Buff spells

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Buff spells can be defined a few ways. In the most liberal terms, buff spells are non-attack spells that assist a player in accomplishing a certain task (e.g. hunting). These spells can be cast on a player and will provide that player with an offensive, defensive or utility benefit for a set duration. The usage of buff spells in this guide might not perfectly agree with the mechanics usage for things like MANA SPELLUP.

A guide to Buff Spells

In general, buff spells are very helpful to characters and, in principle, creatures. Often, they are used by players who wish to add additional DS, TD, AS, and CS. They can also provide the character with other perks or abilities, such as the ability to walk on water, the ability to avoid detection, and provide the character with bonuses to foraging, to cite a few examples.

Buff spells are available to characters in different ways, depending on the exact spell. However, the availability is generally classed into different subgroups. The most limited buff spells are restricted to only self-casting; these spells can only be cast by a caster on him/herself. Other spells are also self-cast, but are also available to the caster's group; these spells will stay on the caster, but fall from any members of his/her group shortly after they leave the group. Many other buff spells can be cast on other players individually by the caster. Finally, there are legacy spells that are available to the masses; these are cast on all members of a group at the same time, and the members of the group keep these spells for their full duration even after the group is disbanded.

There are some buff spells which can be stacked, or cast sequentially multiple times, allowing a caster to provide up to a 249 minutes and 59 seconds (4+ hours) of a spell, others which can be refreshed (cast once, up to some threshold), and finally the most limited spells which can only be cast once, typically with a short duration. There are also some buff spells which are only available while a character is in the caster's group.

The goal of this guide is to help advise players about which spells their characters should basically always have running if they know how to cast them, as well as advising players on the spells that are available and reasonable to ask from other characters. This guide should hopefully be useful not only to new players, who may not know what spells they should continually have up or who are not familiar with the in-character nomenclature of spells as well as returning players, who may not be familiar with some of the newer classes and the spells that they can share or changes implemented since they've been gone. Hopefully, this should also help guide players who are concerned about how to ask others for spells politely and in a way that's in character.

Generic spells of interest

This section outlines most of the defensive and offensive buff spells available to be cast at anyone. You can reasonably expect helpful players will offer these spells, for free or in trade.

  • Spell: Which spell is it.
  • Called: What people usually call this spell in game.
  • Buff: What it will do for you.
  • Stacks: Whether the spell can be cast more than once to increase duration.
  • Appearance: What having the spell cast looks like for you.
Commonly available sharable buff spells
Spell Called Buff Stacks? Appearance
Spirit Warding I (101) "blues", "light blues" +10 bolt DS, +10 Spiritual TD Yes
A light blue glow surrounds you.
Spirit Defense (103) "powerful look", "look" +10 DS No
You suddenly feel more powerful.
Spirit Warding II (107) "blues", "deep blues" +25 bolt DS, +15 Spiritual TD Yes
A deep blue glow surrounds you.
Spirit Shield (202) "dims", "dim aura" +10 DS No
A dim aura surrounds you.
Elemental Defense I (401) "silver(ies/s)" +5 DS, +5 elemental TD Yes
A silvery luminescence surrounds you.
Elemental Defense II (406) "brights" +10 DS, +10 elemental TD Yes
A bright luminescence surrounds you.
Elemental Defense III (414) Mass Elemental Defense (419) "brills", "guards" +20 DS, +15 elemental TD Yes
A brilliant luminescence surrounds you.
Thurfel's Ward (503) "Thurfel's" +20 DS Yes
Glowing specks of <color> energy begin to spin around you.
Strength (509) "strength" +15 Strength Bonus (applies to physical AS, UAC, Encumbrance) Yes
You feel much stronger.
Mass Colors (611) "colors", "hues" +10 DS Yes
You seem to blend into the surroundings better.
Mobility (618) "mobility", "mobiles" +20 Dodge Yes
You suddenly feel much more dextrous.
Mass Blur (911) "blurs" +20 Dodge Yes
Your form blurs.
Foresight (1204) "foresight" +10 DS Yes
Opening your mind's eye to the progression of time, a myriad of possible future events fills your consciousness.
Mindward (1208) "mindward" +20 mental TD Yes
You feel your forehead pulse as your mind hardens to deter invading thoughts.
Mantle of Faith (1601) "mantle" +5 DS, +5 spiritual TD No
A whirl of spiritual energy streaks down from above, creating a dully illuminated mantle around your form.
Note: Some of these spells may offer larger bonuses, depending on the caster.

