Platinum Monthly Raffles/Make Your Own Spell Knowledge Item

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*This is just a list GM Wylloh released for her Platinum Monthly Raffles in the Platinum instance only.*

This is a list of approved spells that are allowed when creating/making an SK item. Please look up the spell for additional information (i.e. lores, formulas, etc).

Minor Spiritual (100s)

Spell Name and Number Description
Spirit Warding I (101) Spirit Warding I provides a base bonus of +10 to spiritual target defense and bolt spell defensive strength.
Spirit Barrier (102) Spirit Barrier provides a base bonus of +20 to physical, ranged and bolt defensive strength and unarmed defense factor at the cost of -20 to physical attack strength. Physical attacks moving through the air wall (in or out) suffer -20 to Attack Strength and -20 to Unarmed Attack Factor.
Spirit Defense (103) Spirit Defense provides a bonus of +10 to defensive strength.
Disease Resistance (104) Provides an additional spirit warding against any disease if the first one fails.
Poison Resistance (105) Provides an additional spirit warding against any poison if the first one fails.
Spirit Fog (106) Causes the room to be flooded with fog, regardless of if the caster is indoors or outdoors. This imparts a +30 bonus to Defensive Strength (DS) for every character and creature in the room and increases the ease with which one can HIDE.
Spirit Warding II (107) Spirit Warding II provides a bonus of +15 to spiritual target defense and +25 to bolt spell defensive strength.
Stun Relief (108) Removes the stunned status ailment from the target.
Dispel Invisibility (109) Dispels invisibility on all characters and creatures in the room which fail a hidden spirit warding check.
Unbalance (110) Calls upon the spiritual forces to throw the target off balance. On a successful standard maneuver roll, the target is Staggered and suffers an unbalancing injury, often resulting in the foe falling down.
Fire Spirit (111) Conjures a ball of fire that can be aimed at a target or sent up into the sky.
Water Walking (112) Allows the target to walk on water. 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.
Undisease (113) Removes one disease from a given target. Some diseases are more persistent than others and may take several casts to undisease the target.
Unpoison (114) Will remove one poison from a given target.
Fasthr's Reward (115) A reward granted by the Arkati of Liabo to Fasthr. It provides a base 50% chance for a second warding attempt after a failed warding roll against a Spiritual sphere spell, with reduced chance for spells from other spheres.
Locate Person (116) May be cast on any player character and and will give a brief vision of where they are, provided they are in the open and within the same realm. The spell's range can be extended through Spiritual Lore (see below: Lore Benefits).
Spirit Strike (117) Spirit Strike calls upon the spiritual forces to provide guidance for a brief period of time to increase the casters attack. If an attack is not made within 120 seconds, the spell will expire. It provides a base bonus of +75 to physical, ranged and bolt spell attack strength.
Web (118) Web can be used as a single target maneuver attack, a area effect that triggers maneuver rolls, or a bolt spell.
Spirit Dispel (119) Has one of the following three effects when cast on a character or creature, in the order presented: Target loses prepped spell and mana points and may suffer nerve damage, magical effect (eg. defensive spell) canceled, or target will lose some or all of their mana.
Lesser Shroud (120) Lesser Shroud provides a bonus of +15 to defensive strength and a bonus of +20 to spiritual target defense.

Major Spiritual (200s)

Spell Name and Number Description
Calm (201) Under the influence of the Calm spell, the target is soothed and calmed, inhibiting them from engaging in aggressive behavior. Actions involving combat or the casting of attack spells are not possible while in the calmed state. If the target is attacked, they will come out of their calmed state.

Calm is a warding spell. The duration of the effect is 5 seconds per warding failure unless interrupted by a hostile action.

Spirit Shield (202) Spirit Shield provides a base bonus of +10 to physical defensive strength.
Manna (203) Through the use of this spell, the caster calls into being special food with potent qualities. Persons who partake of the magically created food (via EAT) will experience accelerated mana and spirit recovery. The effect will fade immediately upon entering combat (attacking, casting a spell of war, or being attacked).

The mana regeneration rate is based on the bread maker's Major Spiritual spell ranks.

