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Major Spirit Spells


201 Calm Duration: 1 minute per level CALM

Under the influence of this spell, the target person or creature is
soothed and calmed, inhibiting them from engaging in aggressive behavior.
Actions involving combat or the casting of spells are not possible while
in the calmed state.

NOTE: The target of this spell receives a spirit warding to avoid the
effect.


202 Spirit Shield Duration: 1 Minute per level SSHIELD

The caster uses his or her Spiritual powers to influence the surrounding
Spirits to provide additional physical protection to the target of
the spell.

NOTE: The spell provides an additional +10 to Physical DS.


203 Manna MANNA

Through the use of this spell, the caster calls into being special food
with potent qualities. Persons who partake of the magically created
food, and then take time to rest and relax will experience accelerated
healing and accelerated mana point recovery.

NOTE: Food created by this spell loses its potency quickly unless it
is specially preserved. As the food deteriorates, it may actually
become poisonous. The caster creates one mouthful of the special food
for each level of experience.



204 Unpresence Duration: 1 minute per level UNPRESENCE

Through this spell, spiritual forces are invoked to protect the target of
the spell from many magical means of location. While persons with this
spell in effect on them will not find it any easier to initially conceal
themselves in a hiding place, they will find that it improves their
ability to remain hidden when others search for them.


205 Light Duration: 1 minute per level LIGHT

The spiritual forces are used to invoke the Spirits of Light, influencing
them to provide greater illumination in the immediate area where the spell
is cast. The additional illumination may make possible actions that could
not be performed in darkness, and may enhance the combat ability of
everyone in the illuminated area. The sudden illumination of an otherwise
dark area may reveal hidden persons or creatures.


206 Darkness Duration: 1 minute per level DARKNESS

Being similar to the Light spell, this spell invokes the Spirits of
Shadow and Darkness to dim the illumination in the immediate area where
the spell is cast. Combat conducted in a darkened area is done so with
reduced abilities. Some actions that require good illumination may not
be possible in a darkened area. People may find it easier to hide and
remain hidden in darkened areas.


207 Purify Air Duration: 1 minute per level PURIFYAIR

This potent manipulation of spiritual forces that lie within each of us
bolsters the ability of the target person to withstand the ravages of a
hostile environment. The effect gives enhanced warding against gaseous
poisons, in some circumstances allows the person to actually breathe
underwater, and according to some reports has allowed persons to survive
in total vacuum.


208 Living Spell LIVESPELL

This spell enables the caster to transfer a prepared spell from another
person. Transfer of the spell is one way only, from the target to the
caster. The target person will lose mana points as if they had cast
the spell being transferred. The caster who receives the spell will also
have to expend mana points when casting the spell that has been
transferred.

NOTE: The caster will meet some resistance when attempting to transfer
a spell that they do not actually know. The amount of resistance met
will vary in difficulty depending on whether the spell is from the
caster's own circle, a major or minor circle available to the caster, or
some other circle not available to the caster. Both the caster and target
risk suffering damage if the transfer of a spell fails.


209 Untrammel UNTRAMMEL

By channeling his or her will, the caster is able to use this spell to
dissolve the webs cast by both natural and magical spiders of all sizes.


210 Silence Duration: 5 seconds per level SILENCE

Through the spiritual forces, the caster is able to influence the
Spirits of Sound to place a pall of silence over the target of this
spell. The target person or creature will be unable to speak, sing,
or prepare or cast a spell.

NOTE: The target of the spell receives a Spirit warding to avoid the
effects of the spell.


211 Bravery Duration: 1 minute per level BRAVERY

This spell enables the caster to draw upon the surrounding Lesser
Spirits for additional courage and confidence in battle. The caster's
mental and physical fortitude is bolstered making them more effective
in combat as well as strengthening their will against fearsome foes.

NOTE: Because of the unique and personal nature of this spell, it
cannot be cast on others. The caster realizes +15 to their Physical AS,
and is afforded some protection against certain types of fear.


212 Interference Duration: 3 seconds per level INTERFERE

The caster of this spell is able to use the spiritual forces to exert
influence over the Lesser Spirits in the immediate area to interfere with
the actions of the target person or creature. This interference results
in diminished combat ability.

NOTE: The target of the spell receives a Spirit warding and if that roll
is failed, suffers a -15 penalty to Physical AS.


