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Under the influence of this spell, the target is soothed and calmed, inhibiting them from engaging in aggressive behavior. Actions involving combat or the casting of spells are not possible while in the calmed state. If the target is attacked, they will come out of their calmed state.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; cumulative
Type: Defense
The caster uses his or her spiritual powers to influence the surrounding spirits to provide additional physical protection. This defensive bonus provides a +10 to Defense Strength (Melee and Ranged DS), +1 for every three ranks over 2 known in the [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual Circle[/LINK].
Due to the increasing defensive effects of this spell, the mana cost is a base of 2, +1 for every 3 DS over 10.
When Spirit Shield is cast upon others, the bonus is a flat +10 DS with a flat mana cost of 2 and the duration is not cumulative; it is refreshable.
Overtraining in [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell ranks does not yield additional bonus past the caster's level.
Through the use of this spell, the caster calls into being special food with potent qualities. Persons who partake of the magically created food will experience accelerated mana and spirit recovery. The mana regeneration rate is 1 + 1 per seed 4 summation of Major Spiritual spell ranks. The effect will fade immediately upon entering combat.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings[/LINK] increases the maximum mana of the consumer at the rate of +5 per seed 10 summation.
Each race can create a handful of different types of bread. When cast, a random type is created. However, typing SUMMON while the spell is prepared will list available options that you can specify to create a specific type of manna bread!
The magical bread created by this spell loses its potency quickly unless it is specially preserved. As the food deteriorates, it may actually become poisonous. Each loaf of bread has 5 bites.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; refreshable
Type: Utility
Through this spell, spiritual forces are invoked to protect the target of the spell from many magical means of location. While persons with this spell in effect on them will not find it any easier to initially conceal themselves in a hiding place, they will find that it improves their ability to remain hidden when others search for them.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; refreshable
Type: Utility
The Light spell harnesses the spiritual forces to control the level of illumination in the immediate area where the spell is cast. Additional illumination or darkness may enhance or hinder combat-related actions.
The sudden illumination of an otherwise dark area may reveal hidden persons or creatures. This illumination lowers the defensive strength (DS) of everyone in the room by -10, including the caster.
When Light is EVOKEd, the room will darken (formerly the Darkness spell). This causes the area to be much darker than usual and increases a character's ability to hide. It hinders many other abilities as well, such as locksmithing, in addition to hindering combat by providing all creatures (and characters) present with +20 bonus to DS.
With either version, the spell will dissipate shortly after the caster leaves the room.
Tend Lore is a utility spell that gives the caster +20 ranks of the First Aid skill to TEND wounds or to DIAGNOSE someone. It also reduces the roundtime incurred from tending by 25%. This spell costs six mana to cast, lasts 60 seconds, and gains a benefit from training in Spiritual Lore, Blessings.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; cumulative
Type: Defense
This potent manipulation of spiritual forces that lie within each of us bolsters the ability of the target person to withstand the ravages of a hostile environment. The effect gives enhanced warding against gaseous poisons, in some circumstances allows the person to actually breathe underwater, and according to some reports has allowed persons to survive in total vacuum.
When cast on others, the duration is not cumulative; it is refreshable.
This spell enables the caster to transfer a prepared spell from another person. Transfer of the spell is one way only, from the target to the caster. The target person will lose mana points as if they had cast the spell being transferred. The caster who receives the spell will also have to expend mana points when casting the spell that has been transferred. However, training in [LINK]http://www.play.net/gs4/info/skills.asp#manashare Spirit Mana Control[/LINK] will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.
[LINK]http://www.play.net/gs4/info/skills.asp#scrollskill Arcane Symbols[/LINK] skill, [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=3 Minor Spiritual[/LINK] spell ranks, and [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell ranks known increase the likelihood that the caster will be able to transfer the spell from the target. Additionally, the number of non-spiritual spells the caster has on can affect the success of the results.
The caster will meet some resistance when attempting to transfer a spell that they do not actually know. The amount of resistance met will vary in difficulty depending on whether the spell is from the caster's own circle, a minor or major circle available to the caster, or some other circle not available to the caster. Both the caster and target risk suffering damage if the transfer of a spell fails.
By channeling his or her will, the caster is able to use this spell to dissolve the webs cast by both natural and magical spiders of all sizes.
When directed at web-spinning spiders, the effect can prevent such targets from using their spinnerets.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings[/LINK] unlocks an ability at 10 ranks to create a persistent effect upon the caster. The duration is 1200 + 60 seconds per Major Spiritual spell rank. While active, the caster will receive a second attempt (warding or maneuver) to avoid being webbed.