Mass spells

Although outlined in the table above, there is a special class of buff spells, called mass spells. These are all stackable up to four hours and are sometimes collectively referred to as "massies" or "a full set of massies" when they are all being offered. They are as follows:

A caster will commonly announce that they are going to cast these spells before casting them. If someone announces that they are going to cast, they are encouraging others to join their group. In this case, it is acceptable to join even if your character has not met the caster before, and it should be considered an open invitation to do so. Adding other mass spells (if known) is typically appreciated in such circumstances (though you might want to announce your intention to cast these spells in case another caster has already offered).

Note that if a caster did not announce that they are about to cast a mass spell, they may not wish others to join their group, so you should not necessarily just jump into a group if you observe them to be casting a mass spell.

Magic Items

There are several magic items found as part of the treasure system which can be used by all characters, even if they do not have any ranks in Magic Item Use. These items are all activated by rubbing. Because they are commonly found and require no skill to use, they are great for yourself or as tips to others.

Spell Duration and Dispel

Almost all buff spells will wear off after some amount of time has passed; as mentioned at the top of the article, usually the maximum duration is just shy of 4 hours and 10 minutes. You can check the remaining duration of any spell cast on your character via the command SPELL ACTIVE. It will show the name of the spell and how much time it has remaining. The time is in-game time, so if you logout, the timers for spells will stop counting, and resume upon your next login. The spells will be shown under their proper full names, in spell circle order. That is, 100s (Minor Spiritual) before 200s (Major Spiritual), and 101 before 102, etc. Even some spells with negative effects such as Weapon Deflection (412) and Curse (715) will show up, usually at the bottom in monsterbold. A character can also check their active spells, or the active spells of others, with Elemental Detection (405); however, the order is scrambled, all spells might not be shown (depending on the caster's training), and the duration is shown in a general way rather than with the explicit time.

However, it is possible for the spells to end before their duration expires. Most commonly, this is because the character has died; in that case, Divine Word (1640) and Symbol of Recall are the only ways to get any of the spells back besides having the spells recast. Another common way is if the player uses STOP, but this is only possible for spells known to the character; typically STOP would only be used for trade-off spells like Spirit Barrier (102), Elemental Focus (513), Zealot (1617), etc. Yet another way to lose spells is if the character enters a hunting ground with Spell burst or The Rift, some or all spells not known to the character will be stripped. The final typical way a spell may end before its duration expires is if it is dispelled.

There are several dispelling spells or abilities:

There are also some other unusual methods typically not encountered, such as being Tackled by someone in Kroderine armor. Many of the dispels will first remove a prepared spell from the caster before the dispel itself occurs. The spell Arcane Decoy (1701) will always be dispelled first if it is active (which is the only function of the decoy). Another way a character can gain defense against dispel is by having many buff spells active they have no present need for, such as Water Walking, Unpresence, etc, which may be hit by a dispel attempt instead of another buff spell which the character has a higher desire to keep in the circumstance.

Spell circle specific information

Many of the spells listed here have benefits which improve with additional ranks in their home spell circles or with lore training. See the individual spells for specific details on the benefits of additional ranks and the lore benefits for that particular spell or the Lore chart for an overview of the benefits to all the spells in your circle of interest.

Minor Spiritual

(Note: To edit the contents of this section below the first line, see Template:Minor Spiritual buff spells.)

The Minor Spiritual spell circle is available to clerics, empaths, monks paladins, rangers, rogues, sorcerers and warriors.

The following spells are included in the Minor Spiritual circle. They are generally not self-cast limited and can be stacked, except where noted.

