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.