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Bard            Minor Elemental, Bard
Cleric          Major Spirit, Minor Spirit, Cleric
Empath       Major Spirit, Minor Spirit, Empath
Paladin       Minor Spirit, Paladin
Ranger        Minor Spirit, Ranger
Rogue         Minor Elemental, Minor Spirit
Sorcerer     Minor Elemental, Minor Spirit, Sorcerer
Warrior       Minor Elemental, Minor Spirit
Wizard        Major Elemental, Minor Elemental, Wizard
 

 

 

Minor Elemental  
  401 · Elemental Defense I [ELEMDEF1]

Duration: 1200 seconds +60 seconds for every Minor Elemental spell known, stackable

Type: Defense

+5 to all Defense Strength (DS) types, +5 to elemental warding defense

This spell affords some minor protection from all attack types.

402 · Presence [PRESENCE]

Duration: 2 seconds per level

Type: Utility

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.
Use Presence (402) to receive a bonus in spotting traps while utilizing the DISARM command on treasure boxes.
 

403 · Picking Enhancement [PKENHANCE]

Duration: 30 seconds +1 second per level; stackable

Type: Bonus

Picking Enhancement assists the spell's target in manual and magical lockpicking attempts.

For manual lockpicking, success factors include the caster's level, the caster's Pick Locks skill, the caster's Minor Elemental spell ranks, and the target's Dexterity bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.

For magical lockpicking, the target of the Unlock spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Picking Enhancement upon them.

If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.
Additional casts will extend the duration of the spell (stackable), but does not change the bonus.

Rangers may have their imbued items imbedded with Picking Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.
 

404 · Disarm Enhancement [DSENHANCE]

Duration: 30 seconds +1 second per level; stackable

Type: Bonus

Disarm Enhancement assists the target in manual and magical disarming attempts.

For manual disarming, success factors include the caster's level, the caster's Disarm Traps skill, the caster's Minor Elemental spell ranks, and the target's Intuition bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.

For magical disarming, the caster of the Disarm spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Disarm Enhancement upon them.

If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.

Disarm Enhancement not only aids with disarming, it is also a useful tool for the ranged weapon user. The spell's calming and focusing nature can provide a small aiming bonus. The bonus can be applied by the archer himself or by another caster.
Additional casts will extend the duration of the spell (stackable), but does not change the bonus.

Rangers may have their imbued items imbedded with Disarm Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.
 

405 · Elemental Detection [ELEMDETECT]
Duration: Immediate

Type: Utility

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 seconds +60 seconds for every Minor Elemental spell known, stackable

Type: Defense

+10 to all Defense Strength (DS) types, +10 to Elemental Target Defense (ETD)

This spell affords some moderate protection from all attack types.
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407 · Unlock [UNLOCK]
Duration: Immediate

Type: Utility

Unlock can cause typical closed and/or locked containers or doors to pop open.

The percentage chance of success is primarily based on the caster's level and Aura bonus.

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.
Certain materials are naturally resistant to this magic.
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408 · Disarm [DISARM]
Duration: Immediate

Type: Utility

This spell disarms most traps found on containers or doors.

The chance of success is primarily based on the caster's level and Aura bonus.

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.

Certain materials are naturally resistant to this magic.
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409 · Elemental Blast [ELEMBLAST]
Duration: Immediate

Type: Attack

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

Type: Attack

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 per level

Type: Utility

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.

The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.

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412 · Weapon Deflection [WPDEFLECT]
Duration: 60 seconds + (5 * difference in level between caster and target) (not cumulative, minimum 60 sec.)

Type: Attack

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 seconds per level

Type: Attack

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 seconds +60 seconds for every Minor Elemental spell known, stackable

+20 to all Defense Strength (DS) types, +15 to Elemental Target Defense (ETD)

This spell affords powerful protection from all attack types.
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415 · Elemental Strike [ELEMSTRIKE]
Duration: Immediate

Type: Attack

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.

The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
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416 · Piercing Gaze [PIERCEGAZE]
Duration: Immediate

Type: Utility

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.

Factors that contribute to the success of finding a trap include training in the Perception skill, Minor Elemental spell ranks, Intuition bonus, Logic bonus, and the spell Disarm Enhancement, which takes Aura bonus into account.

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

Type: Attack

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, or remove some other special quality. When cast on a weapon or arrows/bolts it will remove the Elemental Blade or Minor Elemental Edging.

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.
Combining this magic with Spirit Dispel has been known to cause negative and potentially dangerous effects on the target.
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418 · Mana Focus [MANAFOCUS]
Duration: 60 seconds per level; not cumulative or refreshable

Type: Utility

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 seconds +60 seconds for every Minor Elemental spell known

+20 to all Defense Strength (DS) types, +15 to Elemental Target Defense (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

Type: Utility

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 Targetting [ELEMTARG]
Duration: 900 seconds +30 seconds for every Minor Elemental spell known

Type: Bonus

This self-casting spell provides a bonus 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.
Overtraining in Minor Elemental spell ranks does not yield additional bonus past the caster's level.
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430 · Elemental Barrier [ELEMBARR]
Duration: 900 seconds +30 seconds fore every Minor Elemental spell known

Type: Defense

This self-casting spell provides a bonus to all types of defense.

The amount of the bonus is +15 Defense Strength (Melee, Ranged, and Bolt DS) as well as Elemental Target Defense (TD), +1 for every 2 Minor Elemental spells known over 30.
Overtraining in Minor Elemental spell ranks does not yield additional bonus past the caster's level.
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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.

The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
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440 · Unnamed
Not yet implemented
Nothing is yet know about this spell.
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450 · Unnamed
Not yet implemented
Nothing is yet know about this spell.
 

   
Major Elemental  
  501 · Sleep [SLEEP]
Duration: 5 seconds per level

Type: Attack

A very relaxed feeling will overcome the target of this spell and dull its senses, possibly causing it to fall into a magically induced slumber. The actual effect depends on how badly the creature fails its elemental warding.

The mana cost for this spell is level of target/2 with a max cost of 20 mana and a minimum cost of 1 mana. If cast from an item such as a wand, the maximum level it will affect is 2nd level. If cast from a scroll, the first mana point will come from the scroll and all additional mana required will be taken from the caster.

Creatures which do not sleep (such as the undead) are unaffected by this spell.
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502 · Spell Store [SPELLSTORE]
Duration: Special

Type: Utility

Often times the outcome of a battle is determined by who can react first. Because the wizard often is hindered by lengthy gestures and chants, Spell Store has become an invaluable first strike weapon.

After casting this spell, the caster can then cast any of his or her other spells which will stay prepared for an extended period of time. The spell to be stored must be cast within 30 seconds after Spell Store.

Note: Although spell store does hold a spell for a long time, it does not do so forever; the exact time when this fails depends on the caster's activity.
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503 · Thurfel's Ward [THURWARD]
Duration: 1200 seconds +60 seconds for every Major Elemental spell known, stackable

Type: Defense

Although the logic behind this spell is quite simple, its effect is very potent. With a few quick gestures, the caster can cause glowing specks of sparkling silver energy begin to spin around him or her. The result is that the wizard gains +20 Defense Strength (DS), +1 for every 4 Major Elemental spells known beyond 503.

With the increased defense bonus there is an increase in mana cost. The base mana cost is 3, +1 for every 3 DS bonus over 20.

When Thurfel's Ward is cast upon others, the bonus is a flat +20 DS with a flat mana cost of 3.
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504 · Slow [SLOW]
Duration: 60 seconds

Type: Attack

This spell makes the air surrounding its victim viscous, effectively slowing down all actions. The result is that the target's actions/roundtimes take longer. How much longer depends upon the skill of the caster as well as the total roundtime of the action being attempted.

The target will experience a large increase in Roundtime (RT) based on the Wizard's Elemental Lore, Air training; +1 RT at 100 skill, +2 RT at 200 skill, and a maximum of +3 RT at 300 skill.
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505 · Hands of Tonis [HANDTONIS]
Duration: 5 seconds +1 second per 2 warding failure

Type: Attack

Named in honor of the Arkati with similar powers, the Hand of Tonis spell harnesses the power of the element of air to steal the breath from its target, thereby stunning them! This spell is also useful to blow away clouds and clear clutter from the area.

After training in 20 ranks of Elemental Lore, Air, Hand of Tonis becomes a bolt spell if cast from a stance above guarded. Ranks over 20 increases the Damage Factor (DF) of the spell's bolting capabilities.

