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Paladin

Minor Spirit

1601 · Mantle of Faith [MANTLEFAITH]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable

Type: Defense

While beseeching her chosen Patron Arkati, the Paladin attempts to call a mantle down upon her, providing a protective, cloaking barrier. This dully illuminated mantle adds +5 to generic Defense Strength (DS), as well as enhances the Paladin's ability to ward off spiritual magic by increasing the spiritual Target Defense (TD) +5.

Training in Spiritual Lore, Blessings increases this bonus by +1 at two ranks, with a maximum additional bonus of +18 at 189 ranks. This bonus results in increased mana cost: +1 Mana Point (MP) for every +1 DS/TD above +5 DS/TD. This lore bonus is only applied when self-cast by a Paladin.

The Paladin can also call upon her Patron Arkati to cloak another person in the mantle of her faith. The target will receive the base +5 DS/TD bonus and the effect is not stackable.
Spiritual Lore, Blessings bonus thresholds: 2, 5, 9, 14, 20, 27, 35, 44, 54, 65, 77, 90, 104, 119, 135, 152, 170, and 189 ranks


The dully illuminated mantle surrounding your form seems to gain some cohesion.



1602 · Pious Trial [PIOUSTRIAL]

Duration: 60 seconds +1 second for every 2 Paladin spell ranks over 2

Type: Attack

Throughout a Paladin's life in the service of his patron Arkati, he will see a great turmoil and strife among the average citizens of the world. When Pious Trial is cast, the Paladin calls upon his patron Arkati to use memories of conflicts in order to instill a great burden on the target, causing arduous tribulation. This burden adds a 2 second slow effect to the target for 60 seconds. This spell is not stackable or refreshable.

Training in Spiritual Lore, Spirit Summoning increases the slow effect +1 RT at 10 ranks and another +1 at 25 ranks.

A <critter> appears to be overwhelmed by some burdening force.

 


1603 · Faith's Clarity [CLARITY]
Duration: 30 seconds or a spell being cast by the Paladin

Type: Utility

The Paladin's faith is said to have the power to lift the burden from her shoulders. When cast, this spell calls upon divine influence to improve the center of focus for spell casting, effectively reducing the potential hindrance any armor she wears might impose. Five percent hindrance is removed from the base hindrance for the armor type when casting spells of the spiritual sphere (Minor Spirit, Major Spirit, Cleric, Paladin, Ranger).

Training in Spiritual Lore, Summoning further reduces the armor type's base hindrance by an additional 1% per 3 ranks, to a maximum of an additional 5% at 15 ranks. This lore bonus is only applied when the spell is self-cast by a Paladin.
 

The divine power grants you lucid understanding of the spiritual and you become much more clearly focused.

Your sense of clarity fades.


Armor Magical Hindrance Table


 


1604 · Purify [PURIFY]
Duration: Special

Type: Utility

Calling on the favor of his patron, the Paladin can purify weapons as a preparatory measure, as well as to enhance their effectiveness against the undead. The spell will also allow the Paladin to reduce or eliminate the amount of spoil in certain food and drink items.

Purify will increase the duration (number of swings) of a blessed weapon by 50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it can be cast upon weapons that are normally unblessable to make them blessed for one swing or one minute, whichever is expended first.

Training in Spiritual Lore, Blessings increases the duration upon the next cast of Holy Blade, as well as the Order of Voln's Symbol of Blessing and Symbol of Holiness by providing a +5% duration increase per rank, with a maximum of 100% duration increase at 10 ranks. Spiritual Lore, Blessings training also keeps food/drink fresh for a longer period of time.

Purify will unspoil manna bread and open the Graveyard Gate!
 


1605 · Arm of the Arkati [ARMARKATI]
Duration: 300 seconds +15 seconds for every Paladin spell known; refreshable

Type: Offense

Arm of the Arkati summons the spirits of past champions of his patron deity to guide and intensify the strikes of the Paladin's group in battle. The Paladin and everyone in his group gains an increase in damage to their physical attacks (melee only), based on a 10% boost of their weapon's Damage Factor.

