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.
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