-Alexander Pope
from "On Criticism"
This is the second volume to "Mirathas Clerical Companion". In the first volume various development strategies and clerical professionalism were discussed, but the usage and the tactics surrounding the forces that a cleric can wield were left purposefully vague. Though Simutronics provides a description of the spells, the explanations are generally brief and often unclear to the young adventurer. By reducing much of the mystery and outlining various spell usages I feel that the young cleric can more gracefully gain proficiency and spell responsibility. Now of course, the spells that any magical profession can learn are both wondrous and are often greatly looked forward to so it is in no way my intention to decrease any of that joy a young cleric may receive upon obtaining them.
This guides purpose is not to explain every potential use of the spiritual spells for such an undertaking would be unwieldy and thus not provide benefit to the reader. Instead I have taken each spell in both the Major and Minor Spirit Circles and given the Simutronics definition followed by a "few" tactics or examples in italics from my own experiences. I can only hope that readers will build from these writings by finding new and creative outlets for their powers.
-Miratha Tathiras
Priestess of Fashlonae
| Cumulative | A spell that can be casted multiple times to increase its duration up to roughly 3 hours. 101, 104, 105, 107, 120, and 150 are examples of "cumulative" spells. |
| Refreshable | A spell that upon recasting "re-starts" the duration. 103, 202, 207, 211, 215, and 219 are examples of "refreshable" spells. |
| Stackable | A spell that can be used in conjunction with other spells. Most spells are "stackable". 205 and 206 are examples of non-stackable spells since they cancel one another out, but either CAN be stacked with 106. |
| Rolled | A "cumulative" spell that is cast too many times on a target can "roll-over" and the duration is "re-started". |
| Instant | Spells of no duration. 108, 109, 110, 111, 113, 114, 115, 116, 119, 130, and 225 are examples of "instant" spells. |
| Non-Cumulative, Non-Refreshable |
A spell that once cast has to wait until its duration is completed before renewing. 117, 205, and 206 are examples of Non-Cumulative/Non- Refreshable spells. |
| 201 Calm | Pacifies the target restricting aggressive actions for up to 1 min/level |
| 202 Spirit Shield | DS+10 for 1 min/level |
| 203 Manna | Creates a magical bread that increases mana recovery. 1 bite/level |
| 204 Unpresence | Blocks the Minor Spirit locate spell and hinders detection once hidden |
| 205 Light | Lights up the room. -10 DS for everyone in the room for 1 min/level |
| 206 Darkness | Darkens up the room. +20 DS for everyone in the room for 1 min/level |
| 207 Purify Air | Protects from poisonous gases and allows breathing in unusual places |
| 208 Living Spell | Transfers a targets prepared spell to the caster |
| 209 Untrammel | Dissolves spider webs |
| 210 Silence | Prevents target from performing actions requiring speech |
| 211 Bravery | +15 AS and gives a second warding versus fear attacks for 1 min/level |
| 212 Interference | -15 AS for 3 sec/level |
| 213 Minor Sanctuary | Places a shroud of peacefulness in a room preventing aggressive action |
| 214 Bind | Holds target immobile and gives -50 DS for up to 5 sec/level |
| 215 Heroism | +25 AS and acts as manna bread for 1 min/level |
| 216 Frenzy | Forces target into full offensive stance for 5 sec/level |
| 217 Herb Mastery | not implemented |
| 218 Spirit Servant | not implemented |
| 219 Spell Shield | +50 TD vs warding spells and +50 DS vs elemental spells for 1 min/level |
| 220 Major Sanctuary | Creates a safe haven for the caster's group |
| 225 Transference | Transfers the caster to location of target |
| 230 Spirit Hunter | not implemented |
| 250 Mass Dispel | not implemented |
| 101 Spirit Protection I | +10 TD vs warding spells and +10 DS vs elemental spells for 1 min/level |
| 102 Spirit Barrier. | +50 DS but -50 AS for 1 min/level. Does not effect warding spells |
| 103 Spirit Defense | +10 DS for 2 min/level |
| 104 Disease Resist | Adds a second warding against disease |
| 105 Poison Resist | Adds a second warding against poison |
| 106 Spirit Fog | A dense fog fills the room. +30 DS to everyone in the room 30 sec/level |
| 107 Spirit Protection II | +25 TD vs warding spells and +25 DS vs elemental spells for 1 min/level |
| 108 Stun Relief | Removes stun from target |
| 109 Dispel Invisibility | Dispels invisibility on all in room that fail their warding |
| 110 Unbalance | A spiritual strike which injures and potentially knocks the target down. |
| 111 Fire Spirit | A signaling device or can be used as a Major Fire elemental attack |
| 112 Water Walking | Allows caster to walk over smooth water |
| 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 the target and the room if within range and locatable |
| 117 Spirit Strike | +75 AS for 1 swing |
| 118 Web | Casts a sticky web entrapping the target |
| 119 Herb Production | Causes a random herb to grow. |
| 120 Lesser Shroud | +25 DS/TD for 1 min/level |
| 125 Call Lightening | Strikes target with 3 to 4 thunderbolts |
| 130 Spirit Guide | Returns ones group to that areas safe zone i.e. the Landings Northgate |
| 150 Wall of Force | +100 DS for 10 sec/level |
201 Calm
DURATION: 1 minute per level
Under the influence of this spell, the target person or creature 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.
