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The
Minor Spell
Circle


101
 Spirit
 Warding I
                
                 SWARDING1

                 DURATION: 1 min/lvl 

                 -10 against all elemental attack spells.

                 +10 spirit warding against spell attacks.

                 NOTE:
                 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
                
                 SBARRIER

                 DURATION: 1 min/lvl 

                 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.

                 NOTE:
                 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 attacks.


  
                
                  
 103
 Spirit
 Defense
                
                 SDEFENSE

                 DURATION: 2 min/lvl (not cumulative) 

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

                 NOTE:
                 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
                
                 DISRESIST

                 DURATION: 1 min/lvl 

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

                 NOTE:
                 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: 1 min/lvl 

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

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


  
                
                  
 106
 Spirit Fog
                
                 SPIRITFOG

                 DURATION: 1 min/lvl 

                 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.

                 NOTE:
                 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: 1 min/lvl 

                 -25 against all elemental attack spells. 

                 +25 spirit warding against spell attacks.

                 NOTE:
                 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.

                 NOTE:
                 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.

                 NOTE:
                 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.

                 NOTE:
                 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.

                 NOTE:
                 This signaling device doubles as a fair weapon.


  
                
                  
 112
 Water
 Walking
                
                 WATERWALK

                 DURATION: 1 min/lvl 

                 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.

                 NOTE:
                 Don't get caught out there!


  
                
                  
 113
 Undisease
                
                 UNDISEASE

                 Will remove 1 disease from a given target.

                 NOTE:
                 Effective on any disease of any strength.


  
                
                  
 114
 Unpoison
                
                 UNPOISON

                 Will remove 1 poison from a given target.

                 NOTE:
                 Effective on any poison of any strength.


  
                
                  
 115
 Spirit Burst
                
                 SPIRBURST

                 DURATION: 5 sec/lvl 

                 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. 

                 NOTE:
                 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.

                 NOTE:
                 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 10 sec 

                 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).

                 NOTE:
                 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.

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


  
                
                  
 120
 Lesser
 Shroud
                
                 LESSHROUD

                 DURATION: 60 sec/lvl 

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

                 NOTE:
                 Good defensive spell. Duration is cumulative.


  
                
                  
 125
 Call Lightning
                
                 LIGHTNING

                 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 (the nearest town). This is a powerful
                 teleport spell and is useful for getting a party
                 out of danger quickly.

                 NOTE:
                 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
                
                 WALLFORCE

                 DURATION: 10 sec/lvl 

                 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.