Training in Spiritual Lore, Summoning increases this bonus by +1% at 5 lore ranks, and has a maximum bonus of +16% at 200 lore ranks.

With the increased bonus comes an increased Mana Point (MP) cost. The base MP cost is 5 +1 for every additional percentage above 10 +1 for each member of the group.

Spiritual Lore, Summoning bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180, and 200 ranks
 

Rippling cylinders of spiritual force encompass your arms and the arms of those near you.

You feel a subdued warmth through your arms and torso, accompanied by a preponderant sense of engagement.

 


1606 · Dauntless [DAUNTLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable

Type: Offense

Paladins are often revered for their courage and conviction in the face of troubling times. By casting this spell, the Paladin is infused with a sense of confidence and fearlessness to face any challenge she may find. Dauntless fills the Paladin with renewed courage and conviction, providing her +10 Attack Strength (AS) as well as resistance to fear-based attacks. This spell is self-cast only.

 


1607 · Rejuvenation [REJUV]
Duration: Immediate

Type: Utility

By focusing his spiritual magic, the Paladin is able to restore his health and stamina. Initially, the Mana Point (MP) cost for rejuvenation is 7 MPs for 5 Health & Stamina Points. One Health Point and one Stamina Point are regained for every 1.5 MPs spent on casting the spell.

Training in Spiritual Lore, Blessings increases the rejuvenation rate to a max of 30 Health & Stamina Points at a 45 MP cost. Training in Spiritual Mana Control reduces the mana cost for this spell by 3% per rank, to a maximum of a 75% mana cost reduction at 25 ranks, though the spell will never cost less than 7 mana. This spell is self-cast only.

 


1608 · Guiding Light [GLIGHT]
Duration: 50 swings

Type: Utility

A Paladin may channel her spiritual energy into a holy weapon (sanctified) adding plasma criticals, to cause it to flare up to two times against a foe. Guiding Light may even be cast upon magical sanctified weapons if the caster's Paladin Spell ranks + Spiritual Lore, Blessing ranks = 15 or greater. The plasma criticals will flare on any type of creature, but only for Paladins and Clerics who wield the holy weapon.

Each time the weapon fails to flare, the base percent chance it will flare increases each successful hit until a flare occurs. For the second flare, the base chance is increased with training in the Spiritual Lore, Blessings skill, providing an additional 4% at 3 ranks, with the maximum bonus of 68% at 187 ranks.

A dedication to Paladin spell training will increase the number of swings +1 for every Paladin spell rank over 8 to a maximum of 25 additional swings (75 total swings).

Training in Spiritual Lore, Blessings increases the bonus further, adding a +1 for every rank.

 


1609 · Divine Shield [DSHIELD]
Duration: 600 seconds + 30 seconds for every Paladin spell known; refreshable; not stackable

Type: Defense

Divine Shield provides a protective celestial barrier around the Paladin and his group, increasing the chance to block incoming blows. The chance to block has a base of 10%. Training in Spiritual Lore, Blessings increases this chance 11% at 3 ranks, to a maximum of 27% at 187 ranks.

Block chance is modified by the attacker's level. Any group member that leaves the Paladin's group will lose the effect of the spell.

When Divine Shield is active, Zealot cannot be cast.

Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25, 33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks

 


1610 · Higher Vision [HIVISION]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable

Type: Defense

The Paladin's patron gives her a glimpse of future battles, providing her an increase to her defense against both physical attacks and spells.

This higher vision provides a base of +10 to generic Defense Strength (DS) +1 for every 2 Paladin spells known above 10, from a maximum of +20 bonus at 30 spell ranks. This spell is self-cast only.

With the increase in DS, there is also an increase in Mana Point (MP) cost. The base MP cost is 10, +1 for every bonus above +10, for a max of 20 MPs.

Training in Spiritual Lore, Religion provides an additional bonus of +1 DS cost at 5 ranks with the maximum of +16 DS at 200 ranks. This bonus has no additional MP cost.