NOTE: Target gets a spirit warding to avoid the effect.
Calm is the first spell of the majors that a cleric will learn and though it is a low level spell, it is one that will never be cast aside. Just like the name implies, the target, upon failing their warding, will be forced to refrain from any aggressive behavior unless attacked. There are various creatures that also utilize this spell upon hunters, but unlike the character version, the hunter will remain calm even though the creature is trying to kill them. When under a creatures "calm" the only way to break free is wait out the duration or be attacked by another player.
This is a great way to pacify a creature when you either do not have the time or the intention to kill it. For example, you are resurrecting a dead body when a creature walks into the room. Maybe you have airwall running or perhaps you are encumbered with boxes (creating a horrible "round time" if you take a swing) then it is often wise to simply calm it. Sometimes it is just not important to attack the creature, but more important to tend to other business. Lets say you happen across a person that is obviously young and is stunned by a fairly large creature one which you are not guaranteed to kill in one strike, but are sure you could calm. It might be a better idea to calm the critter since its next swing might just finish off the young one. The other issue is poaching. You might not want to kill the other hunters game, but it sure wouldnt hurt to calm the creature until the hunter got back on their feet again ::smile::
This spell also works well when breaking up Player vs Player scenes. Arguments that quickly turn to weapons draw can as easily be stopped by the use of this spell. Calm is a great all around utility spell for the mana cost.
202 Spirit Shield (also known as dims)
DURATION: 1 Minute per level
The caster uses his or her Spiritual powers to influence the surrounding Spirits to provide additional physical protection to the target of the spell.
NOTE: The spell provides an additional +10 to Physical DS.
You will come to take this spell for granted. It is great for the mana cost and is part of a clerics overall defense. +10 added to ones defensive strength makes this spell the best defensive spell (without sacrificing attack strength) over any other spell for its rank. Every little bit helps. This spell is not cumulative, but is refreshable. Additionally, Spirit Shield will not help v. s. warding type attacks. Also commonly referred to as "dims". As a cleric ages they will find themselves being asked for this spell since only the empaths and clerics have access to this circle.
203 Manna
Through the use of this spell, the caster calls into being special food with potent qualities. Persons who partake of the magically created food, and then take time to rest and relax will experience accelerated healing and accelerated mana point recovery.
NOTE: Food created by this spell loses its potency quickly unless it is specially preserved. As the food deteriorates, it may actually become poisonous. The caster creates one mouthful of the special food for each level of experience.
This unique spell makes loaves of special bread which upon eating help increase mana recovery. Always SMELL MY MANA BREAD before you consume it. Unless it has a "Wonderful Aroma", do NOT eat. Oddly, this is the only food or drink to my knowledge that actually spoils and becomes a poison. So try not to drop unused or spoiled mana bread in public. It is generally considered rude to go about poisoning others. The bread will give you back roughly 1 mana a minute for a duration of 1 minute per bite.
204 Unpresence
DURATION: 1 minute per level
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.
This spell is often misunderstood and is thus not as regularly used. The main reason people tend to use this spell is to prevent being located with 116. If you grow popular it can become a pain being located every few minutes. Sometimes it is good just to take a break and detach oneself.
In addition to the above privacy, it has another more obscure use that is not as commonly practiced. Though the spell will not help actually hide a cleric, it will make it a little harder in being discovered while hidden. Many clerics in their upper years train in the arts of hiding and ambushing so this spell really can be of great benefit and further demonstrates the versatility of the cleric.
