Spirit Guide (130)

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Spirit Guide (130)
Mnemonic [SPIRGUIDE]
Duration Instantaneous
Utility Magic  
Subtype Travel 
Availability Group 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive

Spirit Guide causes the caster and his or her group to return to one of several different locales within each realm. In some areas, one or more of the locations this spell can move you to are potentially dangerous. This is a powerful teleport spell and is useful for getting a party out of danger quickly.

Nausea

Due to the violent nature of the translocation, the caster of the spell will be subject to mild to intense nausea as a result of casting this spell.

At baseline training, this nausea comes in three waves, each capable of inflicting up to 60 RT and leaving the caster prone and in more offensive stances.

Training in Physical Fitness as well as the caster's Constitution bonus determine the number of waves of nausea. This is not a flat threshold, but with increased training, one will find that they will sometimes receive only two waves of nausea, until they never suffer three waves at all. Eventually, the caster will be receiving only one wave of nausea. Finally, extremely high amounts of training and Constitution can result in the ability to receive no nausea cycle at all, albeit only the most incredibly trained Empaths would ever be able to guarantee no nausea backlash.

Mana Control Benefit

Spiritual Mana Control reduces the possible severity of the sickness. The training reduces the floor of the severity, allowing a chance to receive a lesser severity. Such training does not exclude you from higher levels of nausea. At least one of the possible unlocked severities of nausea results in no RT at all.

Location of Landing

Each realm has a ranked list of 15 landing locations, some possibly repeating, numbered from 0 to 14.

To determine which location is landed on, a random number between 0 and 6 is generated. For every 30 ranks of Minor Spiritual spell ranks, subtract 1 from the number. (If the caster cannot learn spells from the Spiritual sphere, then add 5 instead.) For Clerics with Prayer (313) active, subtract another random number from 0 to 3.

If the resulting number is less than or equal to 0, then a new random number is generated from 0 to 4.

Lastly, subtract [Seed 10 summation of Spiritual Lore, Summoning ranks) / 2] for the landing location (the rank thresholds are 21, 46, 75, 108, 145). If the result is negative then use Location #0.

While the list contains 15 locations, the formula will only ever generate a number between 0 to 11, so the final 3 locations are unused. Native casters of Spirit Guide will only land between #0 to #5. The distribution when first learning the spell is uneven, with a 6% chance of landing on Location #0, 20% for each of Locations #1 through #4, and 14% for Location #5. Training in Spiritual Lore, Summoning removes the lower-ranked locations from the list, and the caster will always land on Location #0 with 145 ranks of Summoning and 30 MnS, or 108 ranks of Summoning and 60 MnS.

Lore Benefit

Training in Spiritual Lore, Summoning decreases the random range of the landing location.

Landing Locations

Landing location information provided by GM Estild

Icemule Trace
  • Town Center
  • Hall of Rebirth
  • Temple Burrow, Penguin Hill
River's Rest
  • Commons Circle (west of Town Commons)
  • Sanctuary
  • River's Rest Inn, Lobby
Solhaven
  • North Market
  • South Market
  • Liabo Plaza
  • Lornon Court
  • Beacon Tower
  • Market Bridge
Ta'Illistim
  • Hanging Gardens/Dais
  • Briarstone Court
  • Shimmarglin Court
  • Sylvar Pointe
  • Whistler's Pass, outside the Sapphire Gate
Ta'Vaalor

Ta'Vaalor is magically warded against teleportation directly into the city.

  • Victory Gate (southwest), exterior
  • Wyvern Plaza in Ravelin
Teras Isle/Kharam Dzu
  • Aquamarine, Cul-de-sac
  • Dragonspine and Krodera
  • Golvern Street
  • Poor Quarter
  • Town Gates
  • Vaalin Street, Temple District
Wehnimer's Landing
  • Land's End Road
  • Erebor Square
  • Town Square Central
  • Garden (far southeast end of town)
  • North Dock
Old Ta'Faendryl
  • Cottage, Niche (safe)
  • Ta'Faendryl Approach, between barrier and entry portal
  • Basilica, throne room
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