Unpresence (204) Helps the target remain in hiding and avoid detection via the Locate Person (116) spell and other spells or abilities that allow detection of characters.
Light (205) 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.
Tend Lore (206) 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.
Purify Air (207) Protects generally against any gaseous effect or maneuver.
Living Spell (208) Attempts to steal a prepared spell from another character or creature.
Untrammel (209) Allows the caster to dispel webs. Also, when used directly on webbing spiders, it prevents them from spinning more webs, subject to a warding roll.
Silence (210) A single or multi-target warding spell that inflicts the silenced status. While silenced, the target will be unable to speak, sing, or prepare or cast a spell.
Bravery (211) Bravery provides a base bonus of +15 to both physical attack strength, and bolt attack strength. The caster also gains 3 phantom levels against sheer fear attacks.
Interference (212) Causes the lesser spirits in the area to interfere with the target's offensive and defensive abilities.
Minor Sanctuary (213) Draws upon the spiritual forces of Elanthia to produce a "sense of peace and calm" in the area which prevents any aggressive activity.
Bind (214) A warding spell that calls spirits to hold a victim in place for a long period of time.
Heroism (215) Heroism provides a base bonus of +25 to both physical attack strength, and bolt attack strength and +1 regeneration to both mana (MP) and health point (HP) every minute. The caster also gains 3 phantom levels against sheer fear attacks and an increase to the user's defense against a standard maneuver roll if the maneuver is able to be evaded.
Frenzy (216) A warding spell that forces the target into offensive stance.
Mass Interference (217) A multi-target version of Interference (212).
Spirit Servant (218) Summons a spiritual creature that accompanies the caster.
Spell Shield (219) Spell Shield provides a bonus of +30 to bolt spell defensive strength and spiritual target defense.
Major Sanctuary (220) Transports the caster and their group into a special place of safety in which to rest and rescue.

Cleric (300s)

Spell Name and Number Description
Prayer of Holding (301) A warding spell that allows clerics to interfere with the power controlling undead creatures.
Smite/Bane (302) Depending on the deity a cleric worships, the cleric will receive either the spell Smite or the spell Bane. Both spells inflict damage on a host's body, with plasma flares that induce further harm.
Prayer of Protection (303) Prayer of Protection provides a base bonus of +10 to physical, ranged and bolt spell defensive strength.
Bless (304) Undead creatures are resistant to many forms of attack, and can shrug off blows that would fell most living creatures. Normal weapons have a -25% damage reduction against undead, and combat maneuvers have a -25 roll penalty. A Cleric can use the Bless spell, however, to give an ordinary weapon the ability to harm the undead.
Preservation (305) Strengthens the bond tethering the soul to the corpse after death, preventing an adventurer from decaying or departing normally.
Holy Bolt (306) Hurls a stream of holy water at a target, causing acid damage against corporeal undead and impact damage against the living.
Benediction (307) Benediction provides a base bonus of +5 to physical attack strength, bolt attack strength and defensive strength. Group members also gain the AS/DS benefits.
Well of Life (308) Well of Life has two different uses. The first, used on a live target, transfers spirit from the caster to the target. The caster cannot over transfer spirit points and will always be left with at least one. The ability to transfer spirit to a live target is based on Spirit Mana Control skill, much like the Resurrection spell.

The second use is to create a spiritual link to a dead adventurer as the first step in resurrecting them.

Condemn (309) Makes a standard maneuver roll that uses the caster's Cleric Base spell ranks and Spell Aiming ranks.
Warding Sphere (310) Warding Sphere provides a base bonus of +10 to defensive strength and target defense. Group members also gain the DS/TD benefits.
Blind (311) A warding spell that causes the image of the cleric's deity to be superimposed over him/herself.

This vision will apply the Blinded and Stunned effects on the target for a duration calculated using the standard negative duration formula.

Fervent Reproach (312) A warding spell that does pure hitpoint damage, with no criticals of any type.
Prayer (313) Prayer provides a base bonus of +10 to spiritual target defense and increases protection against maneuver attacks.
Relieve Burden (314) Negates the encumbrance associated with silvers in the pockets and chests of the target.
Remove Curse (315) Allows the caster to remove a curse placed on an item.
Censure (316)
Divine Fury (317) A warding spell for which a cleric calls upon their chosen deity to unleash severe damage upon the target.
Soul Ward (319) A powerful defensive spell that enshrouds the cleric in an evanescent shield which can potentially absorb or buffer an opponent's (creature or PC's) initial physical, spell or maneuver attack, thereby completely negating the attack's effect.