205 Light
DURATION: 1 minute per level
The spiritual forces are used to invoke the Spirits of Light, influencing them to provide greater illumination in the immediate area where the spell is cast. The additional illumination may make possible actions that could not be performed in darkness, and may enhance the combat ability of everyone in the illuminated area. The sudden illumination of an otherwise dark area may reveal hidden persons or creatures.
Light will decrease the DS of everything in the room by -10. This defense reduction not only encompasses any and all creatures in the room, but also your own defenses. This spell is good to use when you set up a place to fight and plan on being there for awhile. The +10 can be helpful when it is more important to hit the creature and there is little fear of it hitting you. I generally used this spell when there were good swarms in an area or the game was fairly abundant. Maybe roaming from room to room is growing tedious and you want to just sit still and wait for the critters to find you. In that case enjoy the extra little bit taken off the critters DS, but remember not to risk your own hide.
This spell also helps when searching for hidden people, hidden passages, and makes it harder to hide.
206 Darkness
DURATION: 1 minute per level
Being similar to the Light spell, this spell invokes the Spirits of Shadow and Darkness to dim the illumination in the immediate area where the spell is cast. Combat conducted in a darkened area is done so with reduced abilities. Some actions that require good illumination may not be possible in a darkened area. People may find it easier to hide and remain hidden in darkened areas.
Just like Light, Darkness impacts everything in the room, but instead effects all occupants by increasing their DS by +20. This spell is great used as a defensive buffer when resurrecting. If I am alone in a hostile place with a dead body, the added security of the dark helps protect me and the newly raised while we are in a vulnerable state.
In addition to the above, darkness also makes it more difficult to find someone who is hidden and consequently easier to hide. Light and darkness cancel each other out.
207 Purify Air
DURATION: 1 minute per level
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.
Some creatures cast poisonous clouds and this spell can be a true blessing for the cleric. This spell will give the cleric immunity to many forms of poisonous gas. One of the most common times to use this spell is when walking past them nasty hounds in route to the Pookas and Miners or when fighting them Fog Beetles on the Moon.
208 Living Spell
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.
NOTE: 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 major or minor 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.
This is a newly implemented spell that has great potential in use when going up against creatures that cast clouds, lightning, boil earth, and such, but the cleric has to be fast and alert to snatch a spell from a critter in the act of casting. I have heard of clerics stealing "DC" from nightmares and casting it back upon them, but this is more of a "flashy" display then a serious, reliable hunting tactic.
This spell has many utility uses such as being able to steal spells from younger spellcasters and cast them at the higher age and duration. For example, a 40 year old cleric casting this on a 10 year old wizard who has just prepared "Strength" would be able to cast it for 20 minutes instead of 5. Even self-cast spells such as Phoen can be stolen in such manner, but there are certain spells that are untouchable such as all spells above the 19th rank and the bard songs. Now there are potential dangers to the victim exposed to this spell. There is a fair chance of putting the target into shock where they are stunned and suffer nerve damage so either have an empath readily available or carry the appropriate herbs when casting on another character.
209 Untrammel
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.
Comically, this spell can never be of personal use since you cannot prepare a spell while webbed. It will, however, make you a very popular person with parties heading into spider areas, and much later on, the spider temple. You may want to hunt with another cleric, or even an empath, so you can both get the full benefit and protection of this spell.
Now spiders are not the only critters to cast webs, any profession that has access to the minor spirit spell circle can cast webs through 118. If you truly pity the youngin being webbed by an older character, this spell will instantly dissolve them webs no matter how well cast.
210 Silence
DURATION: 5 seconds per level
Through the spiritual forces, the caster is able to influence the 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.
NOTE: The target of the spell receives a Spirit warding to avoid the effects of the spell.
Another truly great spell for those special occasions. Sometimes it is best to silence creatures to avoid them casting spells at you or your hunting party. A great example would be silencing tree spirits to keep them from casting their cloud spells or boil earth. Makes a hunt a great deal safer if you can take away those special attacks.
Since clerics often find themselves managing a room full of dead bodies, control and organization must be maintained. So, for that obnoxiously loud person who is simply a disruption during a chaotic time, this spell can truly be a great resource. It "is said" that sorcerers and wizards are the strongest professions, but silenced they are as weak as kittens.
211 Bravery
DURATION: 1 minute per level
This 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.
NOTE: Because of the unique and personal nature of this spell, it cannot be cast on others. The caster realizes +15 to their Physical AS, and is afforded some protection against certain types of fear.