If these spells are known to you:

  • It is typically useful to stack 101, 103, 107, 115 and 120 on yourself while resting and prior to going out for a hunt.
  • 102 is useful for casters since it does not affect CS nor bolt AS. It can also be helpful for those who use physical AS while they perform a non-attacking task such as climbing, searching or foraging. This spell can be stopped.
  • 104 or 105 can be helpful to stack when hunting or skinning certain creatures that are likely to disease or poison you. 105 can also be useful for foraging.
  • If you live in River's Rest and intend to cross Maelstrom Bay, casting and stacking 112 is very useful. It is also useful in marshy areas (e.g. outside the Marsh Keep or in the Vipershroud), to keep from getting stuck in the mud.
  • 117 can be useful for dangerous creature tasks through the Adventurer's Guild, when helping lower level characters with a hunt or in general if you just need the AS boost after finding a creature.
  • 140 is very useful while foraging, searching for heirlooms, climbing over difficult obstacles, during invasions or other risky situations.

Major Spiritual

(Note: To edit the contents of this section below the first line, see Template:Major Spiritual buff spells.)

The Major Spiritual spell circle is available to clerics and empaths.

The following buff spells are available in the Major Spiritual spell circle. They are generally self-cast limited and can be stacked, unless otherwise noted:

  • Spirit Shield (202): +10 DS. Stackable when self-cast, refreshable on others.
  • Unpresence (204): Helps target remain hidden, prevents detection via Locate Person (116) and Presence (402). Stackable when self-cast, refreshable on others.
  • Purify Air (207): Protects against implosions and poisonous gases. Stackable when self-cast, refreshable on others.
  • Untrammel (209): Gives a second attempt when being webbed. Stackable and self-cast limited, this defensive feature is unlocked with 10 ranks of Spiritual Lore, Blessings.
  • Bravery (211): +15 AS, plus phantom levels against sheer fear. Self-cast limited without training in blessing lore (and then it's short duration).
  • Heroism (215): +25 AS, phantom levels against sheer fear and one mana per minute. Self-cast limited without training in blessing lore (then limited to group, short duration).
  • Spell Shield (219): +30 bolt DS, +30 spiritual TD. Self-cast limited without training in blessing lore (then limited to group, short duration).

If these spells are known to you:

  • It is typically useful to stack 202, 215 and 219 on yourself while resting and prior to going out for a hunt.
  • 204 can be useful in certain situations, such as while hunting creatures with knowledge of Transference (225) such as the Illoke elder.
  • 207 and 209 are also helpful in very particular areas but are typically not necessary.
  • 211 is useful for those who hunt using physical and bolt AS as well as those who hunt the undead. Those who use CS based attacks and hunt the living might not wish to spend the mana keeping this spell up.
  • Keeping 204, 207, 209 and 211 running and stacked does not have any downside apart from the mana cost. A caster might wish to keep these spells running to provide additional targets for dispell.

Cleric Base

(Note: To edit the contents of this section below the first line, see Template:Cleric Base buff spells.)

In addition to the Minor and Major Spiritual buff spells, clerics have access to the buff spells in the Cleric base.

The following buff spells self-cast limited and stackable, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 303, 307, 310, 313, 314 and 319 on yourself while resting and prior to going out for a hunt.

Minor Elemental

(Note: To edit the contents of this section below the first line, see Template:Minor Elemental buff spells.)

The Minor Elemental circle is available to bards, rogues, sorcerers, warriors and wizards.

The following buff spells are stackable and not self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 401, 406, 414, 425 and 430 on yourself while resting and prior to going out for a hunt.
  • 404 can be stacked for archers offering benefits similar to 613.
  • If there are others around, you can offer 419 instead of casting 414 on yourself if desired.

Major Elemental

The Major Elemental spell circle is available to wizards.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 503, 507, 508, 509, 520, 540 on yourself while resting and prior to going out for a hunt.
  • All wizards except those who use physical AS to hunt (e.g. war mages) can stack 513 without a noticeable negative effect.