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506 · Haste [HASTE]
Duration: 60 seconds

Type: Utility

In a not completely understood manner, invoking the magic of this spell distorts time around the target. To the recipient, the world seems to slow down, allowing them to react more quickly than naturally possible. Fortunately, the power of the spell fuels the extra energy needed to operate at an accelerated rate. The target's roundtime will be lower than normal. How much lower depends on the skill of the caster as well as the roundtime of the action being attempted.

The target will experience shorter Roundtimes (RT) enhanced by the Haste spell based on the Wizard's Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of -3 RT at 300 skill.

Note: This spell reduces the roundtime, it does not remove it. Regardless of how much faster the target is able to move, they will never have a 0 roundtime. There will always be at least a 1 second RT.
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507 · Elemental Deflection [DEFLECT]
Duration: 600 seconds +15 seconds for every Major Elemental spell known, stackable

Type: Defense

Since it is not always possible to carry a shield, this self-cast spell can be a blessing. Elemental Deflection provides a bonus of +20 Defense Strength (Melee, Ranged, and Bolt DS), +1 for every 2 Major Elemental spells known over 507.

The increase bonus results in an increased mana cost. The base mana cost is 7, +1 for every 3 bonus.
Overtraining in Major Elemental spell ranks does not yield additional bonus past the caster's level.
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508 · Elemental Bias [ELEMBIAS]
Duration: 600 seconds +30 seconds for every Major Elemental spell known, stackable

Type: Defense

Because Elemental Deflection offers limited spell defense, this self-cast spell can provide excellent additional protection. It works like Elemental Deflection by creating an invisible minor shield around the caster, but this one works against magical attack spells by adding +20 to elemental warding defense.
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509 · Strength [STRENGTH]
Duration: 600 seconds +30 seconds for every Major Elemental spell known

Type: Bonus

An ancient spell which has long been a part of a wizard's spell book. The strength spell enables the recipient to better utilize his or her body and thus cause an apparent increase in strength. This has the effect of adding +15 to the target's physical attack strength.

Training in Elemental Lore, Earth increases the Attack Strength (AS) bonus provided by this spell. A minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184 ranks. This added bonus is a self-cast benefit for the Wizard's use only.
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510 · Hurl Boulder [HURLBOULDER]
Duration: Immediate

Type: Attack

A small boulder is shot from the palm of the caster to slam into an opponent with devastating force. This is an elemental attack spell and uses the Aimed Spells skill.

The spell will become more effective with increased training in Elemental Lore, Earth.
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511 · Floating Disk [FLOATDISK]
Duration: Special

Type: Utility

The floating disk spell, which is believed to be one of Melgorehn's inventions, creates an insubstantial disk that can be used to hold objects by the target. The disk will follow the target around for the duration of the spell and allows for the temporary hauling of objects from one place to another. The disk's owner is the only one able to OPEN or CLOSE the disk.

Disk item capacity has a base of 8 (this includes items inside other items). Training in Elemental Lore, Air increases item capacity. 10 ranks of Elemental Lore, Air will increase the total item capacity to 9, with the maximum of 20 items at 186 ranks. Floating Disk weight capacity is set at 500 pounds.

Floating Disk has an indefinite duration and will continue to exist until the player logs off or disconnects or some other situation breaks the magical 'thread' which binds the disk to its owner. When this happens, the disk will vanish and the objects will fall to the ground.

Wizards casting this spell upon themselves will discover the description of the disk is more colorful. It is believed that certain types of gems and other objects normally found as common loot can be used to influence the results of casting this spell by wizards upon themselves. It has proven ineffective for other professions.
Note: GemStone IV will attempt to keep the disk around for awhile after a disconnect so the caster can attempt to reconnect; this duration is only a couple of minutes -- so get back online fast. We cannot be responsible for objects lost while being transported on a disk. Also remember that any items forgotten and left in a disk when the owner leaves will not be replaced if lost. Most wizards will advise owners to never put precious items in a disk.
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512 · Ice Patch [ICEPATCH]
Duration: Determined by warding failure

Type: Attack

Untargetted, this spell allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage.

If Ice Patch is directed at a specific target, it will root them in place, hampering combat. Then, with Elemental Lore, Water training, it is possible to cast Minor Water (903) at the target and it will convert to minor cold (the spell found in blue wands). 10 ranks of Elemental Lore, Water will allow one cast of 903-converted minor cold, with the maximum being thirteen casts at 196 ranks.
Elemental Lore, Water bonus thresholds: 10, 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks.
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513 · Elemental Focus [ELEMFOCUS]
Duration: 600 seconds + 30 seconds for every Major Elemental spell known, stackable

Type: Bonus

This spell will give the caster/target a bonus of +20 to their spell Attack Strength (AS) and a penalty of -40 to their physical AS. The caster/target will receive a +1 bonus to their spell AS for every two Major Elemental spell ranks over 13, capped at the caster's level.

For example, if the caster has 23 Major Elemental spell ranks, the spell AS bonus will be +25.

The duration for 513 Elemental Focus is significantly shorter when cast at a target.
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514 · Stone Fist [STONEFIST]
Duration: Approximately 15 seconds + 1/4 warding

Type: Attack

Using the elemental powers of Earth, the Wizard is able to conjure a massive stone fist. This fist will grab on to the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to weaken the foe into submission, enabling him to attack with the final blow.

While held by one stone fist, targets are immune to additional casts of the spell. After the initial 14 mana cast, the fist remains linked to the caster's hand. Using various hand gestures, the caster can command the fist to act. These commands require additional mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at the foe held by the caster's stone fist.

Stone Fist commands:

WAVE (2 mana) The fist will wave the target, leaving it somewhat disoriented and confused, adding Roundtime. This will not break the fist's hold on the target.

PUSH (2 mana) The fist will push the target to the ground, leaving it somewhat disoriented, knocking it down and adding Roundtime. This will break the fist's hold on the target.

THROW (3 mana) The fist will throw the target to the ground violently, causing it to sustain damage and knocking it to the ground. This will break the fist's hold on the target.

The following commands require training in Elemental Lore, Earth to use consistently. SLAP requires the least Lore skill out of the three, while POUND requires the most Lore skill.

SLAP (4 mana) The fist will slap the target, causing damage. This will break the fist's hold on the target.

CLENCH (6 mana) The fist will squeeze the target in its grasp, crushing it. This does damage to chest, back, and abdomen. This command does not break the fist's hold on the target.

POUND (8 mana) The fist will pound the target on the ground while keeping it in its grasp. Damage to head/neck or limbs only. This command does not break the fist's hold on the target.

Casting Stone Fist at certain items will crush them. Use at your own risk!
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515 · Rapid Fire [RAPIDFIRE]
Duration: 60 Seconds

Type: Utility

This powerful spell is used to augment attack spells, in particular elemental attack spells. Once cast, the next spell which is prepared will be prepared again once cast, automatically for the duration of the Rapid Fire spell. Therefore once Rapid Fire is in effect, you may then prepare, for example, a Minor Fire spell and then continue to cast it with no preparation step (or time) in-between for as long as the Rapid Fire spell is in effect. Note that to switch spells being used, use a RELEASE command and then PREPARE a new spell.
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516 · Mana Leech [MANALEECH]
Duration: Immediate

Type: Attack/Bonus

Casting this spell at a target forms a mystical conduit between the caster and the target. If the target is unfortunate enough to fail its warding, a dull ray of mana-draining power will touch it and drain a random amount of mana and transfer it to the caster. On a successful cast, the mana cost to the caster is 1 mana. On failed casts, the mana cost to the caster is 16 mana. The mana points received will not exceed the caster's normal maximum mana.

The Elemental Mana Control skill aids in determining how often the caster can get a maximum amount of mana from the target.
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517 · Charge Item [CHARGEITEM]
Duration: Variable

Type: Utility

This spell enables the caster to redirect their mana into a magical focus. This focus must be a specially treated gem of at least 1000 silvers in value. By casting this spell at the treated gem, the focus will be created and begin to accumulate mana. The wizard must then concentrate on maintaining the focus and continue to cast the spell until the gem has become sufficiently charged.

The initial cast is 17 mana, while each additional cast is one mana until the treated gem tones of enchantment. At this point, energy from the focus can be directed into the desired chargeable item. The mana cost to recharge an item is based on spell level, spell sphere, and in part, by training in Elemental Mana Control.

Chances of success are based on a success margin, the level of the spell to be charged, as well as the spell circle.

Extraordinary failure has been known to result in loss of mana points, injury, and even possibly the destruction of the item.