The +15 to attack strength is truly great help to the signally weapon trained cleric. Another favorable feature is the bravery side of the spell. The bravery gives the cleric two wardings instead of one against any fear spells that a critter might cast. The added warding has let me hold my ground when fighting the undead a number of times. This spell is not cumulative, but is refreshable.
212 Interference
DURATION: 60 seconds per level
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 ability.
NOTE: The target of the spell receives a Spirit warding and if that roll fails, suffers a -15 penalty to Physical AS.
This is one of those spells that is very specialized and is mainly a matter of style of the hunter whether it is used or not. I personally do not utilize this spell because I mainly hunt alone. The -15 AS doesnt seem to be worth it to me because I more prone to bind my target, but perhaps when in big hunting parties this might be nice or when fighting a very large critter that might take some time to kill.
213 Minor Sanctuary
DURATION: 5 minutes plus 10 sec per level
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 both the Cleric and Empath to practice their 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 hide from or steal from others.
The theory behind this spell is it envelops the room with a shroud of "peacefulness", preventing aggressive actions and blocking certain combat oriented spells. As safe as that sounds, be very careful with this spell for the above is not always the true. Though players will be effected precisely as stated, creatures tend to act differently when stumbling upon a Minor Sanctuary. Some creatures are unable to enter a room under Minor Sanctuary, others will not be able to attack while in the room, some types of creatures can not attack unless they are generated in the room, and there are still more that are totally unaffected at all. Casting this spell without doing a little research on the local inhabitants may very well leave you in a room being attacked and unable to retaliate.
In some areas when I needed to raise a dead person, I have used Minor Sanctuary on both sides of the room to keep creatures from walking in on me and still be able to attack any creatures generated. Along the same lines, there are certain areas where clerics and empaths tend to maintain a Minor Sanctuary for healing and rezing. These specialized areas are generally "unfoggable" staging zones and the inhabitants are fully effected. Before deciding to use Minor Sanctuary, always think about any potential rudeness that might be the result especially when being cast in small hunting areas. It is not very courteous to reduce a 4 space hunting area into a 3 or less space one for frivolous reasons.
Protection against creatures is not the only good use for this spell. Minor Sanctuary works exceptionally well in maintaining the peace between player characters. TSC (Town Center) is a classic example of a highly congested area where people come to have ailments tended. Aggressive behavior such as abusive silencing, binding, stunning, or even weapons draw can be stopped quickly and efficiently. Minor Sanctuary works best in maintaining the peace.
On the hunting grounds, I confess to having been very tempted to "killing" off an entire hunting area through the use of Minor Sanctuary that was plagued by power hunters running frantically from room to room. Of course I have never resulted to these low actions, but it shows the power that a cleric does possess if truly angered. On the same thought, there are sorcerers that hunt over their head with Maelstrom, a dangerous area effect spell. Now a tactic that is often used by these sorcerers is to "sleep" or stay still in a defensive stance for a prolonged period of time. Critters will swarm the room fruitlessly attacking the sorcerer until the sorcerer awakens and Maelstroms the room. The problems associated with this act are: 1. The other areas become practically dead and void of critters. 2. The room were the swarm is growing is a dangerous area, confusing, and hard to move through. 3. Lastly, when the sorcerer does Maelstrom they put anyone that accidentally walks into the room in serious danger. Now, a simple Minor Sanctuary will kill the space and force the critters to spread out. Yes, it is rude, but a lesser of evils.
214 Bind
DURATION: 5 sec per level
The caster uses this spell to call upon the surrounding Lesser Spirits to hold the target person or creature immobile.
NOTE: The target of this spell receives a Spirit warding to avoid the effects.
This is truly a great spell! The target is bound and can not move, usually. Some creatures will not attack until they are attacked while others are not even slowed down, but no matter what they all receive -50 DS. Be careful with this spell for there are some creatures that will simply shake it off the effects in no time, especially zombies. Also, do not mix this spell with repelling for if you do not outwardly kill the critter through fear and the creature can not run since they are bound, they will stand their ground and you will lose the entire mana cost of the repel. This spell and a few others is what makes the clerical profession truly one of power.
215 Heroism
DURATION: 1 minute per level
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.
NOTE: 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 Physical AS and increased health point and mana point recovery.
Not only does this spell give you +25 AS, but it is like being on mana bread! Many resurrectors firmly believe that it is important to always have this running even when sitting in TSC raising the dead. This combined with Bravery are the two strongest arguments clerics have in training up the major spirit spell circle before going up the minors. The +40 AS from these two spells place the clerics into the ranks of formable weapon users. This spell is not cumulative but is refreshable.
