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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 |
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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.
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| Major Elemental |
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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.
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| Minor Spirit |
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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.
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| Bard |
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| |
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.
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| Cleric |
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| |
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
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