Introduction
Placing the Stats
Choosing the Race
Training your Ranger
Spirit Spells Circle
Ranger Spells Circle
Herbs, Potions, etc
Travelling Scripts
Links

View my Guestbook

Sign my Guestbook

Email

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Site Design by:
PR Webdesign

Graphics Provided By:
In A Mood Designs

© 2001-2004

 

 

"Every man dies... Not every man really lives..."






(updated December 2002)

Spell Number: 101 - Spirit Warding I
AKA: Light blues

Type: Defense-General

Target: self, others

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: +10 Spirit TD, +10 Bolt DS, except acid

You read:
A light blue glow surrounds you.
A light blue glow surrounds Jocelin.

The light blue glow leaves you.
The light blue glow leaves Jocelin

Top

Spell Number: 102 - Spirit Barrier
AKA: Airwall

Type: Defensive and Offensive

Target: self, others, opponent

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: -50 AS (physical, spell, ranged), +50 DS

Note: This spell is treated as an attack spell with a warding roll when cast on others. It is knocked down by Call Wind whether or not the caster is in your group.

You read:
The air thickens and begins to swirl around you.
The air thickens and begins to swirl around Jocelin.

The air calms down around you.
The air calms down around Jocelin

Top

Spell Number: 103 - Spirit Defense
AKA: Powerful look

Type: Defense - General

Target: self, others

Duration: 30 minutes +1.5 minutes for every Minor Spirit spell known

Cumulative: Refreshable

Effects: +10 DS

You read:
You suddenly feel more powerful.
Jocelin suddenly feels more powerful.

The powerful look leaves you.
The powerful look leaves Jocelin.

Top

Spell Number: 104 - Disease Resist

Type: Defense - General

Target: self, others

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: Provides extra disease protection.

Note: Has no effect versus disease-carrying scarabs.

You read:
There is a dim flash around you.
You feel a strengthening of your internal fortitude.
There is a dim flash around Jocelin.
Jocelin's body seems to glow with an internal strength.

You lose your extra internal fortitude.
Jocelin appears to lose some internal strength.

Top

Spell Number: 105 - Poison Resist

Type: Defense - General

Target: self, others

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: Provides extra poison protection.

Note: Has no effect versus poisonous scarabs.

You read:
There is a dim flash around you.
You feel a strengthening of your blood flow.
There is a dim flash around Jocelin.
Jocelin's veins stand out briefly.

You notice your blood flow go back to normal.
Jocelin becomes unbalanced for a second, then recovers.

Top

Spell Number: 106 - Spirit Fog

Type: Mass Defense-Special, Utility

Target: area

Duration: 1min/lev

Cumulative: Not Cumulative

Effects: +30 DS for everything in room, easier hiding.

You read:
A dense fogs gathers around you, but soon fills the area.
Fog swirls and eddies about the room.

Top

Spell Number: 107 - Spirit Warding II
AKA: Deep blues

Type: Defense - General

Target: self, others

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: +15 Spirit TD, +25 Bolt DS, except acid

You read:
A deep blue glow surrounds you.
A deep blue glow surrounds Jocelin.

The deep blue glow leaves you.
The deep blue glow leaves Jocelin.

Top

Spell Number: 108 - Stun Relief
AKA: Unstun

Type: Healing

Target: others

Item: Oaken Wands

Effects: Removes stun.

You read:
You are no longer stunned.
The glazed look leaves Jocelin.

Top

Spell Number: 109 - Dispel Invisibility

Type: Mass Attack-Warding

Target: area

Effects: Dispels invisibility on multiple creatures or people.

Note: Success is based on a hidden warding roll.

You read:
Jocelin dispels your invisibility!
You discover Sindani!

You don't find anyone invisible.
Sindani is discovered by Jocelin.

Top

Spell Number: 110 - Unbalance

Type: Attack-Warding

Target: opponent

Effects: Damage, may knock down, inducing RT, or stun.

Note: Can result in some very long stuns.