216 Frenzy
DURATION: 5 seconds per level
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.
NOTE: The target of this spell receives a spirit warding to avoid the effect of the spell. Failure of that roll forces the target to take a fully offensive stance, where it will remain for the duration of the spell.
Another specialized spell that can be very useful in certain situations. Sometimes when a creature is gravely wounded, it will go full defensive i.e. turtling, making it very (if not impossible) to hit. This spell causes a creature to drop all its defenses against its better judgement. This spell varies based on the creature for example some creatures drop dramatically in DS like 100 or more points while others tend to only drop 50 points making this spell appear like a higher mana-cost "bind".
Gemstone developers are working on making the creatures smarter in combat. One of the ways this shows is through "stance dancing" a very common practice with player characters, but only more recently appearing in the critters. "Frenzy" might just grow in popularity as a means to fight against this growing trend.
217 Herb Mastery
Wild herbs, fruits, and other plants can be found through the land of Elanthia. Many of the naturally occurring plants have special properties when properly employed but are often useless, and in some cases actually dangerous, when employed by the unskilled. This spell allows the caster to prepare many of the commonly found flora to bring out their natural efficacy.
This spell as yet to be implemented.
218 Spirit Servant
DURATION: 1 minute per level
Through the use of this powerful spell, the caster is able to manipulate the spiritual forces to bind a Lesser Spirit to their service for a short time. The spirit bound in this manner takes on a corporeal existence by drawing on the very life force of the caster. In this way, the bound spirit is able to manipulate small physical items and perform other simple tasks at the caster's behest.
NOTE: The caster of this spell does not actually lose Spirit Points at the time that this spell is cast. The caster, in fact, will see no reduction of points at all if the Spirit Servant is released from service prior to the expiration of the spell. If the spell duration expires before the caster releases the spirit from service, or the spirit meets with some other untimely end, then the caster will suffer a loss of four spirit points.
This spell also has yet to be implemented.
219 Spell Shield (better known as opals)
DURATION: 1 minute per level
Through the use of this spell, the caster is able to call upon the Spirits of Power to form a powerful barrier against magical attacks.
NOTE: This spell grants a +50 to spirit wardings as well as a -50 to Elemental Attacks.
Great spell for fighting those upper level creatures which cast spells such as hooded figures, pookas, and miners. This spell can not be stacked, but can be refreshed. Get used to being asked for this spell in exchange for mana.
220 Major Sanctuary
DURATION: 1 minute per level
This extremely powerful spell allows the caster to call into being a magical portal leading to a special place of safety. The caster is able to call upon their special relationship with their patron Greater Spirit or Lord of Liabo to provide them with a place of refuge in which they may rest and practice their arts and skills in relative safety.
There is a chance of failure each time you cast this spell (automatic failure when cast in the same room where there is another Sanctuary running). The more spells you know in the major spirit circle, the less chance you will fail. Failing this spell will cause one of the two results: Your spell misfires and you feel weakened or a column of flame erupts from the sky and inflicts physical damage to you. (Typically, it is only 5-10 points and a minor wound, though I have heard of a few very young and untrained casters suffering death). Also of note, the Sanctuary will only exist as long as its caster remains inside it, so make sure your party is standing and prepared to leave before you exit the sanctuary. This spell is great when you can not fog out of an area with a dead body. Simply hold the dead persons hand and create this sanctuary, tend their wounds, and raise them. Also this makes for a great place to simply go and talk to another character. In the day and age of "Foggers" frantically moving with all speed from area to area this spell seems to not to be used to its utmost.
Major Sanctuary tactics can be to grab your party and disappear into this ethereal room maybe because of a fallen comrade or simply to take a little breather and regain mana. If I have just gotten out on a hunt and come across dead body, I sure do not care for the idea of using 130 to fog myself and the body back to town (forcing me to again prepare for travelling not to mention dealing with all the clerics and empaths at the gate), at the same time there is a fair amount of experience lying there on the ground. Make the Sanctuary, get the dead tended and rezed. Wait a few minutes to get ready and tell the newly raised to hightail it back to town in defensive stance while you continue your hunt. You would be surprised how many people are disappointed that you do not go out of your way to "fog" them back, but all in all the vast majority are very appreciative.
