. Multi-opponent
Combat can increase the ability of the fiery ball to hit
multiple targets in the room but is not required.
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112
· Water Walking |
[WATERWALK] |
Duration:
1200 sec + 60 sec/minor spirit spells known
Allows the caster to walk on water as long as the spell lasts.
This only works on smooth water and is ineffective on large
open lakes, a rapid river or an ocean, however it is good
for submerged areas frequently found in deep dungeons.
Don't get caught out there!
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113
· Undisease |
[UNDISEASE] |
Duration: Immediate
Will remove 1 disease from a given target.
Effective on any disease of any
strength.
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114
· Unpoison |
[UNPOISON] |
Duration: Immediate
Will remove 1 poison from a given target.
Effective on any poison of any
strength.
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115
· Spirit Burst |
[SPIRBURST] |
Duration: 5 sec/lvl
Causes the spiritual forces to grant the caster the ability
to say just the correct word that will stun a given sentient
being into immobility for up to 5 sec/lvl of caster depending
on how well it works.
A stunned foe is pretty helpless.
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116
· Locate Person |
[LOCATE] |
Duration: Immediate
Can be cast on any character in the game and will give you
a brief vision of where they are (provided they are in the
open and within the same region).
If you know your geography, this
should help you find someone pretty quickly. This spell sometimes
fails to work in certain locations, due to magical instabilities
in that area.
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117
· Spirit Strike |
[SPIRSTRIK] |
Duration: 2 minutes or until your next
attack
Calls upon the spiritual forces to provide guidance for a
brief period of time. This imparts a +75 bonus to the next
physical (or elemental attack).
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118
· Web |
[WEB] |
Duration: Immediate
Casts a sticky web to entrap the target (subject to a warding
check).
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119
· Herb Production |
[HERBPROD] |
Duration: Immediate
Causes a random herb to grow instantly on the ground (works
only outdoors). There is no way to predict which herb will
grow, or how useful it will be. Sometimes a useless herb will
result.
This one is a grab-bag, sometimes
you might get lucky in a pinch!
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120
· Lesser Shroud |
[LESSHROUD] |
Duration:
1200 sec + 60 sec/minor spirit spells known (Selfcast)
Similar to Spirit Defense except
caster appears to be a minor god (an illusion). +30 to DS
vs Bolts (except Acid) and +30 STD when cast via spell.
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125
· Call Lightning |
[LIGHTNING] |
Duration: Special
Caster causes multiple lightning bolts to strike a target
within the room. This spell only works outdoors and requires
about 20 seconds for the storm cloud to form before the attack
will take place.
The storm cloud will strike the
target with a random number of lightning bolts, usually 3
or 4. Shocking!
This can also be used on objects, though some objects will
cause a ricochet effect, so watch out!
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130
· Spirit Guide |
[SPIRGUIDE] |
Duration: Immediate
Causes a caster and his or her group to return to one of
several different locales within each realm. In some areas,
one or more of the locations this spell can move you to are
potentially dangerous. This is a powerful teleport spell and
is useful for getting a party out of danger quickly (if you're
lucky).
Everyone who is joined to the
caster will teleport with him/her. You can use HOLD HANDS
WITH <character> to hold onto someone who is otherwise
incapacitated. Great for evacs!
Due to the violent nature of the translocation, the caster
of the spell will be subject to mild to intense nausea as
a result of casting this spell.
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150
· Wall of Force |
[WALLFORCE] |
Duration:
600 sec + 5 sec/minor spirit spells known (Selfcast)
Creates a wall of force that strongly resists attacks. The
wall will follow the subject and position itself to fend off
attacks while letting outgoing attacks pass without penalty.
This spell bestows a +100 to the subject's DS.
One of the best protection spells
against physical attacks! This spell is a must when going
up against the BIG monsters.
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