Ranger Base

In addition to the minor spiritual buff spells, rangers have access to the Ranger base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 601, 602, 606, 613, 617, 618, 625 and 640 on yourself while resting and prior to going out for a hunt.
  • 603 and 604 are typically cast just before foraging or skinning, respectively. Stacking these spell is unusual.
  • 605 can be cast and stacked while resting, but it is mostly used for fun so some rangers choose not to run this spell normally.
  • 608 is typically cast while hunting after spotting a creature one wishes to attack.
  • If there are others around, including your animal companion, you may wish to cast 611 instead of 601.
  • Note that some of these spells cannot be cast indoors without 625 active, but 625 itself can be cast indoors. It is therefore advisable to cast this spell first if you know it and are casting indoors.
  • 650 has a large variety of possible buffs, see the main spell page for details.

Sorcerer Base

In addition to the Minor Spiritual and Minor Elemental circles, sorcerers have access to the Sorcerer Base spell circle.

The following buff spell is stackable and self-cast limited, unless otherwise noted.

If this spell is known to you:

  • It is typically useful to stack it on yourself while resting and prior to going out for a hunt.

Wizard Base

In addition to the Minor and Major Elemental circles, wizards have access to the Wizard Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 905, 911 and 913 on yourself while resting and prior to going out for a hunt.
  • If there are others around, you can offer to share 911.
  • 919 is very useful while foraging, searching for heirlooms, climbing over difficult obstacles, during invasions or other risky situations.

Bard Base

(Note: To edit the contents of this section below the first line, see Template:Bard Base buff spells.)

In addition to the Minor Elemental circle, bards have access to the Bard Base circle.

None of these songs can be stacked, as spellsongs are renewed automatically when their initial duration elapses unless otherwise noted. They are also all self-cast, with some songs providing benefits to the bard's group where indicated.

If these spells are known to you:

  • It is typically useful to continue singing 1003, 1006, 1007, 1010 and 1019 while hunting.
  • Bards with low total mana might want to stop singing songs while resting.
  • Bards with low total mana might want to avoid 1006 until they acquire more.
  • If a bard is subject to the multi-song penalty while hunting, it can also be useful to stop singing 1003 before song renewal and reapply after.

Empath Base

In addition to the Minor and Major Spiritual circles, empaths have access to the Empath Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 1109, 1119, 1125 and 1130 on yourself while resting and prior to going out for a hunt.
  • 1150 can be useful in swarming group hunting situations.

Minor Mental

The Minor Mental spell circle is currently only available to monks.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 1202, 1204, 1208, 1209, 1214, 1215 and 1220 on yourself while resting and prior to going out for a hunt.
  • If you are a monk who does not use UAF, you can go without 1208.
  • 1213 and 1216 are both focus spells. These spells do not wear off unless the caster is sufficiently stunned or killed. They do not stack.

Paladin Base

In addition to the Minor Spiritual buff spells, Paladins have access to the Paladin Base circle.

The following buff spells are stackable and self-cast limited, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 1601, 1605, 1606, 1610, 1611, 1612, 1613 and 1616 on yourself while resting and prior to going out for a hunt.
  • 1605 is only useful for melee weapon users, so if you do not use melee attacks, you can forgo this one.
  • 1609 is useful for those who hunt with a shield.
  • 1617 might not be the best choice in all situations due to the decreased DS.

Arcane

The Arcane spell circle is not directly available to any profession, however, it is widely available to all characters through magic items or scrolls found in the treasure system. The following spells are self-cast and do not require some ranks in MIU to activate unless otherwise indicated.

Notes:

  • Arcane Decoy is useful in areas where creatures dispell, however it does not always protect from area dispelling.
  • The dull gold coins, heavy quartz obs and small statues are commonly found in the treasure system. Cystalline prisms are relatively rare.

Weapon Buff Spells

Some buff spells are cast at weapons and similar combat gear (or characters wielding them). They differ from the other buff spells since they cannot be dispelled by external means (only by someone holding the item), and usually their duration is based on the number of uses of the weapon and not a timer. Most of them can never be added to an item with weighting or innate flares; depending on the situation, they may or may not work on magical or otherwise enchanted materials. They are:

  • Bless Item (304): Cast at a weapon or a character holding one, it can allow the weapon to be used to attack Undead. Holy water flares may also be added, which will do nothing against regular targets, and act like acid against undead. May be used on enchanted items, depending on the cleric's training.
  • Symbol of Blessing: Similar to Bless Item, except the item must be held by the person invoking the symbol. Cannot add any flares. May be used on enchanted items, depending on the user's rank in Voln.
  • Consecrate (1604): If cast at an item before being blessed, can extend the duration of the bless. Item must be held by the caster. If the item is Sanctified, Consecrate will instead add plasma flares, but they can only trigger for a cleric or paladin. Can be used to add similar flares to shields and armor. No restrictions for enchanted items.
  • Ensorcell (735): For sorcerers only, adds one phantom tier to a weapon or runestaff temporarily. The duration seems related to login, similar to Floating Disk (511). Has no restriction on enchantment, flares, or weighting.
  • Elemental Blade (411): Adds +20 and flares to a plain weapon. The user must be at least level 10, as if the e-bladed weapon was 4x (enchanted four times). Particularly useful for arrows, naginatas, or situations where the user expects to be disarmed or otherwise lose their weapon. Also provides the chance for flares for runestaves when casting offensive spells at targets.
  • Minor Elemental Edge (902): Adds +15 AS to a plain weapon. No level requirement, making it especially good for lower level characters!

How To Get Spells From Others

As noted above, most classes have a variety of buff spells that they can learn. While it is often possible to get by with one's own spells, it can be very helpful to get more spells from other characters. This is especially true at lower levels when adding a small amount of AS or DS can make a significant numerical difference.

However, it can be considered impolite (and possibly out of character) to stand in the middle of town yelling "I NEED MAGIC!!!1!1!". One might also not wish to get a reputation as that guy (or lady) whose only interaction with others is to beg for spells.

To keep from developing this sort of reputation, the best way is to chat and role-play with other characters while resting. Making friends in the game is always a good way to make sure that someone will be happy to make you glow. If you're new or move to a different town or just do not see any of your friends around, however, there are a few simple things one can do when asking for spells that will make others more likely to help you out.

Low levels

At low levels, it is generally fine to state that you have recently begun adventuring and request assistance with spells from more experienced characters. You may want to greet other characters who are resting in town and make it known that you're just getting started in an in-character way such as something like "I just got into town.", "I just got off the turnip farm.", "I just started adventuring!", "I've been assigned to kill some rats." and maybe chat for a bit before asking for some magic to help you with your next hunt.

Typically, everyone is quite happy to help a new character and it is possible that you may also be offered some hand-me-down weapons, other gear or advice in addition to magical assistance. You can offer a tip in the form of gems, silvers or magical items listed above in return for spells, but often people will turn you down if they know you're just starting out (hunting rats does not tend to make someone especially rich).

Pures or Semis with Shareable Spells

(note: section title might need a better name)

If you know some of your own buff spells which can be cast on others, it is often good to offer those in a trade with a character who has a complimentary set of buff spells. For example, if you are a ranger who wants wizardly spells, you may find that many wizards are happy to trade with you (or vice versa). Additionally if you know one or more of the mass spells, announcing that you want to cast this spell in a busy town commons or on the thought net is a good way to get the rest of the mass spells, as long as suitable casters are nearby.

Note that if you are the sort of person who offers your spells regularly while resting or doing some other activity that requires little or no mana (e.g. fletching, alchemy), you can develop a reputation as being a helpful person. Thus, it might become easier to get help when you request it.

No Known Shareable Spells

If you are a more physical class or do not know very many spells that can be easily shared with others, it is still possible to help casters in other ways which will make them happy to have helped you.

One way to help a caster is by learning a few ranks of Spiritual Mana Control or Elemental Mana Control (and to a lesser extent, Mental Mana Control). This allows you to send mana to casters (if they know how to receive mana). This can help the caster give you a full set of spells more quickly, especially if they are also low level, and the caster will not have to rest as long before their mana regenerates to go out hunting.

It is also possible to offer other services on the spot in the form of Armor Specialization (armor support and fluidity are both typically popular) or future services (e.g. "If you need boxes picked/loresinging, don't hesitate to ask!"). Additionally, you can offer a tip in the form of silvers, gems or magical items, although some characters do not accept tips for spells as a general rule (though they may make exceptions for some particular items they are fond of).