Other neat uses of this spell include making a nice place to have many boxes picked (the empty boxes conveniently disappear when you leave the sanctuary), creates a secure room to talk openly instead of in whispers (OOC), and a safe-haven to sleep in without fear of intruders. Of course the Major Sanctuary is not a node, so mana and spirit recovery is a little slower.
225 Transference
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.
This is the Rezers calling card, the spell that moves the cleric into the elite, and the spell that will cause the most pious courteous cleric to throw all their prior etiquette "out the window". When a person dies the cleric simply pops on over to them to save the day, sort of like a medieval ambulance chaser. Transference also works nicely with Major Sanctuary (220) or Spirit Return (130). Now, a truly responsible cleric will, upon arriving at the site, be sure to ask if there is another cleric around (never rely on a persons profession being flagged on and allow the person time to answer incase they are having bad weather), but sadly I see even the highest and respected of our ranks not doing this simple act. There are more fogging thieves then I care to go into, so be responsible with this spell. Fogging away with a body unless the situation is extremely grave such as during an invasion, is simple rudeness and I disgustingly see it more in the elders then anyone in the lands.
Remember that when a person dies there is normally a reason so it is always wise to look first with locate person (116) before suddenly appearing on the scene. Have that weapon and shield ready and be in defensive stance. This spell is subject to the same location restrictions as Locate Person (116).
Of course this spell has many other uses then chasing the dead such as a quick mode of transportation across vast distances, avoiding bad terran, setting gold rings, and even encouraging laziness. Great example is thinking on the amulet looking for a person in the misty chamber to fog to instead of trying to swim there through icy water (which requires a good swimming ability).
230 Spirit Hunter
DURATION: 12 rounds
Through the use of spiritual forces and this spell, the caster is able to call forth a potent Lesser Spirit that will attach itself to the target of the spell and slowly drain the very life essence from that person or creature. The Silent Slayer will plague the individual or creature for the duration of the spell, or until death occurs, whichever comes first.
NOTE: The target of this spell receives a Spirit warding to avoid the effect of the spell. In some cases, after a particularly high warding result, the Silent Slayer will actually turn upon the caster. When the Silent Slayer attaches itself to a person or a creature, it drains the spirit points from that person or creature at the rate of 1 points per 15-second round for a maximum of 12 rounds, or until death occurs.
This is spell is unimplemented. It was functional for a period of time long ago, but was removed by the gods.
101 Spirit Warding I (light blues)
DURATION: 1 min/level
-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.
This is what is known as a "cumulative" spell, meaning you can cast this spell on yourself (and others too) over and over to increase the time it lasts, up to approximately 3 hours worth. This spell is often referred to as light blues. In youth the need for increased TD isnt very important, but as a cleric begins to reach their teens they begin to look for ways to block the magic of critters. Every little bit helps and for the mana cost there is little reason not to always have this running as a teenager. Generally the first creatures encountered of an undead nature are lesser mummies, spectres and wraiths where the cleric will begin utilizing this spell with regularity.
102 Spirit Barrier
DURATION: 1 min/level
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 non-elemental attacks.
This is the infamous sorcerer airwall spell, but is equally important to the repelling cleric. The airwall spell allows CS based attacks through, but greatly reduces elemental attacks in or out of the airwall. The -50 AS is the reason why clerics do not airwall while using a weapon. Fortunately, the clerical prayers of repelling are all CS based thus this is a prime defensive spell in later years to use when scaring them undead critters to death. Also, it is a great spell to use when travelling through hostile areas or going on rescues. This spell tends not to last very long on others so that poor young person which needs to get through a dangerous area will not benefit long from the kind cleric casting this upon them, but it is not a bad idea to cast this spell on a newly raised person until they regain their senses. Though it will not last long, it still might save a life during a very vulnerable state. There are spells which will drop the airwall such as wind... beware the storm giants.
103 Spirit Defense
DURATION: 2 min/level (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.
This is truly a great spell and in later years it will last a very long time. Spirit defense can be refreshed, but is not cumulative. This is a lesser version of alkars (lesser shroud) in the way that it makes the target appear more powerful, but unlike alkars (lesser shroud), it doesnt help ones warding.
104 Disease Resist
DURATION: 1 min/level
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.
There are creatures which can give disease if they connect through a bite or claw. Such creatures are snowcats, zombies, and a few others. This gives you two chances to pass a warding against disease.
105 Poison Resist
DURATION: 1 min/level
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!.
Along with disease resist, some creatures have deadly poisons such as cobras, fog beetles, and the like. Also, this is a fair defense against poisonous clouds, not nearly as good as 207 though.