Minor Elemental (400s)

Spell Name and Number Description
Elemental Defense I (401) Elemental Defense I provides a boost of +5 to defensive strength and elemental target defense.
Presence (402) Provides a chance to detect hidden and invisible creatures in the same room as the caster.
Lock Pick Enhancement (403) Allows the caster to give the target a bonus on both their magical and non-magical picking attempts.
Disarm Enhancement (404) Gives the target a bonus in both manual and magical disarming.
Elemental Defense II (406) Elemental Defense II provides a boost of +10 to defensive strength and elemental target defense.
Unlock (407) Utility spell that allows the caster to attempt to unlock containers.
Disarm (408) Utility spell that allows the caster to attempt to disarm containers.
Elemental Blast (409) A warding-based spell against the target using pure elemental power. The target character or creature that fails a warding check is subjected to an impact injury. The severity of the injury is based on the degree of the warding failure.
Elemental Wave (410) Creates a forceful wave of energy that knocks down and staggers multiple targets in the room.
Elemental Blade (411) Provides a plain weapon or runestaff with a +20 bonus to enchantment and one of 5 types of elemental flares: air, earth, fire, water, or lightning .
Weapon Deflection (412) Causes affected targets to become less effective in their attack prowess, thereby losing 25 to their attack strength and reducing their damage factor (DF) by 10%, with the DF reduction stackable up to five times. Each subsequent 10% reduction is calculated using the original DF, not the previously reduced DF.
Elemental Saturation (413) Causes a target to incur a -25 penalty to elemental target defense (TD). It has automatic success unless the target is more than 10 levels above the attacker. Ascension creature targets and grizzled creature targets can go up to level 20 higher, but there's a 10% chance of failure for each level past 10. Subsequent attempts against the same Ascension target increases the odds of success by 20% for each attempt.
Elemental Defense III (414) Elemental Defense III provides a bonus of +20 to defensive strength and +15 to elemental target defense.
Elemental Strike (415) A warding-based spell that inflicts a burst of elemental energy upon the target, causing immediate health point damage followed by a critical of a particular element.
Piercing Gaze (416) Allows the caster to attempt to peer into, behind, or under all sorts of containers.
Elemental Dispel (417) When targeted at a character or creature, has one of three results. Please look up spell for additional information.
Mana Focus (418) Creates a temporary mana focus at the caster's current location.
Mass Elemental Defense (419) Creates a brilliant luminescence around the caster and each member of their group, providing them with a +20 bonus to all types of defensive strength, as well as a +15 bonus to elemental target defense.

Major Elemental (500s)

Spell Name and Number Description
Sleep (501) A warding spell that causes the target to become overwhelmed with relaxation, possibly to the point that the creature falls unconscious. Creatures that do not sleep naturally, such as constructs and undead, are not affected by this spell.
Chromatic Circle (502) A warding spell that surrounds its target with a circle of elemental magic.
Thurfel's Ward (503) Thurfel's Ward provides a base bonus of +20 to defensive strength.
Slow (504) A warding spell that makes the air around a victim denser, slowing down the target's actions and causing up to 3 seconds of immediate roundtime (RT).
Hand of Tonis (505) Hand of Tonis is named after Tonis, the Arkati of speed, travel and thieves. There are two versions of this spell: an SMR attack which attempts to stun a target by stealing its breath, and bolt spell, which uses the Spell Aiming skill and becomes available with 20 ranks Elemental Lore, Air training. This second version, commonly referred to as Tonis Bolt, hurls a churning bolt of air at the target and is activated using EVOKE.
Elemental Deflection (507) Elemental Deflection provides a bonus of +20 to defensive strength.
Elemental Bias (508) Elemental Bias provides a bonus of +20 to elemental target defense.
Strength (509) Strength provides a base bonus of +15 to physical attack strength by enhancing Strength Bonus (but does not directly enhance the Strength stat.)
Hurl Boulder (510) Shoots a small boulder from the palm of the caster and slams into an opponent with devastating force.
Floating Disk (511) Floating Disk can hold objects for a character and will follow the character as he travels.
Cold Snap (512) An open cast warding spell that causes targets to become rooted. The root status effect causes a target to have -50 attack strength (AS) to melee attacks, -25 AS to ranged attacks, and -25 defensive strength (DS) (but does not stack with the DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures cannot perform maneuvers.
Elemental Focus (513) Elemental Focus provides a base bonus of +20 to bolt spell attack strength.
Stone Fist (514) A warding spell that uses the earth element to conjure a massive stone fist. This fist will grab on to the enemy, leaving it rooted where it stands, thus hampering combat by imposing a penalty of -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS, and preventing maneuvers; the target may still be able to perform actions, such as attacking and spell prepping/casting.
Mana Leech (516) A warding spell that creates a dull grey ray between the caster and its target to steal mana from the target and transfer it back to the caster.
Cone of Elements (518) Causes a bolt of elemental energy to arc to a large number of enemies in the room, multi-casting a variety or any one of eight bolt spells based on the caster's attunement or Elemental Lore training on multiple targets.
Immolation (519) This spell releases incredible destruction by fire when the target fails a warding roll. Affected targets are set on fire and take recurring damage.