Spiritual Lore, Religion bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180, and 200 ranks

 


1611 · Patron's Blessing [PATBLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable

Type: Defense

The Paladin's patron Arkati bestows a refined combat knowledge upon him, allowing him to better attack with and defend against CML maneuvers. Patron's Blessing increases the caster's effective Combat Maneuvers ranks for purposes of the Combat Maneuver List (CML) and Attack Strength (AS). The base is 10 Combat Maneuver ranks +0.75 for every Paladin spell rank beyond 11. This spell is self-cast only.

With the increase in effective Combat Maneuver ranks, there is also an increase in Mana Point (MP) cost. The base MP cost is 11, +1 for every 3 Combat Maneuver ranks above the initial 10.

Training Spiritual Lore, Blessings provides an additional bonus of +1 Combat Maneuver rank at 3 Blessings Lore ranks, to a maximum of +17 Combat Maneuver ranks at 187 Blessings Lore ranks.

The total Combat Maneuver bonus received between Patron's Blessing and the Paladin's training can not surpass what the Paladin would receive were he fully trained in Combat Maneuvers. The AS bonus, however, is uncapped.
Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25
33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks
 

All maneuvers have CM ranks as a primary skill, so yes you will execute maneuvers better. Some of the hybrid maneuvers (shield bash for instance) use more than CM ranks in the calculation, so the benefit may be halved but still present.

Mobility and Lucksong (Ranger, Bard spells) do much the same thing (in different ways), beneficially affect maneuvers both offensively and defensively
 


1612 · Champion's Might [CMIGHT]
Duration: 600 seconds; stackable

Type: Offense

Through a simple prayer, the Paladin calls upon her Patron to bestow the might of champions of old, increasing her strength in harnessing spiritual energy. A dim celadon light envelops the caster's hands and provides her +15 spiritual Casting Strength (CS) boost, +1 for every Paladin spell known above 12, to a maximum bonus of +25 CS. This spell is self-cast only.
 


1613 · Divine Vengeance [VENGEANCE]
Duration: 1200 seconds +60 seconds for every Paladin spell rank known; refreshable

Type: Special

With Divine Vengeance, the paladin petitions his patron for protection in order to prepare for an unfortunate event. If the paladin is defeated, the patron may choose to exact vengeance upon the paladin's killer (man or beast). This retribution can be very devastating, even fatal; making it known that no one upsets a Power with impunity.

Shortly after the paladin's death, his patron will strike. The paladin's corpse need not be present for the vengeance to take place. However, there is no guarantee that the paladin's patron is not busy with other matters, thus exacting no vengeance, but this is uncommon.

The spell duration will expire with the paladin's death. There are no lore effects for this spell.

 


1614 · Aura of the Arkati [AURAARKATI]
Duration: 60 seconds

Type: Attack

Upon casting Aura Of The Arkati, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear. Those not involved in a cooperative effort with the Paladin must attempt to ward the presence or rebuke in awe.

Against like-level foes, this spell causes 10% generic Defense Strength (DS) decrease calculated from the target's current stance. When cast against targets significantly lower in level than the Paladin, the spell may cause the target to kneel and/or become immobile. Those targets that are able to move will suffer a slow effect.

Training in Spiritual Lore, Religion increases the DS reduction by 1% at 5 ranks to a maximum of 5% at 30 ranks.

 


1615 · Divine Strike [DSTRIKE]
Duration: Immediate

Type: Attack

The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging sacred force, and may additionally be forced to kneel. Divine Strike also forces the target into Roundtime (RT).

Training in Spiritual Lore, Religion increases the overall chance of forcing the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25 ranks.
 


1616 · Vigor [VIGOR]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable

Type: Utility

Vigor endows the Paladin with great vitality, allowing him to last longer in battle by increasing his Constitution +4. Training in additional Paladin spell ranks yields an additional +1 bonus for every 4 Paladin spells known above 16, to a maximum of +10 at 40 spell ranks. This spell also provides a bonus to Maximum Health Points (HP) equal to twice the Constitution bonus beginning at +8, with a maximum of +20 at 40 spell ranks. Vigor is self-cast only.

