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"Every man dies... Not every man really lives..." Spell
Number: 101 - Spirit Warding I 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: The light blue glow
leaves you. Spell Number:
102 - Spirit Barrier 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 calms down around you. Spell Number:
103 - Spirit Defense 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: The powerful look
leaves you. 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: You lose your extra
internal fortitude. 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: You notice your blood flow go
back to normal. 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: Spell Number:
107 - Spirit Warding II 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: The deep blue glow leaves you. Spell Number:
108 - Stun Relief Type: Healing Target: others Item: Oaken Wands Effects: Removes stun. You read: 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: You don't find anyone invisible. 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 at Sindani. 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: 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! 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: The misty halo fades
from around you. 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: You gesture at
a sky blue glaes scarab. 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: Spell Number: 115 - Spirit Burst Type: Attack-Warding Target: opponent Duration: 1 second per warding failure Effects: Stuns. You read: 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: Suddenly you have the strangest
feeling that you are being watched. 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: The guiding force leaves you. 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: 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. Spell Number:
120 - Lesser Shroud 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: Jocelin suddenly looks a lot
more powerful. The very powerful look leaves
you. The very powerful look leaves
Jocelin. 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: Horrid jolt of
electricity shatters ribs in a sickening flash of light! You notice a
small cloud form over a sturdy tanik box. Spell Number:
130 - Spirit Guide 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: You see a blur
out of the corner of your eye, and Jocelin suddenly appears. Jocelin doubles over and turns a purplish color as she clasps both hands over her mouth, gripping tightly! Spell Number:
140 - Wall of Force 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: The wall of force disappears
from around you.
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