Magic Item Use, Elemental Mana Control, and a dedication to the Major Elemental Spell Circle will result in a greater success in charging items.
More information on Charge Item
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518 · Cone of Lightning [CONELIGHT]
Duration: Immediate

Type: Attack

While Major Shock is quite powerful, it still is not a suitable defense against multiple opponents. Because of this, the Cone of Lightning spell was researched. It strikes as hard as a Major Shock, but the bolt arcs out in all directions and can hit many nearby targets.

Training in Elemental Lores, Air & Water, increases the damage done by this spell.
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519 · Immolation [IMMOLATION]
Duration: Immediate

Type: Attack

This spell releases incredible destruction by fire when the target fails a warding roll.

There is a chance of a flat-out incineration kill on a target using Immolation, enhanced further by training in Elemental Lore, Fire. If the target was not incinerated, the damage done by the flames is greater with training Fire Lore. This will increase the chance of the initial burst of the flame being focused on one area, causing more critical damage.
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520 · Stone Skin [STONESKIN]
Duration: 600 seconds + 30 seconds for every Major Elemental spell known, not stackable, refreshable

Type: Defense

Manipulating the elemental forces within his body, the caster forms a layer of hard stone that shifts with his movements. This self-cast spell provides additional protection from physical attacks, in the form of absorption of damage as the stone skin is destroyed.

The amount of damage that can be absorbed without shattering is the spell's shatter point; if it is reached in one hit, the skin shatters. Stone Skin's ability to absorb damage, or what's termed the shatter point, is increased with Elemental Lore, Earth training.
Stoneskin provides some minor garrote protection via increased breakage/escape chances.

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525 · Meteor Swarm [METEORS]
Duration: Variable

Type: Attack

Perhaps one of the most destructive spells known to spell users is Meteor Swarm. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.
While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.
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530 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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535 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
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540 · Temporal Reversion [Temporal]
Duration: 10 Minutes

Type: Defense

This spell allows the wizard to turn back the hands of time when successfully attacked physically. The Temporal Reversion effect returns the wizard to the moment before the attack was initiated. Being forewarned of a potentially powerful incoming assault, the wizard automatically prepares himself with a +200 DS boost and a significant chance to avoid critter-based maneuver attacks.

The ability to shift time is always a chancy thing. The spell is only successful based upon:

10% + (Elemental Mana Control bonus/20)



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550 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
 
Minor Spirit  
  101 · Spirit Warding I [SWARDING]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Defense

Spirit Warding I affords some minor protection against spell attacks. Since the duration is cumulative, this can be useful when going up against a spell casting creature by building up the duration beforehand.

+10 Bolt Defense Strength (DS)
+10 Spirit Target Defense (TD)
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102 · Spirit Barrier [SBARRIER]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Defense

Spirit Barrier creates a defensive wall of churning air around the target. Physical and elemental attacks must move through the air wall, resulting in a -20 to Attack Strength (Melee and Ranged AS) -1 for every 2 Minor Spirit spells known beyond 2. Likewise, the caster will receive a +20 to Defensive Strength (Melee, Ranged, and Bolt DS) +1 for every two ranks beyond two that the caster has learned in the Minor Spirit Circle.

Due to the increasing bonuses of this spell, the mana cost is a base of 2, +1 for every 3 additional DS over the initial +20 DS.


If casting at a target, the spell is subject to a warding check. The affected target has a bonus to defense but a penalty when attacking.
Overtraining in Minor Spirit spell ranks does not yield additional bonus past the caster's level.
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103 · Spirit Defense [SDEFENSE]
Duration: 1800 seconds +90 seconds for every Minor Spirit spell known; not stackable; refreshable

Type: Defense

Creates a bright aura about the target, making them appear more powerful, and bestows a +10 to their Defense Strength (DS). This spell is not cumulative, but may be refreshed to maximum duration when re-cast.
This spell imparts no penalty for attacking as does Spirit Barrier so it is a good defensive bonus. At higher levels it will last quite awhile, and every little bit helps.
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104 · Disease Resist [DISRESIST]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Bonus

Disease Resist provides an additional spirit warding against any disease if the first one fails.
The time the spell lasts is cumulative, multiple casts when you know you are going to be subjected to disease would be a good idea.
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105 · Poison Resist [POIRESIST]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Bonus

Target receives an additional spirit warding against any poison if the first one fails.
Some chests have poison needle traps. This spell can be helpful!
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106 · Spirit Fog [SPIRITFOG]
Duration: 60 seconds per level; not stackable

Type: Defense

Causes the room to be flooded with fog (works indoors or outdoors). This imparts a +30 to every character's/creature's Defensive Strength (DS) and increases the ease with which one can hide. This spell is not cumulative, but may be refreshed to maximum duration when re-cast.
Like Spirit Barrier, this is useful in specific instances where you want to lower your risk at the expense of your physical attack odds. Unlike Spirit Barrier, this affects everyone in the room.
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107 · Spirit Warding II [SWARDING2]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Defense

This spell is a more powerful version of Spirit Warding I. Both spells may be used together for a stackable bonus.

+25 Bolt Defense Srength (DS)
+15 Spirit Target Defense (TD)
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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

Type: Utility

This spell dispels invisibility on any character/creature in the room which fails a hidden spirit warding check.
Does not work on invisible objects (which are rare).
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110 · Unbalance [UNBALANCE]
Duration: Immediate

Type: Attack

Calls upon the spiritual forces to impact the target if their spirit warding fails. The target would then suffer an injury from the unbalancing injury table. The severity is determined by how badly the spirit warding failed.

Training in Spiritual Lore, Spirit Summoning enhances the power of the attack upon a successful cast.
Although this acts like an elemental attack spell, it is not subject to physical laws and is not aimed. A successful attack is a guaranteed injury (unless the creature happens to be immune). These injuries tend to cause a foe to fall (and then you can follow up with an attack), however it can do significant damage of its own.
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111 · Fire Spirit [FIRESPIRIT]
Duration: Immediate

Type: Attack/Utility

Casting this spell will send a bright fiery ball into the sky, which can be seen by anyone standing outside. Do this only when standing outside or it will rebound on you!

If cast at a target successfully, the fiery ball will explode on impact (similar to 908 Major Fire) creating initial damage to the target as well as elemental critical damage as a result of the explosion. Once the fiery ball hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.

For casting at targets, Spell Aiming is the most important skill for this spell. Multi-opponent Combat can increase the ability of the fiery ball to hit multiple targets in the room but is not required.

The spell's damage is increased, and the maximum number of targets that the caster is able to hit with Fire Spirit is increased with training in Spiritual Lore, Spirit Summoning. A minimum of 1 rank is required to increase the maximum number of targets by one. 190 ranks of Summoning Lore are required to increase the maximum number of targets possible, which is 19.


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112 · Water Walking [WATERWALK]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Utility

Water Walking allows the caster to walk on water as long as the spell lasts. This only works on smooth water and is ineffective on large open lakes, a rapid river or an ocean, however it is good for submerged areas frequently found in deep dungeons.
Don't get caught out there!
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113 · Undisease [UNDISEASE]
Duration: Immediate

Type: Utility

Undisease removes one disease from a given target. Some diseases are more persistent than others and may take several casts to undisease the target.
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114 · Unpoison [UNPOISON]
Duration: Immediate

Type: Utility

Unpoison will remove one poison from a given target.
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115 · Fasthr's Reward [FASREWARD]
Duration: Special

Type: Defense

A reward granted to Fasthr by the Arkati of Liabo, this spell can provide a second chance to ward an attack spell. On failed a warding against a Spiritual sphere spell, this warding shield has a 50% chance to activate, allowing the target another attempt at warding the spell. This activation causes the warding shield to dissipate, regardless of the result of the second warding roll. Against semi-Spiritual spells, this warding shield is 25%. For non-Spirit spells, the activation chance is 12.5%.

Fasthr's Reward has a flat, 10 minute duration when self-cast and can be refreshed. Otherwise, it has a flat, 2 minute duration, which is not refreshable.

Training in Spiritual Lore, Blessings increases the odds of activation by 1% at 1 rank, with a maximum additional bonus of 19% at 190 ranks. This lore bonus is applied before considering magical sphere.
Info on magical spheres
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116 · Locate Person [LOCATE]
Duration: Immediate

Type: Utility

Locate Person be cast on any character in the game and will give you a brief vision of where they are (provided they are in the open and within the same region).
If you know your geography, this should help you find someone pretty quickly. This spell sometimes fails to work in certain locations, due to magical instabilities in that area.
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117 · Spirit Strike [SPIRSTRIK]
Duration: 2 minutes or until your next attack

Type: Utility

This spell calls upon the spiritual forces to provide guidance for a brief period of time and imparts a +75 bonus to the next physical or elemental attack.

