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Minor Spirit Spells


101 Spirit Protection I Duration: 1 min/lvl SPROTECT1

-10 against all elemental attack spells.
+10 spirit warding against spell attacks.

Notes:

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.


102 Spirit Barrier Duration: 1 min/lvl SBARRIER

Creates a 10' x 10' x 10' wall of dense churning air around target.
-50 to all attacks that must move through it (either in or out).
Elemental attacks are affected because they consist of a physical attack.

Notes:

The affected character/creature has a bonus to defense but a penalty when
attacking. This can be useful if you cast it on a creature you intend
not to fight but have to stick around (or get around) for some reason, or
if you want to use nonelemental attack.


103 Spirit Defense Duration: 2 min/lvl (not cumulative) SDEFENSE

Creates a bright aura about the target, making him/her appear more
powerful, and bestows a +10 to his/her DS.

Notes:

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,
every little bit helps.


104 Disease Resist Duration: 1 min/lvl DISRESIST

Target gets an additional spirit warding against any disease if the first
one fails.

Notes:
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 Duration: 1 min/lvl POIRESIST

Target gets an additional spirit warding against any poison if the first
one fails.

Notes:

Some chests have poison needle traps. This can be helpful!


106 Spirit Fog Duration: 1 min/lvl SPIRITFOG

Causes a room to be flooded with fog (works indoors or outdoors). This
imparts a +30 to everyone's/thing's strength and increases the ease with
which you can hide.

Notes:

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 Protection II Duration: 30 sec/lvl SPROTECT2

-25 against all elemental attack spells.
+25 spirit warding against spell attacks.

Notes:

This spell is a more powerful version of Spirit Protection I; however, its
duration is shorter.


108 Stun Relief STUNRELIF

Will un-stun the target.
Notes:

Entirely effective, but at 8 mana points is expensive. In life or
death situations this could be vital, however.


109 Dispel Invisibility DISINVIS

Will dispel invisibility on any character/creature on the room which
fails a spirit warding.

Notes:

Does not work on invisible objects (which are rare).


110 Unbalance UNBALANCE

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.

Notes:

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. 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

Will fire a ball of bright light high 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 it acts as a Major Fire attack.

Notes:

This signaling device doubles as a fair weapon.


112 Water Walking Duration: 1 min/lvl WATERWALK

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.

Notes:

Don't get caught out there!


113 Undisease UNDISEASE

Will remove 1 disease from a given target.

Notes:

Effective on any disease of any strength.


114 Unpoison UNPOISON

Will remove 1 poison from a given target.

Notes:

Effective on any poison of any strength.


115 Spirit Burst Duration: 5 sec/lvl SPIRBURST

Causes the spiritual forces to grant the caster the ability to say
just the correct word that will stun a given sentient being into
immobility for up to 5 sec/lvl of caster depending on how well it works.

Notes:

A stunned foe is pretty helpless.


116 Locate Person LOCATE

Can be cast on any character in the game and will give you a brief vision
of where they are.

Notes:

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 Duration 10 sec SPIRSTRIK

Calls upon the spiritual forces to provide guidance for a brief
period of time. This imparts a +75 bonus to the next physical (or
elemental attack).

Notes:

Cast this spell before an important attack. In some cases you can sneak
in two attacks before it wears off.


118 Web WEB

Casts a sticky web, to entrap the target.


119 Herb Production HERBPROD

Causes a random herb to grow instantly on the ground (works only
outdoors). There is no way to predict which herb will grow, or how
useful it will be. Sometimes a useless herb will result.

Notes:

This one is a grab-bag, sometimes you might get lucky in a pinch!


120 Lesser Shroud Duration: 30 sec/lvl LESSHROUD

Similar to Spirit Defense except caster appears to be a minor god (an
illusion). This bestows a +25 to DS.

Notes:

Good defensive spell. Duration is cumulative


125 Call Lightning CALLLGHTN

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.

Note:

The storm cloud will strike the target with a random amount of
lightning bolts, usually 3 or 4. Shocking!


130 Spirit Guide SPIRGUIDE

Causes a caster and his or her group to return home (Wehnimer's Landing).
This is a powerful teleport spell and is useful for getting a party out of
danger quickly.

Notes:

Everyone who is joined to the caster will teleport with him/her. You
can use HOLD HANDS WITH to hold onto someone who is otherwise
incapacitated. Great for evacs!


150 Wall of Force Duration: 10 sec/lvl WALLFORCE

Creates a wall of force that strongly resists attacks. The wall will
follow the caster and position itself to fend off attacks while letting
outgoing attacks pass without penalty. This spell bestows a +100 to
the caster's DS.

Note:

One of the best protection spells against physical attacks! This spell
is a must when going up against the BIG monsters.

A ruby amulet imparts this spell also.


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