Duration: 30 seconds + 1 second per warding margin
Type: Attack
Through the spiritual forces, the caster is able to influence spirits of sound to place a pall of silence over the target of this spell. The target person or creature will be unable to speak, sing, or prepare or cast a spell.
The target of the spell receives a spirit warding to avoid the effects of the spell. Not all creatures will react to, or be affected by, this spell.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] unlocks an ability at 20 ranks which allows the caster to silence multiple targets with a single cast. Each additional target beyond the first requires an additional 20 lore ranks. To utilize the multi-target version, simply CAST the spell with no target.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; cumulative
Type: Offense
This self-cast spell enables the caster to draw upon the surrounding lesser spirits for additional courage and confidence in battle. The caster's mental and physical fortitude is bolstered making them more effective in combat as well as strengthening their will against fearsome foes.
The caster realizes +15 to their general Attack Strength (Physical and Bolt AS), and is afforded some protection against certain types of fear.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings[/LINK] unlocks an ability at 50 ranks to cast a group version of the spell which lasts 60 seconds.
The caster of this spell is able to use the spiritual forces to exert influence over the lesser spirits in the immediate area to interfere with the actions of the target person or creature. This interference results in diminished combat abilities. Due to the refocused energies of the spell, the target's initial warding defense of the spell is lower than normal warding for spirit spells.
If a target fails its warding, it will now suffer a higher penalty to its offensive prowess as well as a penalty on its ability to defend certain types of attacks. The penalty to the Attack Strength (AS) is twice of the penalty to the Defense Strength (DS). In conjunction with those penalties, on applicable targets, spell casting will be hindered somewhat depending on the caster's knowledge of the [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell circle.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
By mustering the power of the surrounding lesser spirits, the caster is able to employ this spell to create an area that is relatively safe from danger. This increased security will allow the caster to practice his or her profession in greater security. While this spell is in effect, most creatures will avoid entering the area of the spell. Persons or creatures that are in the area will not be able to attack or steal from others.
Summoning peaceful spirits can be an arduous task, however, and the presence of enemies can prevent the spell from summoning them. Any unfriendly creature in the room that is above the caster's level will contribute (based on level difference) to the failure chance of the spell. Additionally, any unfriendly creatures in the room that are equal to or less than the caster's level (but no more than 10 levels below the caster's) will contribute a small amount to the failure chance of the spell. Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] will reduce the failure chance of the spell.
[LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Minor Demons[/LINK] that are summoned by [LINK]http://www.play.net/gs4/info/professions/sorcerers.asp Sorcerers[/LINK] are beasts of chaos that are capable of interfering with the creation of a Minor Sanctuary. Certain demons can even break existing sanctuaries. Training in the [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell circle and [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] can help the caster prevent a demon from interfering or breaking his or her sanctuary.
Minor Sanctuary will prematurely end shortly after the caster leaves the room in which the spell was cast. The caster may also STOP 213 to end the spell before its duration expires.
Clerics and Empaths can SENSE the presence of a Minor Sanctuary created by this spell.
Duration: 13 seconds + 1 second per warding margin
Type: Attack
The caster uses this spell to call upon the surrounding lesser spirits to hold the target person or creature immobile. The target will find it much more difficult defending incoming attacks from the caster than other aggressors in the area.
The target of this spell receives a spirit warding to avoid the effects. Not all creatures will react to, or be affected by, this spell.
The mana cost is 14 + 1 for every 8 levels over 14 of the target, capped at 40.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; cumulative
Type: Offense
The caster of this spell is able to draw additional fortitude from the surrounding lesser spirits. This serves to bolster the caster's courage and confidence, thus improving the caster's combat effectiveness. The spell helps to bring the caster's mind and body into focus, allowing the caster to recover from both physical and mental fatigue at a faster rate.
The unique and personal nature of this spell makes it impossible to be cast on another person or creature; the magic is effective on the caster only. The caster will realize a +25 to general Attack Strength (Physical and Bolt AS) and increased health point and mana point recovery.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings[/LINK] unlocks an ability at 65 ranks to cast a group version of the spell which lasts 60 seconds. Additionally, a +1 Attack Strength (AS) bonus for every 10 ranks of Blessings is available for self-cast only. This bonus comes at a cost of 15 Mana Points (MP) plus 1 per 3 AS bonus over 25.
The caster employs this spell to drive the target person or creature into an intense state of combat frenzy. The target of the spell is influenced in a manner such that they will take no special action to defend themselves in combat. Instead, the target creature or person will focus all of their available skill in a frantic attack.
