Platinum Monthly Raffles/Make Your Own Spell Knowledge Item: Difference between revisions

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===Minor Elemental===
===Minor Elemental (400s)===
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! scope="col" | Spell Name and Number
! scope="col" | Spell Name and Number

Revision as of 22:37, 14 January 2023

This article is a work in progress!

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 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.

Spells and Brief Descriptions

Spell Number Spell Name Description
601 Natural Colors Natural Colors attunes the caster with their surroundings, making them more difficult to see and, thus, more difficult to attack.
602 Resist Elements Resist Elements creates an area of near-constant temperature around the target, conferring a +15 bonus to fire, ice, steam, and electrical bolt defensive strength (DS).
603 Wild Entropy 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)).
605 Barkskin Barkskin 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.
606 Phoen's Strength Phoen's Strength is a selfcast spell that grants the caster a +10 bonus to physical attack strength (AS), reduced encumbrance, and reduced roundtime (RT) to COCKing crossbows and FIRing bows for the duration of the spell. Phoen's Strength may not be cast indoors unless combined with Nature's Touch (625).
607 Sounds Sounds 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).
608 Camouflage Camouflage 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.
609 Sunburst 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.
610 Tangleweed Tangle Weed is 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.
611 Moonbeam 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).
612 Breeze Breeze has different effects depending on the way it is used, please look up the spell for additional information.
613 Self Control Self Control allows the caster to focus better and provides a bonus to melee defensive strength (DS) and spiritual target defense (TD).
615 Call Swarm Using his/her innate ability to interact with nature, the ranger summons insects from the surrounding area to swarm against a foe.
616 Spike Thorn Spike Thorn (616) will cause large, spiked thorns to grow underneath the target and very likely cause damage.
617 Sneaking Sneaking increases the caster's ability to hide by controlling the sound emanated from their body while sneaking through outdoor areas.
618 Mobility Mobility increases ability to react to many maneuver attacks, providing the equivalent of 20 Dodge ranks, and also providing rangers a bonus to STEALing.
619 Mass Calm Mass Calm is 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.
702 Mana Disruption Mana Disruption is 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.
703 Corrupt Essence The Corrupt Essence spell causes a "blood red haze" to surround the target, leaving them unable to cast a spell for fifteen seconds.
704 Phase Phase is a versatile spell with several combat and non-combat uses. Please look up spell for additional information.
705 Disintegrate Disintegrate is a core warding attack spell which causes portions of a target's body to melt away.
706 Mind Jolt Mind Jolt shows the target a glimpse of a demonic valence, stunning them.
707 Eye Spy With Eye Spy, a caster can pluck their eye from its socket, and it grows bat-like wings
708 Limb Disruption Limb Disruption targets a limb of the victim, attempting to make it explode.
709 Grasp of the Grave 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.
710 Energy Maelstrom Energy Maelstrom has two versions that create either a "raging tempest" in the area or a "tightly focused tempest" on a single target.
711 Pain Pain is 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.
712 Cloak of Shadows Cloak of Shadows causes a "shadowy patch of ether" to encompass the caster. It provides a base of +25 to DS and +20 to TD, as well as the ability to empower the cloak with the ability to give retribution to a sorcerer's foes. In addition, it provides approximately 1% defensive benefit against SMRv2 spells and maneuvers for every 25 spell ranks, capped at your level. Weapons made of certain materials, such as Kroderine, prevent the attacker from receiving any damage from this spell.
713 Balefire Balefire is a powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.
715 Curse Curse imparts one of eight dangerous curses upon a target. Please look up spell for additional information.
716 Pestilence Pestilence may be cast as a reactive defensive spell, or as an offensive warding spell.
717 Evil Eye Evil Eye 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. Player characters subjected to this may be so scared, it will cause them to run until within the safety of the nearest town.
718 Torment Torment temporarily summons a demonic force to do battle with the caster's target
719 Dark Catalyst Dark Catalyst converts the mana of the target into elemental energy, causing mana loss and massive critical damage.
720 Implosion Implosion creates a black void which destroys all of the air around the target(s), subjecting them to vacuum injuries.
901 Minor Shock Minor Shock is an elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target.
902 Minor Elemental Edge Minor Elemental Edge is a spell that 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.
903 Minor Water Minor Water is 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.
904 Minor Acid Minor Acid is 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.
905 Prismatic Guard Prismatic Guard is a defensive enhancement spell.
906 Minor Fire Minor Fire is a powerful elemental bolt spell that empowers the caster with the ability to hurl a stream of fire at a foe.
907 Major Cold Major Cold is 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.
908 Major Fire Major Fire is 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.
909 Tremors Tremors 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).
910 Major Shock Major Shock is 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.
911 Mass Blur Mass Blur is a defensive enhancement spell.
912 Call Wind Call Wind causes a fierce wind to rip through the area, knocking down, stunning, forcing into more offensive stances, and/or inducing roundtime (RT) for surrounding characters and creatures.
913 Melgorehn's Aura Melgorehn's Aura is a defensive enhancement spell.