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118 · Web [WEB]
Duration: Special

Type: Attack/Utility

The Web spell has three versions:

Warding: The caster attempts to summon sticky webbing to ensare a single target. The duration is stackable with new, successful casts on the target up to a max duration of 60 seconds. The target is subject to a 25 Target Defense (TD) pushdown.

Area: The caster can simply CAST Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus one additional charge at 5/15/30/50/75/105/140/180 ranks of Spiritual Lore, Spirit Summoning.

Everytime a creature enters into or attacks in a room with the web, there will be a chance that the target gets stuck in the web. Everytime a creature exits the room with the web, there will be a significant chance for ensnarement. Attacking in the room with a web also affects players not grouped with the caster. Players are unaffected by player-cast webs when moving through rooms.

A snare charge is expired whenever ensnarement is attempted, regardless of outcome.

Bolt: This version is accessible with 20 ranks of Spiritual Lore, Spirit Summoning. When cast from a stance higher than guarded, webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.

Training in Spell Aiming increases the chance of the bolt connecting with the target. Training in Spiritual Lore, Spirit Summoning increases the chance of ensnaring the target in webbing by 1% per 2 ranks. Casting this version of the spell costs 9 mana.
Webbing is incredibly flammable!
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119 · Spirit Dispel [SPIRITDISPEL]
Duration: Immediate

Type: Attack/Utility

This spell functions similarly to Elemental Dispel. Upon being cast at a target, the target will lose any prepared spell it may have. If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed. Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.


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120 · Lesser Shroud [LESSHROUD]
Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; stackable

Type: Defense

This self-cast spell is similar to Spirit Defense except the caster appears to be a minor god (an illusion). The caster receives a bonus of +15 to Defense Strength (Melee, Ranged, and Bolt DS), +1 for every 2 Minor Spirit spells known beyond 20. It also provides a +20 bonus to Spiritual Target Defense (TD).

Due to the increasing bonuses of this spell, the mana cost is a base of 20, +1 for every 3 additional DS over the initial +15 DS.

Training in Spiritual Lore, Blessings enables Lesser Shroud to be cast upon others, briefly; the duration is 2 minutes and requires 60 ranks of Blessings Lore.
Overtraining in Minor Spirit spell ranks does not yield additional bonus past the caster's level.
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125 · Call Lightning [LIGHTNING]
Duration: Special

Type: Attack/Utility

The caster causes multiple lightning bolts to strike a target within the room. This spell only works outdoors and requires about 20 seconds for the storm cloud to form before the attack will take place.

The speed at which the lightning cloud will strike is enhanced by training in Spiritual Lore, Spirit Summoning. A minimum of 10 ranks are required to receive a 1 second reduction in cloud generation, with the maximum 7 second reduction benefit achieved at 70 ranks.
The storm cloud will strike the target with a random number of lightning bolts, usually 3 or 4. Shocking!

This can also be used on objects, though some objects will cause a ricochet effect, so watch out!
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130 · Spirit Guide [SPIRGUIDE]
Duration: Immediate

Type: Utility

Spirit Guide causes the caster and his or her group to return to one of several different locales within each realm. In some areas, one or more of the locations this spell can move you to are potentially dangerous. This is a powerful teleport spell and is useful for getting a party out of danger quickly (if you're lucky).

Due to the violent nature of the translocation, the caster of the spell will be subject to mild to intense nausea as a result of casting this spell.
Everyone who is joined to the caster will teleport with him/her. You can type HOLD <character> to hold onto someone who is otherwise incapacitated. Great for rescues!


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135 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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140 · Wall of Force [WALLFORCE]
Duration: 90 seconds self-cast; 60 seconds general cast

Type: Defense

Casting this spell creates a temporary wall of force that strongly resists attacks. The wall will follow the subject and position itself to fend off attacks while letting outgoing attacks pass without penalty. This spell bestows a +100 to the target's Defense Strength (DS).
One of the best protection spells against physical attacks! This spell is a must when going up against the BIG monsters.
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150 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 
Major Spirit  
  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.
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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.
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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.
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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.
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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.

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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.
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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.
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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.
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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.
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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.
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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.
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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.

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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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230 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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235 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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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
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250 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 
Bard  
  To sing a spellsong the Bard must first PREPARE the song using either the spellsong number or the mnemonic. Next, the Bard SINGs the song either at himself or a target.

Example:
PREP 1001 or PREP HOLDSONG
SING or SING <target>

Mana Points (MP) are required to begin singing a spellsong, with an additional MP cost when the song is renewed. The renewal cost is variable, based on the Bard's level, Influence, and Logic, and grows as the Bard's ability in these areas increases. This renewal cost is lower than the base mana cost of the spell and is noted, where applicable, in the spell description. Each rank of Mental Lore, Telepathy that the Bard trains in will increase their renewal time by 2 seconds.

A Bard may use SING STATUS to see which spellsongs they are currently singing and an approximation of duration before the next renewal interval. A Bard can either RENEW a specific spellsong by including the spell number or the mnemonic after the command or RENEW ALL in order to renew all their spellsongs.

Most songs cost their level in Mana Points (MP) each time they are sung. For example, 1003 Fortitude Song, a level 3 spellsong, has a base cost of 3 mana. After the second song, there is an additional charge of MPs, added every renewal interval. This multi-song penalty applies any time the Bard is singing three or more songs, and increases dramatically with each additional song added. The increased cost for controlling multiple songs considers the number of songs sung, Bard circle songs known, Discipline, and Logic statistics.

A Bard may use STOP SINGING to stop singing the spellsongs. Using the STOP SINGING command will require the Bard to PREPARE and SING the spellsong(s) again. It is possible for a Bard to STOP SINGING a specific spellsong by including the spell number or the mnemonic after the command.



1001 · Holding Song [HOLDSONG]
Duration: Holding Song lasts as long as the Bard is singing the song.

Type: Attack

Using the forces of air and vibration, this song will lower a single foe's ability to defend by 10 percent. Holding song affects one creature, plus an additional creature for every 7 bard song ranks over 1 (i.e. 2 at 8 ranks, 3 at 15, etc.).

The song can be sung at a target (SING THIRD ORC) or unfocused (SING). The unfocused version affects the first creature in the room, then the next, until the bard's limit is reached. The targeted version starts at the creature specified, and adds additional creatures until the bard's limit is reached or the last creature in the room is affected. This song can affect characters not in the bard's group, but will cycle through the available creatures first.

Holding Song is more effective when the Bard plays an instrument and sings the song at the same time, reducing the target's Defense Strength (DS) by an additional 5-15 points. This bonus applies only to the first creature/primary target.

Mana cost is 1 + 2 per extra creature when first sung, or 1 + 1 per extra on renewal. Renewals on this song are not automatic, the bard must manually renew it (RENEW 1001).

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1002 · Vibration Chant [VIBCHANT]
Duration: Immediate

Type: Attack

With this chant, a Bard can find the exact pitch needed to make an object unstable, and then focus the sound energy upon a target. This will cause an object held by the target to vibrate free from the holder's grasp. Occasionally, the Bard will achieve perfect resonance, causing non-magical objects to explode.

Training in Mental Lore, Manipulation increases the chance of breaking the target's weapon/shield.

It is not possible to blow up enchanted weapons.
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1003 · Fortitude Song [FORTITUDE]
Duration: Fortitude Song lasts as long as the Bard is singing the song.

Type: Defense

Through the aid of music and magic, a Bard singing this song bolsters his or her Defense Strength (DS) by +10.

Renewal Cost: 1 Mana Point (MP)

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1004 · Purification Song [PURESONG]
Duration: Immediate

Type: Utility

While singing this song, the Bard can direct the resulting sonic vibrations across the surface of a gem, removing blemishes and impurities in the process. Every successful round increases the value of a gem by 10 percent. There is a chance of a failure ending in damage or destruction of the gem. It is possible to create an imbeddable gem or a gem usable in the recharging process.

Training in Mental Lore, Manipulation reduces the chance of failure when purifying a gem.
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1005 · Lullabye [LULLABYE]
Duration: Immediate

Type: Attack

Using the persuasive power of song, the Bard may sing a lullaby at a single target. The target may experience varying degrees of drowsiness, react more slowly than normal, be temporarily immobilized, or fall completely asleep. Undead are immune to the higher-level effects, but may become drowsy or slowed.