The target of this spell receives a spirit warding to avoid the effect of the spell. Due to the refocused energies of the spell, the target's initial warding defense of the spell is lower than normal warding for spirit spells. Failure of that roll forces the target to take a fully offensive stance, where it will remain for the duration of the spell.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] increases the penalty to a target's defense when attempting to ward this spell at a rate of +1 at 1 lore rank, and has a maximum of +19 at 190 lore ranks.
This spell is the mass attack version of Interference. As such, it will affect all creatures/characters in a room rather than a single target.
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
Including others in the caster's group will keep them from getting hit by this spell.
Duration: 1200 seconds + 60 seconds for every Major Spiritual rank known; refreshable
Type: Utility
This spell will create a spiritual creature that accompanies the caster. The Spirit Servant can be instructed to pick up certain items. It can pick up a maximum of two items, one in each hand. One variant to this would be if its master's weapon were disarmed. In this case, the Spirit Servant will pick up the item on its own without being instructed to do so by its master. It will also drop one of the items it is carrying (if both hands are full) in order to retrieve the weapon.
If the master is killed, the Spirit Servant can preserve its master with Preservation and send off a beacon to let others in the area know where its dead master is located. The base duration of Preservation by the Spirit Servant is 5 minutes.
Usage:
TELL SERVANT TO . . . GET {item} DROP {item} GIVE {item} {player} LEAVE
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Spirit Summoning[/LINK] increases the duration of Preservation that the Spirit Servant bestows on its master. Each rank of Summonining Lore up to 100 ranks increases the duration by 15 seconds. For every additional rank past 100, the duration is increased by 10 seconds.
The caster can specify which type of servant to summon by using a runestone. For more information on runestones, use the RUNE command.
Duration: 1200 seconds +60 seconds for every Major Spiritual rank known; cumulative
Type: Defense
Through the use of this spell, the caster is able to call upon spirits of power to form a powerful barrier against magical attacks.
The self-cast bonuses include +30 Bolt Defense Strength (DS) and +30 Spiritual Target Defense (TD).
Training in [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings[/LINK] unlocks an ability at 80 ranks to cast a group version of the spell which lasts 120 seconds.
Duration: 600 seconds + 30 seconds for every Major Spiritual rank known
Type: Utility
This extremely powerful spell allows the caster to transport his group into a special place of safety. The caster employs his knowledge of the lesser spirits to have them construct a place of refuge in which he may rest and practice his arts in relative safety. If the caster has a patron Arkati or Spirit, he call upon this being's spiritual servants to provide him with a unique place of refuge. Otherwise, lesser spirits local to the realm construct the sanctuary.
The caster can specify which natural sanctuary to transport to by using a runestone. For more information on runestones, use the RUNE command.
Successful creation of a Major Sanctuary is determined by level, [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell ranks, [LINK]http://www.play.net/gs4/info/stats.asp#wisdom Wisdom[/LINK] bonus and [LINK]http://www.play.net/gs4/info/skills.asp#manashare Spiritual Mana Control[/LINK].
The caster of this spell is able to use the spiritual forces to transfer themselves to the physical location of the target individual. Transference of this type is effective on the caster only, and some magical or natural occurrences may prevent this spell from operating properly.
Spiritual Abolition weakens the target's connection to the lesser spirits. This results in a random number of spells being dispelled from the target. Spiritual spells will be dispelled before spells from other spheres of magic. Diligent training in the [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=4 Major Spiritual[/LINK] spell circle helps to increase the minimum number of spells dispelled. Caster and target levels are also factored in determining the number of spells dispelled. At minimum, two spells will be dispelled (provided at least two spells are active on the target).
For purposes of determining sphere nativity, hybrid spell circles are considered to be in all spheres for which they are connected. That is, [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=8 Empath[/LINK] spells are in-sphere for Spiritual and Mental, while [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=6 Sorcerer[/LINK] spells are in-sphere for Spiritual and Elemental.
The Spirit Slayer spell summons a spirit from the surrounding area into being (seen when looking at the caster) that swirls around the caster. This spirit, when summoned, will have a large chance of re-casting an attack spell cast by the spiritualist at his or her target, with an increased strength.
The chance of double strike is 60% + ([LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 [LINK]http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Summoning[/LINK] ranks)*2.
The Casting Strength (CS) boost is 25 + [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 5 [LINK]http://www.play.net/gs4/info/skills.asp#manashare Mana Control, Spiritual[/LINK] ranks.
The chance of triple and quadruple strikes is inversely proportional to the spell level.