213 Minor Sanctuary Duration: 5 minutes plus 10 sec/level MINRSANCT

By mustering the power of the surrounding Lesser Spirits, the caster
is able to employ this spell to create an area that is relatively safe
from danger. This increased security will allow both the Cleric and
Empath to practice their profession in greater security. While this
spell is in effect, most creatures will avoid entering the area of the
spell. Persons or creatures that are in the area will not be able to
hide from or steal from others.


214 Bind Duration: 5 sec per level BINDING

The caster uses this spell to call upon the surrounding Lesser Spirits
to hold the target person or creature immobile.


215 Heroism Duration: 1 minute per level HEROISM

The caster of this spell is able to draw additional fortitude from the
surrounding Lesser Spirits. This serves to bolster the caster's courage
and confidence, thus improving the caster's combat effectiveness. The
spell helps to bring the caster's mind and body into focus, allowing
the caster to recover from both physical and mental fatigue at a faster
rate.

NOTE: The unique and personal nature of this spell makes it impossible
to be cast on another person or creature; the magic is effective on the
caster only. The caster will realize a +25 to Physical AS and increased
health point and mana point recovery.


216 Frenzy Duration: 5 seconds per level FRENZY

The caster employs this spell to drive the target person or creature
into an intense state of combat frenzy. The target of the spell is
influenced in a manner such that they will take no special action to
defend themselves in combat. Instead, the target creature or person will
focus all of their available skill in a frantic attack.

NOTE: The target of this spell receives a spirit warding to avoid the
effect of the spell. Failure of that roll forces the target to take a
fully offensive stance, where it will remain for the duration of the
spell.


217 Herb Mastery HERBMAST

Wild herbs, fruits, and other plants can be found through the land of
Elanthia. Many of the naturally occurring plants have special properties
when properly employed but are often useless, and in some cases actually
dangerous, when employed by the unskilled. This spell allows the caster
to prepare many of the commonly found flora to bring out their natural
efficacy.


218 Spirit Servant Duration: 1 minute per level SERVANT

Through the use of this powerful spell, the caster is able to manipulate
the spiritual forces to bind a Lesser Spirit to their service for a
short time. The spirit bound in this manner takes on a corporeal
existence by drawing on the very life force of the caster. In this way,
the bound spirit is able to manipulate small physical items and perform
other simple tasks at the caster's behest.

NOTE: The caster of this spell does not actually lose Spirit Points at
the time that this spell is cast. The caster, in fact, will see no
reduction of points at all if the Spirit Servant is released from service
prior to the expiration of the spell. If the spell duration expires
before the caster releases the spirit from service, or the spirit meets
with some other untimely end, then the caster will suffer a loss of four
spirit points.


219 Spell Shield Duration: 1 minute per level SPSHIELD

Through the use of this spell, the caster is able to call upon the
Spirits of Power to form a powerful barrier against magical attacks.

NOTE: This spell grants a +50 to spirit wardings as well as a -50
to Elemental Attacks.


220 Major Sanctuary Duration: 1 minute per level MJSANCT

This extremely powerful spell allows the caster to call into being a
magical portal leading to a special place of safety. The caster is
able to call upon their special relationship with their patron Greater
Spirit or Lord of Liabo to provide them with a place of refuge in which
they may rest and practice their arts and skills in relative safety.


225 Transference TRANSFER

The caster of this spell is able to use the spiritual forces to
transfer themselves to the physical location of the target individual.
Transference of this type is effective on the caster only, and some
magical or natural occurrences may prevent this spell from operating
properly.


230 Spirit Hunter Duration: 12 rounds SPHUNTER

Through the use of spiritual forces and this spell, the caster is able to
call forth a potent Lesser Spirit that will attach itself to the target
of the spell and slowly drain the very life essence from that person
or creature. The Silent Slayer will plague the individual or creature
for the duration of the spell, or until death occurs, whichever comes
first.

NOTE: The target of this spell receives a Spirit warding to avoid the
effect of the spell. In some cases, after a particularly high warding
result, the Silent Slayer will actually turn upon the caster. When the
Silent Slayer attaches itself to a person or a creature, it drains the
spirit points from that person or creature at the rate of 1 points
per 15-second round for a maximum of 12 rounds, or until death occurs.


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