This spellsong is not renewable and not stackable upon itself.
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1006 · Song of Luck [LUCKSONG]
Duration: Song of Luck lasts as long as the Bard is singing the song.

Type: Utility

This group song aids in many maneuvers and in a couple of other areas. Lady Luck is fickle, though, and may not always come to the Bard's aid. Increased song knowledge increases the likelihood that she will aid the Bard (and his/her party members).

The Mana Point (MP) cost of Song of Luck is 6 mana, +1 for every 4 Bard spellsongs know, over 1006. For example, if a Bard had 20 Bard spellsongs, the cost would be 9 Mana Points (6 + (14/4)).

Renewal Cost: Half of the base Mana Point (MP) cost

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1007 · Kai's Triumph Song [KAISONG]
Duration: Kai's Triumph Song lasts as long as the Bard is singing the song.

Type: Bonus

While singing this song, the Bard stirs the sense of confidence of all members of his or her party, giving them increased fighting ability. Following the base Attack Strength (AS) bonus of +10, the graduated bonus is +1 AS for every Bard Spellsong known over seven, up to +20 AS. The initial mana cost is 7, +1 for every point of AS boost over +10.

Once the Bard knows 19 Spellsongs, the group will experience increased Health Point recovery.

The caster's group will experience an increased AS bonus with Mental Lore, Telepathy ranks. The AS increase begins with +1 at 3 Telepathy ranks and tops out at +11 for 88 Telepathy ranks.

Renewal Cost: 2 Mana Points, +1 for every point of AS boost over +10.
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1008 · Stunning Shout [SHOUT]
Duration: Immediate; not renewable

Type: Attack

The bard focuses the power of their shout into a physical blow that strikes their target with great force. In addition to the damage caused, the target may be knocked down, stunned, or disoriented for a period of time.

The song is an instantaneous attack, not added to the song maintenance list and not renewable. Primary damage caused is based on the warding roll and increased slightly by training in Elemental Lore, Air. The secondary critical is based on bard vs. target level and the warding roll, and may be either an impact or unbalance critical. Tertiary effect is either a stun or a disorient effect. Stun duration is not stackable with other stuns (but the greater duration of the two stuns will apply). Disorientation varies in severity based on the warding roll, but will always result in at least some round time for the target, plus possible other ill effects.

Mana Point (MP) cost is 8 per cast.

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1009 · Sonic Shield Song [SONICSHIELD]
Duration: Sonic Shield lasts as long as the Bard is singing the song

Type: Defense

While singing this song, the bard creates a shield of air that can be wielded in the left hand. The base shield bonus is +10. For every two Bard spellsongs known, a bonus of +1 is added to the base shield bonus, for a maximum bonus of +35. For example, a level 20 Bard that knows 15 Bard spellsongs would sing a sonic shield with a bonus of +18.

Like a real shield, success with a sonic shield is dependent upon the Bard's Shield Use skill. The default shield is a medium sized shield.

Available shields by size:

SMALL SHIELDS

buckler

kidney shield

small shield

targe


MEDIUM SHIELD

heater

heater shield

knight's shield

lantern shield

medium shield

parma

target shield


LARGE SHIELDS

aegis

kite shield

large shield

pageant shield

round shield

scutum


TOWER SHIELDS

greatshield

mantlet

pavis

tower shield

wall shield


Usage:

After preparing the spell, SING <shield type>.

The strength of a sonic shield is 1. The base durability of a sonic shield is 125 + 1/2 the character's level. Training in Elemental Lore, Air provides a bonus to the base durability of sonic items. A minimum of 1 Air Lore rank will provide a bonus of 5 to the item's base durability. This bonus maxes out at a durability bonus of 201, with 101 Air Lore Ranks.


Training in Elemental Lore, Air reduces the shield hindrance when evading and attack. At 20 ranks, the bard's shield will be treated as being one size smaller for hindrance purposes. At 50 ranks, the bard's shield will be treated as being two sizes smaller, and at 100 Air Lore ranks, the shield will be treated as being three sizes smaller. In other words, a bard with 100 Air Lore ranks can use a sonic tower shield and only receive the hindrance of a small shield.

Renewal Cost: 4 Mana Points (MP)
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1010 · Song of Valor [SONGVAL]
Duration: Song of Valor lasts as long as the Bard is singing the song

Type: Defense

By singing tales of heroism and valor, the singer creates an aura of protection about himself, bolstering his defense by +10 Defense Strength (DS), +1 DS for every 2 Bard spells known over 1010.

With the increase in defense, there is an increase in mana cost. The base mana cost is 10, +1 for every +2 DS beyond +10.

Renewal Cost: 3 Mana Points (MP), +1 for every +5 DS bonus over +10.
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1011 · Song of Peace [PEACESONG]
Duration: Song of Peace lasts as long as the Bard is singing the song

Type: Bonus

The singer creates a minor sanctuary where all creatures and players are held passive due to the soothing rhythmic sounds of the song.

Renewal Cost: 4 Mana Points (MP)
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1012 · Sonic Blade Song [SONICWEAPON]
Duration: Sonic Blade lasts as long as the Bard is singing the song

Type: Attack

While singing this song, the bard can weave vibrating air and magic around their right hand into a weapon of the Bard's choosing. The base weapon bonus is +10. For every two Bard spellsongs known, a bonus of +1 is added to the base weapon bonus, for a maximum bonus of +35. For example, a level 20 Bard that knows 15 Bard spellsongs would sing a sonic weapon with a bonus of +18.

Like real weapons, success with a Sonic Blade is dependent upon the Bard's applicable weapon skill.

Usage:
After preparing the spell, SING <weapon type>.

Many of the weapons found in the Weapon Guide can be created. If there is a weapon name that would only be available by alteration, the bard must be holding that weapon in their hand to be able to create the sonic version. Weapons with special properties, such as katanas, naginatas, and claidhmores, can not be created with this song.

The strength of a sonic weapon is 1. The base durability of a sonic weapon is 160 + 1/2 the character's level. Training in Elemental Lore, Air provides a bonus to the base durability of sonic items. A minimum of 1 Air Lore rank will provide a bonus of 5 to the item's base durability. This bonus maxes out at a durability bonus of 201, with 101 Air Lore Ranks.

Each rank of Elemental Lore, Air will add to a separate chance for the weapon to flare on any given hit. There is a possibility that the sonic weapon could flare twice on a given hit.

Additionally, the bard is able to attack undead with an unflaring version of Sonic Blade at it's base bonus of +10.

Renewal Cost: 4 Mana Points (MP)
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1013 · Song of Unravelling [UNRAVEL]
Duration: Immediate; manual RENEW

Type: Attack/Utility

Versus a player or creature target, the song will dispel a targeted spell or random spell if available. A penalty to the target's warding attempt is based on the singer's song knowledge. Targetted attempts do not receive the full benefit of this bonus, are more difficult to achieve versus spiritual spells, and are progressively harder against higher level spells.

If no spells are active on the targeted player or creature, the song will try to drain mana from the target. The amount of mana drained per attempt is based on the singer's song knowledge. The amount of mana recovered is based on the singer's song knowledge and Mana Control, Mental skill.

Versus a magic item, the song will drain charges from the item and convert to mana. Mana from non-elemental sources will be less efficient than from elemental sources.

Renewal Cost: The base renewal cost is 4 Mana Points (MP), adjusted for the target's spell circle and spell level. This song is not auto-renewable. If the song is dispelling random spells or draining mana from a character/creature/object, it may be manually renewed for the duration of the song and will continue to target the original target. Unravelling targeting spells from a target is not renewable in any form.
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1014 · Sonic Armor [SONICARMOR]
Duration: Sonic Armor lasts as long as the Bard is singing the song

Type: Defense

While singing this song, a Bard can weave vibrating air and magic, similar to Sonic Shield and Sonic Weapon. The difference is that this spellsong forms a sonic barrier around the singer, effectively acting as magical armor. The base armor bonus is +15. For every two Bard spellsongs known, a bonus of +1 is added to the base armor bonus, for a maximum bonus of +35. For example, a level 20 Bard that knows 15 Bard spellsongs would sing song armor with a bonus of +23.

In addition, Sonic Armor provides resistance to heat, cold, and electrical attack, and is slightly susceptible to impact attacks. The susceptibility to impact attacks will not change as the Bard gains levels, but the heat, cold, and electrical resistance will improve as the Bard learns more spellsongs. Like real armor, use of Sonic Armor is dependent upon the Bard's Armor Use skill.