Ranger (600s)

Spell Name and Number Description
Natural Colors (601) Natural Colors provides a bonus of +10 to defensive strength and provides a bonus to hiding in natural terrain.
Resist Elements (602) Resist Elements provides a bonus of +15 to fire, ice, steam and lightning bolt spell defensive strength and resistance to climate damage.
Wild Entropy (603) In casting Wild Entropy, the Ranger draws upon their affinity to Nature and its inevitable cycle to cause damage and diminish the target's resistance to attacks that deal Nature damage (such as Sun Burst (609), Moonbeam (611), and Spike Thorn (616)).
Barkskin (605) Allows the Ranger to surround themselves with a thick layer of bark, which will absorb the next instance of a physical attack, SMRv2 maneuver, bolt spell, or warding spell that would have otherwise successfully struck them.
Phoen's Strength (606) Phoen's Strength provides a base bonus of +10 to physical attack strength by enhancing Strength Bonus (but does not directly enhance the Strength stat.) It also reduces encumbrance and ranged weapon roundtime.
Sounds (607) Creates a variety of distracting sounds around a target making it less able to defend itself and imparting a -20 penalty to its defensive strength (DS).
Camouflage (608) Blends the caster into the surroundings, placing them into hiding and adding +30 to attack strength (AS) on the next melee attack or bolt spell, or +18 Spiritual casting strength (CS) to the next warding spell.
Sunburst (609) When CAST open, Sun Burst emits a great pulse of light from the caster's hand, causing all creatures, characters and objects hidden in the room to become unhidden. When focused on a single target, it inflicts moderate Fire damage in addition to the debuff effects applied by the open version.
Tangle Weed (610) A stance-based maneuver spell that will cause a vine to animate (or grow) in a particular area and begin to lash about at creatures present.
Moonbeam (611) When casting Moonbeam, a ranger chooses to stop a target's movement for up to sixty seconds (SMRv2) or injure it with cold nature damage with a beam of light (bolt).
Breeze (612) When self-cast (INCANTed or CAST without a target), the spell bestows the Ranger’s physical attacks with a standard flare chance to inflict roundtime on the target (random 2-4 seconds). When CAST at a target or EVOKEd, the spell is a maneuver that summons a strong breeze which can inflict cycles of 3-6 seconds of roundtime on enemies in the room, with success modified by Spiritual Lore, Summoning.
Self Control (613) Self Control provides a bonus of +20 to defensive strength and spiritual target defense. It also increases trap spotting and disarming, resistance to sheer fear-based attacks and aiming with a ranged weapon.
Call Swarm (615) Using his/her innate ability to interact with nature, the ranger summons insects from the surrounding area to swarm against a foe.
Spike Thorn (616) Causes large, spiked thorns to grow underneath the target and very likely cause damage.
Sneaking (617) Increases the caster's ability to hide by controlling the sound emanated from their body while sneaking through outdoor areas.
Mobility (618) Mobility increases ability to react to many maneuver attacks, providing the equivalent of 20 Dodge ranks, and also providing rangers a bonus to STEALing.
Mass Calm (619) An open cast spell that attempts to calm every creature within the room with a warding that is very difficult to resist. It will skip targets that are already calmed.

Sorcerer (700s)