106 Spirit Fog
DURATION: 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 in the room.
The fog gives everyone in the room +30 to their DS. It is a great spell when combined with darkness for that cleric which has a hard time hiding and can be useful when setting up for raising a dead person. The rangers breeze spell blows the fog away- odd that wind , which is much stronger, does not effect fog.
107 Spirit Warding II (deep blues)
DURATION: 1 min/level
-25 against all elemental attack spells. +25 spirit warding against spell attacks.
NOTE: This spell is a more powerful version of Spirit Protection I.
Commonly referred to as deep blues. Similar to light blues, this spell is also "cumulative" and can be cast multiple times to increase the duration. The +25 to warding becomes something that becomes invaluable as a cleric ages.
108 Stun Relief
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.
This spell is found in the oak wands and is often cast (or oak wands waved) at clerics to remove the stun that follows a resurrection. Though this spell will remove the stun and consequently the defense penalty, but the clerics RT (round time) will still be unaffected, thus they still will not be able to perform any actions until it drops to zero.
A stunned target has a -35 DS and is paralyzed for a round or perhaps much longer. The cleric casting this on a stunned warrior who has just lost a limb, paralyzed and waiting a creatures death strike can be a true savior. Another common practice is for a third party to unstun the cleric and newly rezed while out in the field under dangerous conditions.
109 Dispel Invisibility
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).
Personally, I do not see much use in this spell other then remove the invisibility off another person. There are a few critters that do turn invisible and then attack such as the monkeys under Rivers Rest, but these type of creatures are rather rare.
110 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.
This spell is a slightly weaker version of the sorcerers mana disruption, but for a 8 mana pt higher cost. Though this spell doesnt do as much damage as mana disruption (close, but not quite) it does tend to knock the target down. This spell takes a high mana toil on the poor cleric when trying to actually kill with it, but regardless, it is one of two of the clerics direct attack spells other then the repelling prayers. The downed target has a -50 DS and is prime for the coup d grace, but beware that some critters just do not stay down if they even go down.
Unbalance is a spell of luxury, one of those spells which is not needed to successfully hunt. When the cleric has the extra mana, wants to play a little with their target, and occasionally show bystanders what "tricks" they can do, then this spell fits the bill.
111 Fire Spirit
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.
Fire spirit takes spell aiming to be very effective as a weapon. It is a major fire attack spell which even the wizards tend not to use that often preferring the minor fire attack over it. Just like the wizards, to be effective with this spell, the cleric needs to be in offensive stance- so why not just swing a weapon? Anyway, the dexterity bonus directly effects this spell instead of strength. Maybe a dexterous cleric halfling that chose to train in the minors instead of the majors would use this spell as a prime weapon? At least the recent changes to the Fire Spirit makes it a better signaling device for you can see the flare over a certain area instead of simply seeing it in the sky as in the past (you see a flare high above the graveyard...).
112 Water Walking
DURATION: 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.
NOTE: Don't get caught out there!
There are very few places where this spell is effective. This spell gives the target the ability to walk on TOP of the water so if there is a opening in the water that needs to be swum into, well, it is hard when standing above it.
113 Undisease
Will remove 1 disease from a given target.
NOTE: Effective on any disease of any strength.
Excellent spell for those that come running into TSC diseased. Also, in later years there are more and more really dangerous diseases that can kill it very little time. Good spell to at least have incase of the worst. In addition, rogues will encounter traps called "scarabs" on some boxes. Some of these Scarabs are diseased while others are poisonous. These traps can kill in the matter of seconds so an empath or cleric that saves a life in this manner is pretty much on the ball.
114 Unpoison
Will remove 1 poison from a given target.
NOTE: Effective on any poison of any strength.
Same as Undisease. Life gets tough in older years. There are also many very nasty traps on boxes now... very poisonous (see above on scarabs).
115 Spirit Burst
DURATION: 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/lvl of caster depending on how well it works.
NOTE: A stunned foe is pretty helpless.
This is a fair spell for empaths, rogues, and rangers... but even sorcerers have a less cost effective spell for stunning, but none is as long lasting as the clerics 311 blinding. As far as the spirit burst goes... do not bother.
116 Locate Person
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.
This spell is half the reason why people choose to study the minor spirit... to spy on their friends and find deaders. This spell is countered by 204 Unpressence. A little note on using to find deaders... it works good, but remember that there are those that fog and others dragging. Doesnt guarantee first arrival so this spell is mostly used to find ones friends or to hunt down ones enemies. The person being spied along with everyone in the room senses something watching them.