AsG Type Coverage

5 Light Leather torso

6 Full Leather torso, arms

7 Reinforced Leather torso, arms, legs

8 Double Leather head to toe

9 Leather Breastplate plate torso

10 Cuirboulli Leather torso, arms

11 Studded Leather torso, arms, legs

12 Brigandine head to toe

13 Chain Mail torso

14 Double Chain torso, arms

15 Augmented Chain torso, arms, legs

16 Chain Hauberk head to toe

17 Metal Breastplate torso

18 Augmented Breastplate torso, arms

19 Half Plate torso, arms, legs

20 Full Plate head to toe


Usage:
After preparing the spell, SING <AsG number>

The singer can specify the Armor Sub-Group (AsG) when casting by including the number of that group, using the chart. If unspecified, the song will default to Full Leather (6).

The strength of sonic armor is 1. The base durability of sonic armor is 210 + 1/2 the character's level. Training in Elemental Lore, Air provides a bonus to the base durability of sonic items. A minimum of 1 Air Lore rank will provide a bonus of 5 to the item's base durability. This bonus maxes out at a durability bonus of 201, with 101 Air Lore Ranks.

Training in Elemental Lore, Air will boost the elemental damage provided by the armor.

Renewal Cost: 5 Mana Points (MP)
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1015 · Song of Depression [DEPRESSION]
Duration: Immediate; manual RENEW

Type: Attack

Singing this song will cause all not joined to the singer to become depressed, decreasing their desire to ward against magic and attack. This will cause them to suffer -20 to their Spirit Warding and react slower than normal.

Each rank of Mental Lore, Telepathy will boost the TD pushdown from the song. Also, the slow effect of the spell will be increased by one second, cumulative, at 10, 25, 45, 70, and 100 Telepathy Lore ranks.

Renewal Cost: 6 Mana Points (MP). The bard must manually renew Song of Depression (RENEW 1015).
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1016 · Song of Rage [RAGESONG]
Duration: Immediate; manual RENEW

Type: Attack

This song stimulates memories of anger in the target, causing it to become enraged and attack with full force. As a natural side effect, the singing bard becomes the focus of the target's anger. A single target will go to a fully offensive stance and try to attack the singer relentlessly for the song's duration. The singer must be visible in the room, and the creature may occasionally give up and walk away if it has no chance to hit the singer.

Training in Mental Lore, Telepathy increases the effectiveness of the song, potentially increasing the level of rage. The potential increase is up to one level of rage at 5 Telepathy ranks, two levels at 15 Telepathy ranks, three levels at 30 Telepathy ranks, and four levels at 50 Telepathy ranks.

Renewal Cost: 4 Mana Points (MP). Multiple renewals on a single target "stack", forcing the creature to become more and more enraged, and adding additional round time to the target. The Bard must manually renew Song of Rage (RENEW 1016).
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1017 · Song of Noise [NOISESONG]
Duration: Song of Noise lasts as long as the Bard is singing the song

Type: Utility

Calling upon the echoes of every song ever sung, the bard creates a cacophony of sound, disrupting the magical forces in the area. Due to the difficulty in singing this song, the bard may experience trouble renewing or singing other songspells while this song is in effect.

Renewal Cost: 7 Mana Points (MP).
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1018 · Song of Power [POWERSONG]
Duration: Song of Power lasts as long as the Bard is singing the song

Type: Bonus

The singer of this song becomes a moving focal point of magic in the area, providing improved mana recovery for everyone joined to the singer.

Renewal Cost: 15 Mana Points (MP)
The bard can potentially lose control of the mana flows and potentially harm both himself and those around him.
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1019 · Song of Mirrors [MIRRORS]
Duration: Song of Mirrors lasts as long as the Bard is singing the song

Type: Bonus

When singing Song of Mirrors, the Bard's voice will form resonant tones that will create the illusion of multiple images of the Bard in the room. As such, the attacker will have more difficulty hitting the Bard, since it will become difficult to tell which is the true Bard and which is a mirror image. This illusion provides the defense equivalent of 20 Dodging ranks, +1 for every 2 Bard spellsongs known over 1019.

With this increased bonus, there is an increased mana cost. The base mana cost is 19, +1 for every 5 Bard spellsongs known over 1019.

Renewal Cost: 8 Mana Points (MP), +1 for every 10 spellsongs known over 1019.
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1020 · Traveler's Song [TRAVELSONG]
Duration: Immediate

Type: Utility

Tapping into the elemental forces, the bard creates an illusion of past revelry so real that the bard's entire party is transported to the location of the past event.

20MPs By singing this song, the caster's entire party is transported to the nearest Inn, or a more dangerous area on a failure. Will work anywhere that a ring will work. Other side effects of the song may include dizziness and thirst. A failure will result in loss of mana and injuries upon arrival.
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1025 · Singing Sword [SINGSWORD]
Duration: Singing Sword lasts as long as the Bard is singing the song

Type: Attack/Utility

Through clever manipulation of vibrations, a Bard can force magic and air to take the shape of a particular free-floating weapon. This free-floating weapon will follow the Bard into most areas, and he or she can direct it to attack foes. The Bard will receive a portion of the normal Experience Points and Fame Points they would be eligible for through damage done with this weapon.

The rigors of the magic demand the Bard maintain optimal mental condition in order to fully realize the advantages of the spellsong. If the Bard is stunned or has injuries to the head, eyes or nervous system the sung weapon's attack strength will be reduced. If the Bard is calmed, unconscious, or unable to concentrate due to extensive injury, the weapon will fail to attack outright.

The weapon's attack strength is based upon the skill of the Bard in the weapon type, the number of spells known over spell 1025, the Bard's knowledge of Mental Lore, Manipulation, as well as the Aura and Influence stat bonuses. Other songs, spells, potions, or other items that increase the Bard's attack strength will not affect that of the weapon.

The speeds of the various weapons available via Singing Sword reflect the speed of the weapon when used by a character in combat.



Melee Weapon Type - Speed

Broadsword 5

Falchion 5

Longsword 4

Cudgel (Club) 4

Morning Star 5

Mace 4

Halberd 6

Jeddart-axe 6

Twohanded Sword 7

War Mattock 6

Troll-Claw 4

Sai 4

Katar 4



Ranged Weapon Type - Speed

Short Bow 4

Composite Bow 5

Longbow 6

Light Crossbow 5

Heavy Crossbow 7



Thrown Weapon Type - Speed

Quoit 5

Discus 5

Dart 3


The caster can continue to perform other functions without receiving RT from the weapon's attacks. The singer may even attack with another weapon in his or her hands at the same time.

Usage:

Upon preparing the spellsong, the Bard can sing one of twenty-one weapon types, using the format SING <weapon type>. The currently available types are listed above.

Controlling the weapon is done with the TELL command:

TELL WEAPON TO <command>, where <command> is:

ATTACK [target] - Attacks the specified creature or player. If no target is specified, it will attack a random eligible creature.

CEASE - Causes the weapon to stop attacking

RETURN - Causes the weapon to return to the room the Bard is in if it becomes "lost" or "stuck". Note that some areas of the game are naturally inaccessible to the weapon

Use STOP 1025 to eliminate the weapon.

Renewal Cost: 15 Mana Points (MP).

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1030 · Song of Sonic Disruption [DISRUPT]
The bard singing this song is able to resonate their voice to such a degree that all not joined to the singer must suffer sonic disruption of their bodies.

30MP 20MPs/manual renewal. Once a renewal every non-joined player and all creatures must ward the resonant vibrations of the song or suffer vibration injuries. Renewals on this song are not automatic, the bard must manually renew it (renew 1030).

At fifteen ranks in Mental Lore, Manipulation, the singer will be able to focus the disruption on a single creature, at half of the normal mana cost. As the Bard becomes more skilled with Manipulation Lore, it will be possible to gain the benefits that are normally restricted to Bards using instruments, until at 60 Manipulation Lore ranks the Bard will be able to sing the single-target version of this spell as if accompanied by a two-handed instrument.
This song is made more effective by a bard playing an instrument.
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1035 · Song of Tonis [TONISSONG]
Duration: 60 seconds

While singing this song, a Bard magically imparts all members of his or her party with additional speed, making all of their actions a bit quicker, and giving them an increased chance to dodge incoming attacks. Specifically, Song of Tonis increases the defensive equivalent of the group's Dodging skill by +20 ranks as well as adding a -1 second haste effect.

Training in Elemental Lore, Air will increase the dodge benefit of this song, and at certain thresholds, the haste effect will be increased (-1 second haste effect at 30 ranks, then again at 75 ranks). Dodging is increased from 1 Dodging rank at 1 rank of Air Lore, with the maximum being 20 Dodging ranks at 96 ranks of Air Lore.