Spell Name and Number Description
Mana Disruption (702) The most universal Sorcerer Base warding attack spell. It inflicts damage by causing the mana in and around the target to be violently disturbed. There are two damage cycles inflicted: the first is a hitpoint loss, and the other is an injury with additional blood loss.
Corrupt Essence (703) Causes a "blood red haze" to surround the target, leaving them unable to cast a spell for fifteen seconds.
Phase (704) Please look up spell for additional information.
Disintegrate (705) A core warding attack spell which causes portions of a target's body to melt away.
Mind Jolt (706) Shows the target a glimpse of a demonic valence, stunning them.
Eye Spy (707) With Eye Spy, a caster can pluck their eye from its socket, and it grows bat-like wings.
Limb Disruption (708) Targets a limb of the victim, attempting to make it explode.
Grasp of the Grave (709) When CAST, Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying targets to the ground. Most arms appear as a singular "arm," but there is a 25% chance to get a "pair of arms," which is beneficial to those with Sorcerous Lore, Necromancy training.
Energy Maelstrom (710) Has two versions that create either a "raging tempest" in the area or a "tightly focused tempest" on a single target.
Pain (711) A warding attack spell that will cause the target extreme amounts of pain resulting in (1) a minimum health loss of 20% of the target's maximum health, and (2) the potential to placing the target in 3 to 7 seconds of roundtime (RT), temporarily incapacitating it.
Cloak of Shadows (712) Cloak of Shadows provides a bonus of +25 to defensive strength and +20 to target defense.
Balefire (713) A powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.
Curse (715) Imparts one of eight dangerous curses upon a target.
Pestilence (716) May be cast as a reactive defensive spell, or as an offensive warding spell. In both cases the target is infected and follow-up Damage Over Time (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect undead.
Evil Eye (717) Gives the caster a deadly stare, instilling intense fear into the target(s). Depending upon the severity of the warding failure, the terrified target may freeze, run away, or outright die.
Torment (718) Temporarily summons a demonic force to do battle with the caster's target.
Dark Catalyst (719) Converts the mana of the target into elemental energy, causing mana loss and massive critical damage.
Implosion (720) Creates a black void which destroys all of the air around the target(s), subjecting them to vacuum injuries.

Wizard (900s)

Spell Name and Number Description
Minor Shock (901) An elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target.
Minor Elemental Edge (902) Imparts a temporary bonus equivalent to a +15 (3x) enchant to plain (non-magical, non-blessed, non-flaring, non-weighted) weapons, including runestaves and unarmed combat hand and foot gear.
Minor Water (903) An elemental bolt spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target.
Minor Acid (904) A bolt spell used to hurl a hissing stream of acid at a foe. This spell uses the acid critical table. This spell can be boosted with lore training to cause an acid burn effect, increase damage, and unlock the ability to cast Major Acid (1710) using EVOKE.
Prismatic Guard (905) A defensive enhancement spell that provides a base bonus of +5 to physical defensive strength (DS) and a base bonus of +20 to bolt defensive strength (DS).
Minor Fire (906) A powerful elemental bolt spell that empowers the caster with the ability to hurl a stream of fire at a foe.
Major Cold (907) A ball spell based on the cold element. Training in Elemental Lore, Water increases the spell's damage factor and potential splash targets. Potential splash targets are also affected by Multi Opponent Combat.
Major Fire (908) A ball of roaring fire which is flung at one's foe. Occasionally, the fire will splash, causing additional damage to the original target or striking other opponents within the area. Damage capability and number of targets hit by the splash can be increased by training in Elemental Lore, Fire.
Tremors (909) Causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion).
Major Shock (910) An elemental bolt spell which enables the caster to hurl a powerful bolt of lightning from the palm of the hand toward a designated target.
Mass Blur (911) A defensive enhancement spell that provides a base bonus of +20 ranks of Dodging.
Call Wind (912) Causes a fierce wind to rip through the area. This can knock down, stun, force the target into a more offensive stance, and apply Staggered and Disengaged.
Melgorehn's Aura (913) defensive enhancement spell that provides a base bonus of +10 to defensive strength (DS) and a base bonus of +20 to elemental target defense (TD).
Weapon Fire (915) A warding spell that will cause a target's weapon to flare with whichever element the caster is attuned to.
Invisibility (916) Causes the caster to turn invisible.
Earthen Fury (917) An attack spell that uses SMRv2 to determine its chance to hit, with Wizard Base spell ranks determining the wizard's attack prowess. The spell is designed around being at least 1× per level trained in the Wizard circle; thus, less training than that will result in reduced effectiveness (though it is still very usable depending on circumstances). Over training in the Wizard circle does increase the effectiveness of the spell.
Duplicate (918) Creates an exact duplicate of a magical item held in the caster's right hand and put it into the caster's left hand.
Wizard's Shield (919) Creates a translucent sphere around the target, granting a bonus of +50 to defensive strength (DS) for one minute. Wizard's Shield has a 180 second cooldown applied to the target. This spell is typically considered an emergency spell because of its very short duration and cooldown..
Call Familiar (920) Enables a wizard to summon an animal to their side as a companion. Cast unaided, the spell calls out to the nearest appropriate animal in the region, resulting in an arbitrary familiar. The duration of the effect may be refreshed in order to retain a particular familiar over an extended period of time.