You read:
You gesture.
CS: +125 - TD: +50 + CvA: +25 + d100: +58 - -5 == +163
Warding failed!
...40 points of damage!
Blow to the head shorts brain.
You fall as body control is lost.
You are knocked to the ground!
You are stunned for 16 rounds!
Cast Roundtime 3 Seconds.

You gesture at Sindani.
CS: +125 - TD: +106 + CvA: +25 + d100: +94 - -5 == +143
Warding failed!
... 30 points of damage!
Strike to arm spins opponent like a top.
She is knocked to the ground!
She is stunned!
Cast Roundtime 3 Seconds.

Top

Spell Number: 111 - Fire Spirit

Type: Attack-Aimed, Utility

Target: area, opponent

Effects: Signal flare when cast without a target or major fire damage when cast at a target.

Note: Flares cast indoors can cause damage to the caster. Damage from this spell is based on the caster's spell aiming skill.

You read:
A colorful flare rises into the air high above the town of Icemule.

Unable to release properly in this confined space, the flare explodes...

You hurl a roaring ball of fire at a black bear!

You launch a flare at a candle votive!
The candle votive grows warm to the touch then quickly cools off.

Top

Spell Number: 112 - Water Walking

Type: Utility

Target: self, others

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Effects: Allows walking on small, calm bodies of water.

Note: Good for those with little or no swimming skill. Occasionally may prevent swimming underneath the water.

You read:
A misty halo surrounds you.
A misty halo surrounds Jocelin.

The misty halo fades from around you.
The misty halo fades from around Jocelin.

Top

Spell Number: 113 - Undisease

Type: Healing

Target: self, others

Effects: Removes one disease.

Note: Disarms blue scarabs. May take more than one cast to disarm scarabs.

You read:
Your skin feels healthier.

You gesture at a sky blue glaes scarab.
The runes on the scarab pulse once with an eerie yellow glow before going still.

Top

Spell Number: 114 - Unpoison

Type: Healing

Target: self, others

Effects: Removes one poison.

Note: Disarms green scarabs. May take more than one cast to disarm scarabs.

You read:
Your skin takes on a more pinkish tint.
Jocelin's skin takes on a more pinkish tint.

Top

Spell Number: 115 - Spirit Burst

Type: Attack-Warding

Target: opponent

Duration: 1 second per warding failure

Effects: Stuns.

You read:
You are stunned.
Jocelin is stunned.

Top

Spell Number: 116 - Locate Person

Type: Utility

Target: others

Effects: Produces a vision of another adventurer's location.

Note: Hidden and invisible targets may not be located. Some areas may be resistant to magical location. People under the influence of Unpresence (204) cannot be located with this spell. Target must be in the same region as the caster, for instance, someone in River's Rest will not be able to located by anyone in Wehnimer's.

You read:
Jocelin momentarily gets a faroff look in her eyes,
and then returns to normal.

Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.

Top

Spell Number: 117 - Spirit Strike

Type: Attack Adjustment-Automatic

Target: self, others

Duration: 2 minutes or until your next attack

Cumulative: Not Cumulative

Item: Blue crystals

Effects: +75 AS (aimed, weapon, ranged), +15 MB

Note: Increase is only seen for first bolt on Cone of Lightning.

You read:
An invisible force guides you.
An invisible force guides Jocelin.

The guiding force leaves you.
The guiding force leaves Jocelin.

Top

Spell Number: 118 - Web

Type: Attack-Warding

Target: opponent

Effects: Magical spider web which entangles the target.

Note: Will prevent target from moving, casting, attacking, and performing other actions. A warding failure of greater than 150 is required for complete webbing, lesser failures will allow the target to avoid most of (less than 125) or a little of (less than 150) the webbing.

You read:
Strands of webbing shoot forth towards you.
You avoid the webbing.
You avoid most of the webbing.
Jocelin avoids a little of the webbing.
You are firmly webbed in place

Top

Spell Number: 119 - Spirit Dispel

Type: Utility

Target: area

Effects: 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.