The duration of Song of Tonis can be increased by training in Mental Lore, Telepathy. The bonus is +1 second per rank for the first 20 ranks of Telepathy Lore. Every 2 ranks of Telepathy Lore thereafter will increase the spellsong's duration +1 second. The total maximum duration addition for 100 ranks of Mental Lore, Telepathy is 60 seconds.
The Dodge ranks are increased at the following Elemental Lore, Air thresholds:
1,2,3,5,8,10,14,17,21,26,31,36,42,49,55,63,70,78,87,96
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1040 · Troubadour's Rally [Shout 1040]
Duration: Immediate

Type: Defense/Utility

Through this spell a Bard may, with a sufficiently powerful cry, rally his comrades. A strong shout can waken the sleeping, bestir the calmed, break a stun, return lost mobility, and even bring the recumbent to their feet.

A debilitated Bard can attempt to rally himself with a shout, however, because of his impaired condition this will be more difficult than rallying others. The same shout that frees the Bard also has the possibility of freeing his group, but the group cannot be freed unless he is free of sleep, calm, stun, and immobility.

Troubadour's Rally is invoked via SHOUT 1040. The spell will attempt to remove the following conditions from every group member of the Bard caster: calm, sleep, stun, immobility, web, and prone/sitting.

Calm and sleep conditions on group members are removed with guaranteed success. Stun, immobility, and web effects are removed at a base rate of 90%, -3% per second remaining in the effect's duration, +3% based on Mental Lore, Telepathy ranks on a summation scale, seed 1. The minimum rate is 10%.

Prone and sitting conditions will be cleared as if the afflicted group member had entered the STAND command, but with no roundtime, and an additional bonus equal to the Mental Lore: Telepathy modifier calculated in the stun, immobility, and web removal rates.

Though the Bard cannot assist his allies while he is stunned or immobile, he can attempt to rally himself, albeit at a more difficult base rate. Doing so will allow the rallying shout to affect the rest of his group.

Stun, immobility, and web effects for the Bard are removed at a base rate of 60%, -2% per second remaining in the effect's duration, +2% per Mental Mana Control rank. The minimum rate is 40%.

Prone and sitting conditions for the Bard will be cleared if he had entered the STAND command, but with no roundtime, and an additional bonus equal to the Mental Mana Control modifier calculated in the stun, immobility, and web removal rates.

Each of the negative states will have the chance to be removed from all affected by the spell, with a flat cost of 40 mana to the Bard.


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1050 · Unnamed
Not yet implemented
Nothing is yet known about this spell.
 
Cleric  
  A Cleric can MEDITATE in order to gain Spirit Points, Mana Points, Health Points, and Stamina at a faster rate.


301 · Prayer of Holding [HOLDING]
Duration: Variable

Type: Attack

The Prayer of Holding spell allows a cleric to interfere with the evil controlling principle of an undead creature for a time. This can render them in a "sleep like" state (although they do not fall down) for the period of its duration.

The duration of the hold is based on the amount of energy a cleric can gather and the power of the creature target.

Mana cost is proportionate to half the target level (max 20).
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302 · Smite [SMITE]
Duration: Immediate

Type: Attack

Depending on the deity a Cleric worships, the Cleric will receive either the spell Smite or the spell Bane. Both spells inflict damage onto a hosts body, with plasma flares that induce further harm.

Smite's effectiveness leans toward the old ways of the Clerics. It is a very powerful spell to be used upon the undead. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.

With proper training in Spiritual Lore, Religion and dedication to his deity, there is a chance the Cleric may be able to infuse more mana into the cast of Smite/Bane amplifying the damage considerably. Also, both spells harbor the ability to instantly kill a target.

All Clerics will come into the realm with a default version of Smite, that only works on the undead. When a Cleric is confident enough in their beliefs, they may align themselves to their deity by CONVERTing their faith to that being. After this alignment, they will receive either Bane or Smite along with the full benefits those spells provide.

Mana costs can be increased based upon mana infusion or by casting Smite on Living or Bane on Undead.

Training in Spiritual Lore, Religion determines the rate of infusions as well as the amount of mana infused.
Using the CHANNEL command instead of CAST for Smite/Bane with an empty hand will increase damage done. This is modified, also, by stance.
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303 · Prayer of Protection [WARDING]
Duration: 900 seconds +30 seconds for every Cleric spell known

Type: Defense

This spell increases the moral fortitude of the caster, allowing for greater resistance to attacks of various forms.
The defensive benefit is +10 Defense Strength (Melee, Ranged, and Bolt DS), +1 DS for every 2 Cleric spells known beyond 303.

Mana costs are proportionate to benefits, costing 3 Mana Points (MP), +1 for every 3 DS bonus increase beyond the initial plus 10.

Since the spell is cumulative in its effect, the duration of the protection may be extended by multiple casts.

Training in Spiritual Lore, Blessings enables this spell to be cast upon others, briefly. The duration is 2 minutes and requires 40 ranks of Blessings Lore.
Overtraining in Cleric spell ranks does not yield additional bonus past the caster's level. Because of the unique and personal nature of this spell, it cannot be cast on others.
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304 · Holy Blade [HOLYBLADE]
Duration: 3 blessings per level

Type: Utility

Undead creatures are immune to many forms of attack. Normal blade weapons will not harm an undead creature other than to make ugly, but harmless, gashes. A cleric can use the Holy Blade spell, however, to give an ordinary weapon the ability to harm the undead.

This spell works on most weapons, however imperfections can cause a blade to be rendered unstable by this blessing. A cursed weapon cannot be blessed and often the resulting clash of diametrically opposed energies may prove catastrophic. A learned cleric's blessing may offer holy water critical capability. Also, certain magical weapons may be blessed if the casting cleric has great knowledge of their base spell list. The base number of swings for Holy Blade is 3 swings per level of the caster.

The number of swings a blade can be imbued with is increased with Spiritual Lore, Blessings ranks; +1 swing for every rank.
One "blessing" is used during each attack, regardless of the outcome.
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305 · Preservation [PRESERVE]
Duration: 600 seconds

Type: Utility

This spell will prevent the soul of a fallen comrade from departing for the duration of the spell.

The duration of Preservation is increased with training in Spiritual Lore, Religion by 15 seconds per rank.
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306 · Holy Bolt [HOLYBOLT]
Duration: Immediate

Type: Attack

In the service of their gods, a cleric is able to conjure a stream of purified holy water and direct it against a target. Living or dead, the target amount of damage is dependent upon the cleric's aimed spell ability vs. the target's defenses. However, undead are known to have an extra susceptibility to the holy water's effects.

Training in Spiritual Lore, Religion increases the damage of the spell when cast upon undead creatures.
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307 · Benediction [BENEDICT]
Duration: 900 seconds +20 seconds for every Cleric spells known

Type: Bonus/Defense

The favors of the gods are often sought and are often granted through their faithful servants. Benediction permits the cleric to garner his/her god's favor and impart such benefits to those around them. The bonus is +5 Attack Strength (AS)/+5 Defense Strength (DS), +1 AS/DS per 2 Cleric spells known beyond 307, maximizing at +15 AS/DS (does not add to Bolt DS). Wherewith goes the cleric, so doth the favors of the gods.

Mana costs are proportionate to the benefits, with the base mana cost at 7, +1 for every AS/DS bonus.
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308 · Well of Life [WELLOFLIFE]
Duration: Immediate

Type: Utility

Well of Life allows the Cleric to channel his or her spirit force to another character.

If the target is alive, the Cleric transfers his or her spirit points so that the target's spirit will go up and the caster's will go down, by an equal amount. The spell will not let the Cleric transfer such that he/she dies. This means the Cleric will always have at least 1 spirit point left.

If the target is dead, the Cleric must use Well of Life in order to create a spiritual link to the target. Once linked, the Cleric may resurrect the dead character with the Raise Dead spell.

The Intuition stat and training in Spiritual Lore, Religion determine if the Cleric/dead target will become aware of the other's chosen deity.

Well of Life is a very taxing and arduous endeavor for the Cleric and some recuperation will be required after a successful transfer.
A dead character may disconnect a link by using the UNLINK command.

Use the CONVERT command to align your character to a deity.

