
Updated
Aug 15th, 2005
Minor Spirit Circle |
For: Clerics, Empaths, Rangers, Sorcerers, Rogues, Warriors
Minor Spirit |
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Spell & Mneumonic |
Spell# |
Type |
Duration |
Mana |
Effect |
Spirit Warding I SWARDING |
101 |
Defense +10 Bolt DS +10 STD |
1200 secs +60 secs for every Minor Spirit spell known, |
1mp stackable |
Spirit Warding I 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. |
Spirit Barrier SBARRIER |
102 |
Defense |
1200 secs +60 secs for every Minor Spirit spell known; |
2mp stackable |
Spirit Barrier creates a defensive wall of churning air around the target. |
Spirit Defense SDEFENSE |
103 |
Defense |
1800 secs +90 secs for every Minor Spirit spell known; |
3mp not stackable; refreshable |
Creates a bright aura about the target, making them appear more powerful, and bestows a +10 to their DS. This spell is not cumulative, but may be refreshed to maximum duration when re-cast. |
Disease Resist DISRESIST |
104 |
Bonus |
1200 secs +60 secs for every Minor Spirit spell known; |
4mp stackable |
Disease Resist provides 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. |
Poison Resist POIRESIST |
105 |
Bonus |
1200 secs +60 secs for every Minor Spirit spell known; |
5mp stackable |
Target receives an additional spirit warding against any poison if the first one fails. Some chests have poison needle traps. This spell can be helpful! |
Spirit Fog SPIRITFOG |
106 |
Bonus |
60 secs per level; Affects everyone in the room |
6mp not stackable |
Causes the room to be flooded with fog (works indoors or outdoors). |
Spirit Warding II SWARDING2 |
107 |
Defense +25 Bolt DS +15 STD |
1200 secs +60 secs for every Minor Spirit spell known; |
7mp stackable |
This spell is a more powerful version of Spirit Warding I. Both spells may be used together for a stackable bonus. |
Stun Relief STUNRELIF |
108 |
Utility |
Immediate |
8mp |
Will un-stun the target. Entirely effective, but at 8 mana points is expensive. In life or death situations this could be vital, however. |
| Dispel Invisibility DISINVIS | 109 | Utility | Immediate | 9mp | This spell dispels invisibility on any character/creature in the room
which fails a hidden spirit warding check.
Does not work on invisible objects (which are rare). |
| Unbalance UNBALANCE | 110 | Attack | Immediate | 10mp | 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. |
| Fire Spirit FIRESPIRIT | 111 | Attack/Utility | Immediate | 11mp | Casting this spell will send a bright fiery ball into the sky or If cast at a target, will inflict damage... |
| Water Walking WATERWALK | 112 | Utility | 1200 secs +60 secs for every Minor Spirit spell known; | 12mp
stackable |
Water Walking 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. Don't get caught out there! |
| Undisease UNDISEASE | 113 | Utility | Immediate | 13mp | Undisease removes one disease from a given target. Some diseases are more persistent than others and may take several casts to undisease the target |
| Unpoison UNPOISON | 114 | Utility | Immediate | 14mp | Unpoison will remove one poison from a given target |
| Fasthr's Reward FASREWARD |
115 | Defense | Special
Fasthr's Reward has a flat, 10 minute duration when self-cast and can be refreshed. Otherwise, it has a flat, 2 minute duration, which is not refreshable. |
15mp | A reward granted to Fasthr by the Arkati of Liabo, this spell can provide
a second chance to ward an attack spell. On failed a warding against a Spiritual
sphere spell, this warding shield has a 50% chance to activate, allowing
the target another attempt at warding the spell. This activation causes the
warding shield to dissipate, regardless of the result of the second warding
roll. Against semi-Spiritual spells, this warding shield is 25%. For non-Spirit
spells, the activation chance is 12.5%.
Training in Spiritual Lore, Blessings increases the odds of activation by 1% at 1 rank, with a maximum additional bonus of 19% at 190 ranks. This lore bonus is applied before considering magical sphere. |
| Locate Person LOCATE | 116 | Utility | Immediate | 16mp | Locate Person be cast on any character in the game and will give you a brief vision of where they are (provided they are in the open and within the same region). This spell sometimes fails to work in certain locations, due to magical instabilities in that area so If you know your geography, this should help you find someone pretty quickly. |
| Spirit Strike SPIRSTRIK | 117 | Utility | 2 min or until your next attack | 17mp | This spell calls upon the spiritual forces to provide guidance for a brief period of time and imparts a +75 bonus to the next physical or elemental attack. |
| Web
WEB |
118 | Attack | Immediate | 18mp | Casts a sticky web to entrap the target, which is subject to a spirit warding check. |
| Spirit Dispel SPIRITDISPEL | 119 | Attack/Utility | Immediate | 19mp | This spell functions similarly to Elemental Dispel. Upon being cast at a target, the target will lose any prepared spell it may have. If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed. Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target. |
| Lesser Shroud LESSHROUD | 120 | Defense | 1200 secs +60 secs for every Minor Spirit spell known; | 20, +1 for every 3 additional DS over the initial +15 DS.
stackable |
This self-cast spell is similar to Spirit Defense except the caster appears to be a minor god (an illusion). The caster receives a bonus of +15 to DS (Melee, Ranged, and Bolt), +1 for every 2 Minor Spirit spells known beyond 20. It also provides a +20 bonus to Spiritual TD. |
| Call Lightning LIGHTNING | 125 | Attack/Utility | Special | 25mp | The caster causes multiple lightning bolts to strike a target /object within the room. |
| Spirit Guide SPIRGUIDE | 130 | Utility | Immediate | 30mp | Spirit Guide causes the caster and his or her group to return to one of several different locales within each realm. |
| Unnamed | 135 | . | Not implemented yet | 35mp | The exact nature of this spell is unknown at this time. |
| Wall of Force | 140 | Defense | 90secs self-cast; 60 secs general cast | 40mp | Casting this spell creates a temporary wall of force that strongly resists attacks. |
| Unnamed | 150 | . | Not implemented yet | 50mp | The exact nature of this spell is unknown at this time. |
*Important: To learn more about these spells and their usage, Click Here |
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