Minor Spirit Spells Quick List
101 Spirit Protection I +10 against spells for 1 min/level
102 Spirit Barrier DS+50 but AS-50 for 1 min/level
103 Spirit Defense DS+10 for 2 min/level
104 Disease Resist Adds saving throw against disease
105 Poison Resist Adds saving throw against poison
106 Spirit Fog DS+30 to everyone in the room for 30 sec/level
107 Spirit Protection II +25 against spells for 30 sec/level
108 Stun Relief Unstuns its target
109 Dispel Invisibility Dispels invisibility on all in room that fail SW
110 Unbalance May topple and injure target
111 Fire Spirit Signaling device, or attack like Major Fire
112 Water Walking Allows caster to walk over smooth water for 1 min/level
113 Undisease Removes 1 disease from target
114 Unpoison Removes 1 poison from target
115 Spirit Burst Stuns target for up to 5 sec/level
116 Locate Person Gives brief vision of location of target
117 Spirit Strike AS+75 for 10 seconds
118 Web Will Web a target creature or player (like the spiders do)
119 Herb Production Causes a random herb to grow.
120 Lesser Shroud DS+25 for 30 sec/level
125 Call Lightening Strikes target with 3 to 4 thunderbolts
130 Spirit Guide Returns group to town
150 Wall of Force DS+100 for 10 sec/level
Minor Spirit Spell Full List
| Spell # | Spell Name Nickname |
Spell Duration | Spell Effect |
| 101 | Spirit ProtectionI aka Light Blues |
1 min/level | +10 DS against all elemental attack spells. +10 spirit warding against all 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 aka Airwall |
1 min/level (if your target) 1 sec/warding failed (on others) |
Creates a 10' x 10' x 10' wall of dense churning air around target. +50 DS to defender of all attacks that must move through it (either in or out). 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, of if you want to use non-elemental attacks. |
| 103 | Spirit Defense aka powerful look |
2 min/level | Creates a bright aura about the target, making him/her appear more powerful, and bestows a +10 to his/her DS. This spell's effects are not cumulative. Note from Jaared I think this is one of the best defensive spells around. |
| 104 | Disease Resist | 1 min/level | Target gets an additional spirit warding against any disease if the first one fails. 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. Also some traps can disease you. |
| 105 | Poison Resist | 1 min/level | Target gets an additional spirit warding against any poison if the first one fails. The time the spell last is cumulative, multiple casts when you know you are going to be subjected to a poison would be a good idea. Also some traps can poison you. |
| 106 | Spirit Fog | 1 min/level | 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 and thing in the room. |
| 107 | Spirit ProtectionII Deep Blues |
30 sec/level | +25 DS against all elemental attack spells. +25 spirit warding against spell attacks. |
| 108 | Stun Relief aka Unstun |
Insant | Will unstun the target. Entirely effective, but at 8 mana points is expensive. In life or death situations this could be vital, however. |
| 109 | Dispel Invisibility aka Dispel |
Insant | 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 | Insant | 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 aka Fireworks |
Insant | 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 (which requires spell aiming). |
| 112 | Water Walking | 1 min/level | 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. |
| 113 | Undisease | Insant | Will remove 1 disease from a given target. |
| 114 | Unpoison | Insant | Will remove 1 poison from a given target. |
| 115 | Spirit Burst | 5 sec/level | 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/level of caster depending on how well it works. |
| 116 | Locate Person aka Locate |
Insant | Can be cast on any character in the game and will give you a brief vision of where they are. 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 | 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). Notes: Cast this spell before an important attack. In some cases you can sneak in two attacks before it wears off. |
| 118 | Web | Varies | This will create a sticky web to entrap a target. lowering its DS and preventing it from moving, it works for a very short time on people but a very long time on creatures |
| 119 | Herb Production aka Farming |
Insant | 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. |
| 120 | Lesser Shroud aka Alkers |
30 sec/level | Similar to Spirit Defense except caster appears to be a minor god (an illusion). This bestows a +25 to DS and TD. with a cumulative duration. |
| 125 | Call Lightning | "Insant" | Caster causes multiple lightning bolts to strike a target within the room. This spell only works outdoors and requires about 20 seconds for the stormcloud to form, before the attack will take place. Note: This can be used to melt boxes as well |
| 130 | Spirit Guide aka Fog |
Insant | Causes a caster and his or her group to return to town (north gate in landing, temple in Icemule, sanctuary in rivers rest, and north gate of the isle) 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 |
| 150 | Wall of Force aka WoF |
10 sec/level | 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. |
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