Training in Spiritual Lore, Blessings provides a bonus an HP bonus of +1 at 1 rank to a maximum of +19 at 190 ranks.

Spiritual Lore, Blessings bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks

 


1617 · Zealot [ZEALOT]
Duration: 120 seconds +10 for every spell rank known above 17; refreshable; not stackable

Type: Offense

Focusing entirely on the offensive, Zealot enables the Paladin to bolster her resolve and that of her party. The Paladin and everyone in her group gain a +30 bonus to melee Attack Strength (AS). To make up for this offensive ability, the paladin and everyone in her group experiences a -30 Defense Strength (DS) reduction. When Zealot is active, Divine Shield may not be cast. Additionally, if anyone leaves the Paladin's current area, they will lose the effect of the spell.

Training in Spiritual Lore, Religion increases the +AS/-DS effect by +1 at one lore rank, with the maximum additional bonus of +19 at 190 ranks. At 190 ranks of Spiritual Lore, Religion, the Paladin would have +49 AS and -11 DS.
Spiritual Lore, Religion bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks

 


1618 · Guard the Meek [GUARDMEEK]
Duration: 600 seconds +30 for every Paladin spell known; refreshable; not stackable

Type: Defense

A Paladin will often guard those less fortunate. Using Guard The Meek, he is able to focus his concern for his allies by raising their defenses, while slightly raising his own. The Paladin provides a base bonus of +15 to physical (melee) Defense Strength (DS) to his group members, +1 for every 5 spell ranks known above 18 to a maximum of +20 bonus at 43 ranks. The total possible bonus for the Paladin's group is +20 DS.

In order for the Paladin to raise his defenses in addition to the base +15 DS granted by the spell, he must train in Spiritual Lore, Blessings. Dedication to this skill provides an additional +1 DS bonus (physical only) at 6 ranks, with the maximum additional bonus of +5 at 40 ranks. The total possible bonus for the Paladin is +20.

 


1619 · Faith Shield [FSHIELD]
Duration: 30 seconds +1 second for every 2 Paladin spells known above 19, max 70 seconds

Type: Defense

A stalwart faith in her patron grants the Paladin a powerful spiritual defense, aiding in warding off spells by providing a base benefit of +50 to spiritual Target Defense (sTD) for 30 seconds.

Training in Spiritual Lore, Religion provides and addition bonus of +3 sTD at 5 ranks, with the maximum of +24 sTD bonus at 68 ranks, totaling +74 sTD (base bonus + lore bonus).

 


1620 · Aid The Fallen [AIDFALLEN]
Duration: Immediate

Type: Utility

When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. These anchors may be set in any properly dedicated area. The ceremony in which this is done is left as an exercise for the caster. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different areas of the world.

Additionally, the corpse must be properly preserved and held by the Paladin (in his group), or else the spell will fail.
 

Paladins should SENSE suitable locations.

Find a place that's safe and holy. Show your dedication to the patron and ask for guidance when you cast the spell. Because it's a puzzle, your best bet is finding a paladin who has done so in game.

 


1625 · Sanctify [SANCTIFY]
Duration: Immediate

Type: Utility

Sanctify allows a Paladin to call upon their patron to bond them to their favored weapon. To bond, the Paladin must seek out a holy shrine, purify their weapon of impurities (through spell 1604, if it is not already holy), and then cast Sanctify upon their chosen weapon. Once bonded, the weapon will become sanctified in the hands of the Paladin it is bonded to. This bond is so strong that the weapon will resist use by anyone other than the Paladin who is bonded to it. The bond can then be further strengthened through use in combat.

There are five bonding levels that the bonded weapon can reach, beyond its starting level (rank 0). At Rank 1, if the weapon has no other special abilities (flares, weighting, etc.) it will gain permanent Guiding Light flares. At Rank 3, the Paladin can begin to infuse offensive spells into the weapon that can then flare during combat. At Rank 5, the weapon will gain the ability to return to the Paladin's hand, should it be disarmed or hurled. At each rank, the Paladin will receive a +2 bonus to their CML attack/defensive strength when using the bonded weapon. The Paladin will also be able to draw strength and clarity of thought from their patron merely by holding the bonded weapon in their hand (+1 to Strength and Wisdom Bonus per rank).