117 Spirit Strike
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.
This spell is found in the blue crystals and can be just what is needed to do the final blow. It is also good when casting on others.
118 Web
Casts a sticky web, to entrap the target.
This spell is a very neat spell and it is a personal choice whether it is better to web or bind a target. Binding drops the targets DS by 50 off whatever stance it is in and lasts usually until the battle is finished. Web is a bit different in the way that it costs 4 more mana, isnt nearly as reliable to completely cover the victim, lasts a very short time (hopefully you can get a couple hits in), but it has the advantage of dropping the DS by 50 from the targets offensive stance making them potentially much more vulnerable. A webbed target is usually helpless while a binded target often fights back. But remember that web lasts very little time and you must web them well!
119 Herb Production
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!
This spell is great to do at TSC when sitting there waiting for deaders. Clerics when working their trade tend to have much spare mana (just opposite their empath friends) so instead of always sending mana to the healers make some herbs. It is rather impressive.
120 Lesser Shroud (alkars is the old name which many people still use)
DURATION: 60 sec/level
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.
This spell is "stackable". This is also the spell in the small statues, but better because in addition to giving you a "Very powerful look." (the +25 to DS), you also get the benefit of "A white light", which adds +25 to your Spirit warding (TD). Also of importance, when facing a creature capable of dispelling you, like a hooded figure, they will only be able to remove one aspect of this spell with dispel (EITHER the very powerful look OR the white light, but not both with the same cast of dispel). Two, two, two spells in one!
125 Call 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!
This is a great spell to use against Tree Spirits also... and who said a cleric can not pick boxes? This spell opens boxes in a harsh way destroying some of the contents, but leaving melted silver piles which are worth their weight. Its not a bad way in a pinch to get rid of some of that extra load. When using this spell, always cast upon something such as a box on the ground for to simply cast... well that cloud is forming with you in mind.
130 Spirit Guide
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 evacuations!
Like the broadsword, Spirit Guide is the second edge opposite to Transference in the foggers arsenal. While Transference delivers and drops off the solo cleric straight to their clients or friends, Spirit Guide "fogs" not only the cleric, but all their group back home. I talked briefly about "fogging" thieves under Transference and shall now attempt to reinforce those prior words.
Spirit Guide is without a doubt a very powerful spell more so even then Transference. Long ago I asked an elder cleric which is the better spell to shoot for initially, 130 or 225. After a little thought, the elder cleric answered that though "fogging" to a person was truly wonderful, they always preferred being able to escape danger and bring a group safely home. There is a bit of wisdom in those words, but as the cleric profession changes and competition between clerics increases, the need for many to reach clients first has perhaps made Transference the preferred "fogging" spell to learn. Now like Transference, the learning of Spirit Guide comes with responsibilities. It is one thing be 1 out of 10 clerics/empaths to "Fog" to a dead body with Transference, but it is a totally different thing to "snatch and run" with that body using Spirit Guide. Poaching the dead is about as low as a cleric can go and sadly many of our elite are guilty of this crime whether they simply feel they have the power and right over "smaller" clerics or are simply totally unobservant.
When Casting this spell in IceMule Trace, you will return to the temple. Casting this spell on the trail to the landing will NOT take you to the temple in IceMule Trace, but rather one of several locations on the trail itself, depending on where you are when you cast it. Casting around the Landing will drop you off at the North Gate. Casting on the moon will take you to the runes. Casting in the shadow valley will take you to the ledge.
150 Wall of Force
DURATION: 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.
This is one of two spells that the cleric strives to obtain at legend status. Do you go for the Resurrection or the Wall of Force? Well, it is a hard decision admittedly, but a couple things to look at about the two spells: 1. Wall of Force gives this protection of +100 to DS to the newly legend for a total of 8 minutes (roughly) and doesnt help in warding- the cleric spell 330 is a warding sphere of +40 vs everything and will last double the time (still not as good as WoF, but it is on the way to Resurrection). 2. Resurrection is not only the utmost in the raising of the dead, but if a cleric has achieved this rank they can bless vultite weapons giving them holy water crits! Now this admittedly doesnt help out the cleric for hopefully they have a better weapon then their blesses make at that age. It is more a community service then anything. Big choice for the cleric... do they go for the WoF first or the Resurrection?
WoF is cumulative casting.