Bard (1000s)

Spell Name and Number Description
Holding Song (1001) Allows a Bard to lower a single target's defense by 10%.
Vibration Chant (1002) Directs a bard's voice at an object that a player character or creature is holding in order to attempt to vibrate the item out of the wielder's hand.
Purification Song (1004) Removes blemishes and other impurities from gems, thereby increasing the quality and value of them. Each successful cast on a gem increases the value by about 5% of the gem's maximum value.
Lullabye (1005) Uses the powerful persuasion of a bards singing voice in an attempt to lull a single target, usually a creature, to sleep.
Stunning Shout (1008) A spellsong that, on a successful warding roll, first deals HP damage, followed by impact or unbalance critical damage, then stuns or disorients the target.
Song of Unravelling (1013) Dispels a targeted spell or random spell on a target, if available.
Song of Depression (1015) An open cast warding spellsong that will attempt to cause all not joined to the singer to become depressed, decreasing their ability to ward against magic and attack. All affected will suffer -20 to target defense (TD) and additional roundtime (RT) when performing actions.
Song of Rage (1016) Stimulates memories of anger in the target, causing it to become enraged and attack with full force.

Empath (1100s)

Spell Name and Number Description
Heal/Harm (1101) Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood.
Limb Repair (1102) Reduces the severity of one of the caster's limb wounds. Limb wounds are considered to be the right and left hand, the right and left arm, and the right and left leg. Limb Repair leaves a scar in place of the healed wound, with severity equal to that of the original wound.
System Repair (1103) Reduces the severity of the caster's nervous system injuries.
Head Repair (1104) Reduces the severity of the caster's head or neck wounds.
Organ Repair (1105) Reduces the severity of one of the caster's organ injuries. Organ injuries are considered to be the back, the chest, the abdomen, and the right and left eyes.
Bone Shatter (1106) Study of anatomy reveals the importance of bone structure. By utilizing this knowledge and the perceived state of need from such a mechanism for a number of living beings, empaths manipulate the bones in their target causing them to instantly, and painfully, shatter.
Adrenal Surge (1107) Causes the target to experience a short surge of adrenaline, increasing the target's strength for a moment, causing them leap to their feet (i.e. stand up from prone).
Empathy (1108) Stimulates a target to induce a panic reaction.
Empathic Assault (1110) A bolt spell that hurls plasma at a single target. If successful, the target will be subject to additional warding cycles over time that deal non-critical HP damage.
Limb Scar Repair (1111) The purpose of Limb Scar Repair is for healing scars on the arms, legs, and hands, and, like all other healing spells, is selfcast only.
System Scar Repair (1112) The purpose of System Scar Repair is for healing scarring of the nervous system, and, like all other healing spells, is selfcast only.
Head Scar Repair (1113) The purpose of Head Scar Repair is for healing head and neck scars, and, like all other healing spells, is selfcast only.
Organ Scar Repair (1114) The purpose of Organ Scar Repair is for healing chest, abdomen, back and eye scars, and, like all other healing spells, is selfcast only.
Wither (1115) A warding attack spell that draws upon an empath's spiritual connection to summon the stray spirits within an area.
Herb Production (1118) Causes a random herb to grow in the current room. The spell must be cast outdoors.
Strength of Will (1119) Strength of Will provides a bonus of +12 to defensive strength and spiritual target defense.

Minor Mental (1200s)