In order to achieve and maintain each rank, the Paladin must have sufficient spell training in the Paladin spell list. In order to reach bonded rank 1 (or, indeed, maintain the bond at all), the Paladin must have 25 ranks in the Paladin spells. Rank 2 requires 26 ranks, Rank 3 requires 27 ranks, Rank 4 requires 28 ranks, and Rank 5 requires 29 ranks. If a Paladin achieves a certain bonded rank and then unlearns the prerequisite spell rank, their bond with their weapon will either weaken to the appropriate level or dissolve altogether if the spell is completely unlearned.

To infuse a spell into the weapon, the Paladin will need to either PREPARE or INVOKE a spell and then attempt to INFUSE it into their weapon. Only targeted, non-bolt/ball offensive spells may be infused into the weapon (no mass spells). The maximum effective spell level that can be infused into the weapon is the weapon's bonded rank -2, multiplied by 4 [(Bonded Rank - 2) * 4]. Training in Spiritual Lore: Summoning can raise this maximum level (Seed 2). Spells that the Paladin can learn (Minor Spiritual and Paladin circles) are treated as having an effective level equal to their base level (i.e. 1602 = level 2). Spells that are fully spiritual in nature that are non-native to the Paladin are treated as having an effective level equal to 1.25x their base level (i.e. 214 = level 17), spells that are semi-spiritual are treated as 1.5x their base level (i.e. 708 = level 12), and spells that are non-spiritual are treated as 2x their base level (i.e. 512 = level 24).

Once infused, the spell will be stored in the weapon until it is randomly activated during combat. The act of infusing merely grants knowledge of the spell to the weapon, it does not draw mana from the Paladin. Upon activation in combat, the weapon will transfer knowledge of the spell back to the Paladin and compel them to cast it at the most recently engaged creature in the room. The Paladin will expend the normal mana cost of the spell at this time, but will never fall below zero mana as an immediate result. Once the spell flare is activated, the weapon will need to be infused with a spell before it will flare again.

Should the Paladin decide to bond to another weapon, they may CHANNEL Sanctify at their bonded weapon to break their current bond and then repeat the bonding ritual with another weapon. The CHANNEL step is optional, but failure to sever the old link will render the formerly bonded weapon unusable by anyone, should it never touch its former master's hands again.
 

Summoning Lore Effect
----------------------------------------------------------------------
----------------------------------------------------------------------

2 Sanctify infusion +1 spell level [+01 total]
5 Sanctify infusion +1 spell level [+02 total]
9 Sanctify infusion +1 spell level [+03 total]
14 Sanctify infusion +1 spell level [+04 total]
20 Sanctify infusion +1 spell level [+05 total]
27 Sanctify infusion +1 spell level [+06 total]
35 Sanctify infusion +1 spell level [+07 total]
44 Sanctify infusion +1 spell level [+08 total]
54 Sanctify infusion +1 spell level [+09 total]
65 Sanctify infusion +1 spell level [+10 total]
77 Sanctify infusion +1 spell level [+11 total]
90 Sanctify infusion +1 spell level [+12 total]
104 Sanctify infusion +1 spell level [+13 total]
119 Sanctify infusion +1 spell level [+14 total]
135 Sanctify infusion +1 spell level [+15 total]
152 Sanctify infusion +1 spell level [+16 total]
170 Sanctify infusion +1 spell level [+17 total]
189 Sanctify infusion +1 spell level [+18 total]

All the Lore ranks do is increase the power of the spell that you can infuse; it does not give you access to a specific spell level.
(And a BIG Thank you KRAKII for posting the Lore Ranks!)