Top

Spell Number: 120 - Lesser Shroud
AKA: Alkars

Type: Defense-General

Target: self

Duration: 20 minutes +1 minute for every Minor Spirit spell known

Cumulative: Cumulative

Item: Small Statue*

Effects: +20 Spirit TD, +15 DS +1 for every 2 Minor Spirit spells known beyond 20.

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.

Note: The spell has two effects, which are separate once cast, and take two dispels to entirely get rid of. The white light adds +25 TD, and the *powerful look adds +15 DS. If one effect is dispelled, you lose that protection, but retain the other. *The small statue only gives the benefit of the powerful look (DS), but no TD benefit.

You read:
You suddenly feel a lot more powerful.
You are surrounded by a white light.

Jocelin suddenly looks a lot more powerful.
Jocelin is surrounded by a white light.

The very powerful look leaves you.
The white light leaves you.

The very powerful look leaves Jocelin.
The white light leaves Jocelin

Top

Spell Number: 125 - Call Lightning

Type: Mass Attack-Special

Target: objects, opponent

Duration: several seconds

Effects: Storm Cloud, 3 or 4 lightning bolts. Damage.

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.

Note: It takes about 20 seconds for the cloud to form, and 3 seconds between lightning strikes. If cast on a locked box, may open it, but will melt the silver into a slab, and may destroy items in the box. When cast at a box guarded by a glyph trap, the lightning bolt bounces off onto the caster. The spell will not open mithril or enruned boxes, or boxes that have become fused. Lightning will destroy box and all contents on boxes trapped with incinerators and chemical explosives. Spell can only be cast outdoors and can be dispelled.

You read:
You notice a small cloud form above you.
You notice the storm cloud begin to churn rapidly!
The storm cloud begins to build into a thunderhead!
Suddenly the entire world explodes!
You are blinded by intense light and deafened by a tremendous explosion! By some miracle you maintain enough ofyour mental faculties to realize you've been struck by lightning from that cloud!
... 30 points of damage!

Horrid jolt of electricity shatters ribs in a sickening flash of light!
You are stunned for 6 rounds!
Suddenly the entire world explodes! You are blinded by intense light and deafened by a tremendous explosion!
By some miracle you maintain enough of your mental faculties to realize you've been struck by lightning from that cloud!
... 35 points of damage!

You notice a small cloud form over a sturdy tanik box.
You notice the storm cloud begin to churn rapidly!
The storm cloud begins to build into a thunderhead!
You hear the rumbling of thunder as the cloud turns an ominous dark hue!
Suddenly a lightning bolt explodes from the small thundercloud and strikes a sturdy tanik box with a brilliant flash! Wow, quite charred!
The tanik box is vaporized!

Top

Spell Number: 130 - Spirit Guide
AKA: Fog

Type: Utility

Target: group, self

Effects: Teleports party to another location in the vicinity.

Note: The leader of the group or anyone joined can cast this to teleport the whole party. You can land in several different places, each having their own various RT sicknesses, some less than others.

You read:
Your surroundings blur for a moment . . .
Jocelin becomes blurred, and then vanishes!

You see a blur out of the corner of your eye, and Jocelin suddenly appears.
You are overwhelmed by an intense wave of disorientation.
An acidic bile taste hangs in the back of your throat, making it difficult to swallow.
As you try to recover some semblance of balance, an intense series of spasms from deep in your bowels forces its entire contents to work its way up your
throat. It takes every ounce of personal effort to keep yourself from the irresistable urges to vomit!
Roundtime: 50 sec
.

Jocelin doubles over and turns a purplish color as she clasps both hands over her mouth, gripping tightly!

Top

Spell Number: 140 - Wall of Force
AKA: WoF

Type: Defense-General

Target: self

Duration: 1.5 minutes self-cast; 1 minute general cast

Cumulative: Cumulative

Item: Ruby Amulets

Effects: +100 DS

You read:
A wall of force surrounds you.
A wall of force surrounds Jocelin.

The wall of force disappears from around you.
The wall of force disappears from around Jocelin.

Top