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


Teleports the caster and his or her group back to the safety of the nearest town (or nearest designated spot within the realm).

Nausea

Upon using this spell, the caster (but not their group) will be subject to variable, but potentially severe amounts of nausea. 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.

Lore Benefits

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

Continued training in Minor Spiritual spells helps reduce the number of random landing locations.

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 recieve only two waves of nausea, until they never suffer three waves at all. Eventually, the caster will be recieving only one wave of nausea. Finally, extremely high amounts of training and Constitution can result in the ability to recieve no nausea cycle at all, albeit only the most incredibly trained Empaths would ever be able to guarantee no nausea backlash.

Spirit Mana Control will reduce 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

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
  • 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

Wehnimer's Landing

  • Town Square Central
  • Land's End Road
  • Erebor Square
  • 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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