915 Weapon Fire Weapon Fire is a warding spell that will cause a target's weapon to flare with whichever element the caster is attuned to.
916 Invisibility Invisibility causes the caster to turn invisible.
917 Earthen Fury Earthen Fury is 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.
918 Duplicate Duplicate will create an exact duplicate of a magical item held in the caster's right hand and put it into the caster's left hand. Items must be fresh magical item found within the treasure system.
919 Wizard's Shield Wizard's Shield creates a translucent sphere around the target, granting a bonus of +50 to defensive strength (DS) for one minute; refreshable. This spell is typically considered an emergency spell because of its very short duration and lack of ability to be stacked.
920 Call Familiar Call Familiar 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.
1001 Holding Song Holding Song allows a Bard to lower a single target's defense by 10%.
1002 Vibration Chant Vibration Chant direct 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.
1004 Purification Song Purification Song 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.
1005 Lullabye Lullabye uses the powerful persuasion of a bards singing voice in an attempt to lull a single target, usually a creature, to sleep.
1008 Stunning Shout Stunning Shout is 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.
1013 Song of Unravelling Song of Unravelling will dispel a targeted spell or random spell on a target, if available.
1015 Song of Depression Song of Depression is 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.
1016 Song of Rage Song of Rage stimulates memories of anger in the target, causing it to become enraged and attack with full force.
1101 Heal 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.
1102 Limb Repair Limb Repair 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.
1103 System Repair System Repair reduces the severity of the caster's nervous system injuries.
1104 Head Repair Reduces the severity of the caster's head or neck wounds.
1105 Organ Repair 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.
1106 Bone Shatter 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.
1107 Adrenal Surge Adrenal Surge 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).
1108 Empathy When successfully cast, Empathy will stimulate a target to induce a panic reaction.
1110 Empathic Assault Empathic Assault is 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.
1111 Limb Scar Repair 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.
1112 System Scar Repair The purpose of System Scar Repair is for healing scarring of the nervous system, and, like all other healing spells, is selfcast only.
1113 Head Scar Repair The purpose of Head Scar Repair is for healing head and neck scars, and, like all other healing spells, is selfcast only.
1114 Organ Scar Repair The purpose of Organ Scar Repair is for healing chest, abdomen, back and eye scars, and, like all other healing spells, is selfcast only.
1115 Wither Wither is a warding attack spell that draws upon an empath's spiritual connection to summon the stray spirits within an area.
1118 Herb Production Herb Production when cast causes a random herb to grow in the current room. The spell must be cast outdoors.
1119 Strength Of Will Strength of Will gifts the Empath with even more improved mental abilities. At a base, this spell provides a +12 bonus to spiritual target defense and +12 to to the Empath's defense against melee, ranged, and bolt attacks. Further training in the Empath's base spell list improves on this by providing another +1 to both TD and DS for every 3 Empath spell ranks known above 1119, up to a maximum of +25. The mana cost of the spell increases by 1 for ever +3 DS and TD boost.
1201 Soothing Word Soothing Word Immediately removes a detrimental emotional effect from the target (fear, rage, etc.).
1202 Iron Skin Iron Skin transformed the caster's skin into a thick hide that acted like armor. The caster gained the defensive benefits of wearing heavier armor without suffering the penalties. Wearing any armor heavier than robes (AsG 2) will completely nullify this effect!
1203 Powersink Powersink 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.
1204 Foresight Foresight will bestow 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).
1205 Glamour Glamour 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.
1206 Telekinesis Telekinesis levitates and hurls a specified or random object at a target to inflict damage.
1207 Force Projection Force Projection is a single target knockdown spell that uses the standard maneuver roll, but is difficult to resist.
1208 Mindward Mindward protects from mental warding spells.
1209 Dragonclaw While under the effects of the Dragonclaw spell, the caster's hands will grow hard and scaly, much like the skin of a dragon
1211 Confusion When under the affects of Confusion, the target stumbles about in a daze and may attack either his allies or foes.
1214 Brace Brace causes thick plates of bone to grow on the caster's forearms.
1215 Blink Blink gives the caster a chance to avoid physical or bolt attacks that would otherwise hit caster.
1217 Vision Vision allows the caster to remotely watch a target for a short time.
1218 Mental Dispel When cast on a character or creature, this spell will have one of the following effects, please look up spell for additional information.
1219 Vertigo The Vertigo spell allows the caster to attempt to put all non-grouped characters and creatures in the caster's room into vertigo.
1220 Premonition Premonition allows the caster to see a series of possible future events, giving them the chance to better defend themself.
1601 Mantle of Faith Beseeching her chosen Patron Arkati, the Paladin attempts to call a mantle down upon her, providing a protective, cloaking barrier. This dully illuminated mantle adds +5 to generic Defensive Strength (DS) and enhances the caster's ability to ward off spiritual magic by adding +5 to Spiritual Target Defense (TD).
1602 Pious Trial Throughout a Paladin's life in the service of his patron Arkati, he will see a great turmoil and strife among the average citizens of the world. When Pious Trial is cast, the Paladin calls upon his patron Arkati to use memories of conflicts in order to instill a great burden on the target, causing arduous tribulation.