Spell Name and Number Description
Soothing Word (1201) Immediately removes a detrimental emotional effect from the target (fear, rage, etc.).
Iron Skin (1202) Iron Skin provides a bonus to AsG when wearing robes (AsG 2).
Powersink (1203) Increases the time needed for the target to prepare a spell. This spell is difficult to defend against. It lasts 120 seconds vs. creature targets, and 60 seconds vs. character targets.
Foresight (1204) Bestows upon the target the ability to see visions of the future, thereby, enabling him/her to anticipate incoming attacks. This special ability translates into a bonus of +10 to physical Defensive Strength (DS).
Glamour (1205) Allows the caster to enchant their appearance in order to become particularly appealing to other people. This results in a boost of +20 Trading ranks.
Telekinesis (1206) Levitates and hurls a specified or random object at a target to inflict damage. This is a bolt spell attack and uses the caster's Spell Aiming skill.
Force Projection (1207) A single target knockdown spell that uses the standard maneuver roll, but is difficult to resist.
Mindward (1208) Mindward provides a bonus of +20 to mental target defense.
Dragonclaw (1209) While under the effects of the Dragonclaw spell, the caster's hands will grow hard and scaly, much like the skin of a dragon. This added toughness is manifested by a +10 increase to the caster's Unarmed Attack Factor (UAF).
Confusion (1211) When under the affects of Confusion, the target stumbles about in a daze and may attack either his allies or foes.
Brace (1214) Causes thick plates of bone to grow on the caster's forearms. If not using a shield or weapon, these plates grant the chance to parry melee and ranged attacks. Brace allows two chances to outright parry an attack for double open handed combatants trained in Two Weapon Combat.
Blink (1215) gives the caster a chance to avoid physical or bolt attacks that would otherwise hit caster.
Vision (1217) Allows the caster to remotely watch a target for a short time.
Mental Dispel (1218) When cast on a character or creature, this spell will eithercause the target to lose any prepared spell, along with the appropriate number of mana points for that spell, cause> a magical effect in force on the target to be canceled, or cause the target to lose a portion, or all, of their mana.
Vertigo (1219) Allows the caster to attempt to put all non-grouped characters and creatures in the caster's room into vertigo.
Premonition (1220) Allows the caster to see a series of possible future events, giving him the chance to better defend himself.

Paladin (1600s)

Spell Name and Number Description
Mantle of Faith (1601) Mantle of Faith provides a bonus of +5 to defensive strength and spiritual target defense.
Pious Trial (1602) Immediatedly inflicts 3 seconds of Roundtime (RT), adds a +2 second Slow effect to the target for 60 seconds, and also stops Celerity (506) if it is active on the target.
Templar's Verdict (1603) When cast, the target of Templar's Verdict is subject to a warding roll. If the target fails to ward off the spell, they will take minor/moderate plasma damage and receive a 30 second debuff of -5 DS/-3 TD/-5 SMRv2.
Consecrate (1604) When cast upon a holy weapon, shield, or piece of armor, the Paladin may channel her spiritual energy into the item, causing it to randomly flare with plasma criticals against a foe.
Arm of the Arkati (1605) Arm of the Arkati provides the Paladin and everyone in his group gains an increase of +10% to their weapon's Damage Factor (DF) for physical attacks (melee and thrown only). Note that this does not increase the DF of UCS attacks, regardless if a UCS compatible weapon is held.
Dauntless (1606) Fills the Paladin with renewed courage and conviction, providing her +10 Attack Strength (AS) as well as resistance to fear-based attacks.
Rejuvenation (1607) By focusing spiritual magic through the Rejuvenation spell, the Paladin is able to restore health and stamina. This spell is self-cast only.
Defense of the Faithful (1608) Bolsters weaknesses in the paladin's armor, granting +20 enhancive ranks of Armor Use.
Higher Vision (1610) Provides a base of +10 to generic Defensive Strength (DS), +1 for every 2 Paladin spells known above 10, up to a maximum of +55 bonus at 100 spell ranks. This spell is self-cast only.

With the increase in DS, there is also an increase in mana cost. The base mana cost is 10, +1 for every bonus above +10, for a maximum of 55 mana.

Patron's Blessing (1611) The caster's effective Combat Maneuvers rank is increased by +10, with an additional +0.75 for every Paladin spell rank beyond 11, capped at level. The Combat Maneuvers bonus granted by this spell also helps with aiming weapons.
Aid the Fallen (1613) When cast upon a dead adventurer, the paladin calls upon his deity to transport a fallen corpse to a predetermined safe haven.
Aura of the Arkati (1614) This spell causes 10% generic Defensive Strength (DS) decrease calculated from the target's current stance. In addition, affected targets will suffer a 5% penalty to their Evade, Block, and Parry chances (E/B/P).

Aura of the Arkati may be cast at a single target or open cast against a group for a flat 5 mana.

Repentance (1615) When successfully cast, the target is surrounded by a damaging sacred force and will be forced to kneel. The spell also forces the target to be Staggered.
Vigor (1616) Endows the Paladin with great vitality, allowing him to last longer in battle by increasing Constitution by +4. Training in additional Paladin spell ranks yields an additional +1 bonus for every 4 Paladin spells known above 16, to a maximum of +10 at 40 spell ranks.

This spell also provides a bonus to Maximum Health Points (HP) equal to twice the Constitution bonus beginning at +8, with a maximum of +20 at 40 spell ranks. Vigor is self-cast only.