More information on the Gods of Elanthia
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309 · Neutralize Curse [NEUTCURSE]
Duration: 30 seconds

Type: Utility

By gathering the favor of the gods, a cleric may nullify a curse and place it in abeyance for a short period of time. Once the spell's duration wanes, the curse will return.
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310 · Warding Sphere [WARDSPHR]
Duration: 900 seconds +20 seconds for every Cleric spell known

Type: Defense

Mastery of this spell enables the learned cleric to not only extend the benefits of the warding spell to those nearby, but also to increase its effectiveness.

The spell offers +10 Defense Strength (DS)/Target Defense (TD) and +1 DS/TD per Cleric spell known beyond 310 (Max +20 DS/TD).

Mana costs are proportionate to the benefits, with the base mana cost at 10, +1 for every DS/TD bonus.
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311 · Blinding [BLINDING]
Duration: 15 seconds +1 second for every 4 points warding margin

Type: Attack

This spell causes the image of the cleric's deity to be superimposed over him/herself. This vision will blind the target, causing it to be stunned for the duration of the effect.

Duration Example:
CS: +273 - TD: +167 + CvA: -1 +d00: +54 - +5 == +154
This duration would be 15 seconds + (54/4) to equal 28 seconds.

On a warding of 20 or more (==120 or higher), there is a chance the target will be forced into a kneeling position, which is increased with training in Spiritual Lore, Religion.


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312 · Fervent Reproach [FREPROACH]
Duration: Immediate

Type: Attack

Some say the eyes are the window to the soul and ultimately the channel to a being's deity. The cleric calls upon the power invested in him by his faith, focusing his fierce disapproval and rebuke of the target into a physical manifestation that covers the target in its entirety, severely punishing the foe. With greater knowledge of Spiritual Lore, Religion, the physical rebuke will have greater effect.

The cleric can also perform a prayer, focusing their entire will upon their spiritual intensity, which builds up within the cleric's being. This concentrated focus, once channeled towards the target, strengthens the energy being released. In order to charge the spell, clerics must PRAY FERVENT REPROACH and choose a time between 3-6 seconds. While the cleric is charging this power, after selecting the duration via PRAY, he/she cannot move or change stance. The longer the prayer, the more charged and intense the damage will be.

The cleric may also receive a backlash of residual energy that will instill into them an enhanced wisdom (Wisdom Stat bonus) as well as amplified health and mana (maximum Health and maximum Mana bonus). Training in the Spiritual Lore, Blessing skill increases the duration of these bonuses. Focusing the power of the spell through prayer increases the chance of this backlash happening, and once the bonus is applied to the cleric, it will not occur again until the effects have faded.

Using the CHANNEL command while open-handed is much more lethal than using the CAST command.
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313 · Prayer [PRAYER]
Duration: 900 seconds +30 seconds for every Cleric spell known

Type: Defense

By petitioning the gods through prayer and reverent communion, the cleric gains a modicum of protection, giving him +10 Spiritual Target Defense (TD) along with a bit of maneuver protection. In addition, at 35 Cleric spell ranks a benefit of +10 Defense Strength (DS) is gained. This DS bonus increases +1 DS for every rank in the Cleric spell circle over 335.

Since the spell is cumulative in its effect, the duration of the protection may be extended by multiple casts.

With the increased bonus, the mana cost increases. The base is 13 mana, +1 for every 3 DS over 10.
Overtraining in Cleric spell ranks does not yield additional bonus past the caster's level.
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314 · Interdiction [INTERDICT]
Duration: 5 seconds per level of caster

Type: Attack/Utility

Clerics are the masters of channeling mana. By the grace of their gods, the cleric may sanction the target's ability to harness mana, thereby depriving them of their magic for the duration of the spell.

The target will lose mana in proportion to the cleric's effectiveness (base spell knowledge) until the target runs out of mana, and will remain thus for the duration of the spell.
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315 · Remove Curse [REMCURSE]
Duration: Immediate

Type: Utility

Dependant upon the inherent curse strength imparted on an item, this spell will enable a caster to remove the scourge relative to their ability.

Sometimes this may require more than one attempt. This spell has limited abilities; sometimes objects contain a curse so set into the fabric of the object that it cannot be removed. Sometimes removal of a curse will also destroy the other powers of the object, but occasionally these two elements are independent and this may leave behind a useful item. There is always a chance this spell will fail in unpredictable ways.
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316 · Censure [CENSURE]
Duration: Immediate

Type: Attack

Those who displease a deity will be subject to its rebuke. In times long forgotten, each deity had a sacred incantation, spoken in a tongue now unknown, that would appropriately punish those who deserved it. By invoking this spell, a cleric is able recall such words to stun or immobilize (on higher warding failures) targets within the area (who are not joined to the caster).

Initially, the incantation will target up to four players or creatures. Training in Spiritual Lore, Religion increases the number of possible targets by +1 at 5 ranks, with a maximum of +16 targets at 200 ranks (seed 5 of the Summation Chart).
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317 · Divine Fury [DFURY]
Duration: Immediate

Type: Attack

The Divine Fury spell allows the cleric to call upon her chosen deity to unleash severe damage upon the target. The damaging effects done to the target are based upon the cleric's CONVERTed deity.

Training in Spiritual Lore, Religion will increase the minimum damage done.
Using the CHANNEL command instead of CAST for Divine Fury with an empty hand will increase damage done. This is modified, also, by stance.
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318 · Raise Dead [RAISEDEAD]
Duration: Immediate

Type: Utility

Mastery of this spell allows a cleric to actually appeal to his or her deity to raise a fallen comrade from the dead. This spell is very taxing on the caster and success is not always assured. The target must have a soul (undeparted) for this spell to work and the body must be able to sustain life, which means the services of an Empath may be needed.

Before raising a body from the dead with Raise Dead, the Cleric must first link to the body using the Well of Life spell.

There is a percentage chance equal to 100% minus the caster's Spiritual Mana Control (SMC) skill that the resurrection attempt will severely injure the caster, possibly resulting in the caster's death. It is recommended that the caster have 102 skill in SMC before attempting to raise the dead.

If successfully raised, the formerly dead character will have but 1 spirit point and be in whatever condition he/she was in prior to being raised otherwise. The character will not suffer any stat loss due to this death, so resurrection by a cleric is far superior to that of one of the gods.

The caster will lose 75% of the target's maximum spirit points. This is not to be confused with actual spirit points; this means that if the cleric has less than or equal to 75% of the dead character's spirit points, the resurrection attempt will kill him/her. For example, if the dead character has 10 spirit points, a cleric would need 8 actual spirit points to complete the resurrection (and survive).

At 25 Cleric spell ranks, Raise Dead becomes Life Restoration, a more powerful version of Raise Dead, drawing more favor of the deity to soften the impact on the caster and the one being raised. The caster loses 50% of their maximum spirit points and the target is restored to 10% of their maximum spirit points and health points.

At 40 Cleric spell ranks, Life Restoration becomes Resurrection, a more powerful version of Life Restoration, raising a character from the dead with a loss of only 25% of the target's spirit points by the casting cleric. The deity supplies most of the work. In fact the target will be restored to 50% of their spirit and health points as well. The target may also receive some amount of physical healing (in some cases complete healing), making it one of the most powerful effects a cleric can muster.

Expect significant Roundtime for this activity.
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319 · Divine Wrath [DIVINEWRTH]
Duration: Immediate

Type: Attack

A faithful servant is rewarded by their deity's attention. By invoking their god's name, the Cleric may summon the fury of their divine master. By utilizing the caster's strength, this multi-attack spell will cause direct damage to the unlucky target with a secondary critical effect, if applicable.

Like Smite/Bane (302), certain deities will grant their followers a version of Divine Wrath that will work effectively upon undead targets, and less effectively versus living creatures. This principle works in reverse for the other deities. Unlike Smite/Bane (302), there is no additional mana cost associated with the spell when it is used on the opposite creature type.

The attack begins after a short summoning period. A Cleric that does not make a deity selection on the CONVERT list (not including the 'other' option) will be forced to kneel in subjugation when Divine Wrath is cast. The summoning period before the attack can be lessened with training in Spiritual Lore, Summoning. This skill not only determines the length of the summoning, but also the pause between each attack frame.

The skill Spiritual Lore, Religion is used to determine the number of attack frames a cast of Divine Wrath will have. The minimum attack frame is one, with a maximum set at three. There is no increased mana cost for having more than one attack frame.

Spiritual Mana Control (SMC) skill determines three things for this spell. First, it helps bolster the critical applied in the secondary effect. Second, it sets the number of creatures this multi-attack spell can hit in one frame. For example, a Cleric with 102 skill in SMC can hit a maximum of 5 creatures at once. Third, SMC training will help reduce the wait time in between