1630 · Judgment [JUDGMENT]
Duration: Immediate

Type: Attack

A paladin is faced with many trials throughout her life which may force her to judge the condemned. Casting this spell, the paladin calls out to her patron for aid in assisting with the punishment of the unworthy, which results in the manifestation of the deity's influence. This focus serves as a conduit through the paladin, temporarily giving her the ability to punish as she sees fit.

Judgment, a powerful spell based on Casting Strength (CS), has the ability to strike multiple enemies with damage appropriate for the patron deity, and the spell will potentially force them to kneel. A base 3 targets will be struck, with additional targets based on lore knowledge (see below). The spell is group-friendly, but not otherwise player-friendly.

Training in Spiritual Lore, Summoning increases the number of targets by one for every 50 additional skill (not ranks). For example, a paladin with 120 skill can hit 5 targets.

Training in Spiritual Lore, Religion increases the 35% base chance that the target will be forced to kneel, if applicable, by 2% per rank, to a maximum of a 85% chance. The higher the level of the target versus the caster, the more difficult it is to force them to kneel.
 


1635 · Divine Intervention [DINTERV]
Duration: Immediate

Type: Utility/Defense

Divine Intervention calls the patron to the Paladin's aid, assisting in freeing her from her plight. The patron Arkati removes one status effect from the Paladin when she uses the BESEECH command, at a cost of 35 Mana Points (MP), to call for assistance. Such effects include, but are not limited to web, stun, bind, poison, disease, and curse. Because the deity is removing the effect and not the Paladin, there is no spell hindrance. The Paladin cannot be asleep when using this ability.

Note: Using the BESEECH command at any other time will not cost the paladin 35 MPs.
 


1640 · Divine Word [DWORD]
Duration: Immediate

Type: Utility

Those Paladins that truly dedicate themselves to their patron Arkati are granted the ability to raise the dead. This rare gift can be used once per day. Because Paladins do not study the miraculous rites for raising the dead as much as Clerics do, a Paladin will only receive one quarter of the experience a Cleric would.

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.

Training in Spiritual Lore, Religion increases the number of times the Paladin is able to raise the dead in a given day; 2 times per day at 20 ranks and 3 times per day at 40 ranks.

75% of spirit rounded up. So if the target has 10, you need 8. As far as mana control: Same deal as cleric raises, you need 24 ranks = 102 skill to have guaranteed success as far as that is concerned.


1650 · Unnamed
Not yet implemented
TBD
 

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)

 

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.

 

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.
 


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.
 


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!
 


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.
 


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)
 


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.
 


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).
 


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.
 

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.



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!
 


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.
 


114 · Unpoison [UNPOISON]
Duration: Immediate

Type: Utility

Unpoison will remove one poison from a given target.
 


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
 


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.
 


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.


118 · Web [WEB]
Duration: Immediate

Type: Attack

Casts a sticky web to entrap the target, which is subject to a spirit warding check.
 


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.



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.
 


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!
 


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!



135 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 


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.
 


150 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
 

 

Spell 1615

Summoning Lore Effect

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2 Sanctify infusion +1 spell level [+01 total]
5 Sanctify infusion +1 spell level [+02 total]
9 Sanctify infusion +1 spell level [+03 total]
14 Sanctify infusion +1 spell level [+04 total]
20 Sanctify infusion +1 spell level [+05 total]
27 Sanctify infusion +1 spell level [+06 total]
35 Sanctify infusion +1 spell level [+07 total]
44 Sanctify infusion +1 spell level [+08 total]
54 Sanctify infusion +1 spell level [+09 total]
65 Sanctify infusion +1 spell level [+10 total]
77 Sanctify infusion +1 spell level [+11 total]
90 Sanctify infusion +1 spell level [+12 total]
104 Sanctify infusion +1 spell level [+13 total]
119 Sanctify infusion +1 spell level [+14 total]
135 Sanctify infusion +1 spell level [+15 total]
152 Sanctify infusion +1 spell level [+16 total]
170 Sanctify infusion +1 spell level [+17 total]
189 Sanctify infusion +1 spell level [+18 total]


.

All the Lore ranks do is increase the power of the spell that you can infuse; it does not give you access to a specific spell level.