Faith Shield (1619) Upon casting Faith Shield, a stalwart faith in her patron grants the paladin a powerful spiritual defense, aiding in warding off spells by providing a base benefit of +50 to Spiritual Target Defense (TD) for 30 seconds. The duration is extended +1 second for every two Paladin Base spell ranks known above rank 19. The maximum duration is 70 seconds at 99 Paladin Base spell ranks. Faith Shield has a 210 second cooldown.

Arcane (1700s)

Spell Name and Number Description
Arcane Blast (1700) Arcane Blast is an attack spell designed specifically to ease mana constraints early on in the careers of pure professions: cleric, empath, sorcerer, and wizard. Arcane Blast is unique among spells as it requires no mana to cast and it is known innately (without training Spell Research). It can be cast as both a warding spell and a bolt spell. In trade for these advantages, unlike other spells, it will induce five (5) seconds of hard roundtime (RT) for the caster (which is ordinarily three (3) seconds of cast roundtime for most spells). Furthermore, it cannot be used with or gains no advantage by coupling with a host of other spells where its zero mana cost would be overly powerful.
Arcane Decoy (1701) Arcane Decoy is a spell that will always be the first spell dispelled versus magical dispels. This includes, but is not limited to, the effects of the Spirit Dispel (119), Elemental Dispel (417), Spiritual Abolition (230), and Elemental Disjunction (530) spells.
Stun Cloud (1704) Creates a small cloud of charged gas particles, which discharge bolts of electricity. It drifts in the wind and affects all targets not grouped with the caster on a random basis. The cloud takes one round to form. When the cloud nears a combatant, an automatic roll is made to determine if he/she/it avoids the lightning bolt.
Martial Prowess (1705) Adds +10 to offense and defense rolls within the Combat Maneuvers List (CML). It gives no benefit to non-CML maneuvers.
Flaming Aura (1706) Generates an aura of flames which surrounds the caster and periodically lashes out at random creature targets.
Minor Steam (1707) A bolt spell that sends a seething blast of steam from the palm of the caster or tip of a wand. This is an elemental attack spell and uses the Spell Aiming skill.
Mystic Impedance (1708) Impedes the target's ability to cast high-level spells. The total number of spell levels restricted in this manner is based on the caster's Arcane Symbols or Magic Item Use skill, depending on the method of activation. The top-level restriction is calculated according to (20 - summation seed 1 of (caster's ranks/2)). For example, a caster with 50 Magic Item Use ranks waving a smooth amber wand at a target will cause it to be unable to cast spells of level 14 or higher.
Minor Cold (1709) Sends a chunk of ice from the palm of the caster or tip of a wand to slam into an opponent with powerful force. In addition to the initial concussive damage, either impact or cold critical injuries may also occur with a successful attack.
Major Acid (1710) Sends a bubbling ball of acid shooting from the palm of the caster or the tip of a wand. The ball of acid will explode on impact. If the cast successfully hits the target, the target will experience damage from the initial hit as well as elemental critical damage as a result of the explosion. The explosion may splash on up to 8 additional targets.
Spirit Guard (1712) Creates a faint silvery glow around the caster, increasing their melee, ranged and bolt DS +25.
Death Cloud (1713) Delivers the most severe of injuries in its early stages that can kill most anything outright if it connects; use with extreme caution! The cloud is unpredictable and can move into an adjacent area at anytime.
Quake (1714) Creates an earthquake in the location of the caster, in addition to every adjacent room. The earthquake can cause anyone in these rooms to potentially fall prone and suffer roundtime. The earthquake created by this spell is not real, and is actually a hallucination suffered by everyone in the area of effect, except for the caster and his or her group.
Firestorm (1715) Causes a rain of fire to fall in the area for the duration of the spell. Each combatant in the room who is not grouped with the caster must make a roll to avoid being struck by one of the fire balls.
Neutralize Curse (1716) Nullifies the effect of Curse (715) for a brief period of time, allowing the target to remove and/or drop the cursed item. Unlike Remove Curse (315) there is no level comparison between the sorcerer casting the curse and the individual removing it.
V'tull's Fury (1718) Sends the caster into a rage, resulting in +30 Attack Strength and forcing them to instantly melee attack all non-grouped targets in the room. Due to the exhausting effect it can have upon a person, this spell can only be activated every 30 seconds.
Arcane Barrier (1720) Surrounds its caster in an anti-magic barrier that grants them immunity to targeted low level offensive spells.