On a successful warding roll, this burden immediately 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.

1603 Templar's Verdict 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.
1604 Consecrate Calling on the favor of her patron, the Paladin can Consecrate holy armaments as a preparatory measure, as well as to enhance their effectiveness against the undead. 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.
1605 Arm of the Arkati Arm of the Arkati summons the spirits of past champions of his patron deity to guide and intensify the strikes of the Paladin's group in battle. 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.
1606 Dauntless Paladins are often revered for their courage and conviction in the face of troubling times. By casting this spell, the Paladin is infused with a sense of confidence and fearlessness to face any challenge she may find. Dauntless fills the Paladin with renewed courage and conviction, providing her +10 Attack Strength (AS) as well as resistance to fear-based attacks.
1607 Rejuvenation By focusing spiritual magic through the Rejuvenation spell, the Paladin is able to restore health and stamina. This spell is self-cast only.
1608 Defense of the Faith Defense of the Faithful bolsters weaknesses in the paladin's armor, granting +20 enhancive ranks of Armor Use.
1610 Higher Vision The paladin's patron gives her a glimpse of future battles, providing her an increase to her defense against both physical attacks and spells. This Higher Vision 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.

1611 Patron's Blessing Patron's Blessing bestows a refined combat knowledge upon the paladin, increasing effective Combat Maneuvers ranks for purposes of the Combat Maneuver List (CML) and Attack Strength (AS). 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.
1613 Aid the Fallen When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a predetermined safe haven.
1614 Aura of the Arkati Upon casting Aura of the Arkati, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear.
1615 Repentance The Paladin calls upon the divine power of their patron to decimate their foe. When successfully cast, the target is surrounded by a damaging sacred force and will be forced to kneel. The spell also forces the target into roundtime.
1616 Vigor Vigor 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.

1619 Faith Shield 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.
1700 Arcane Blast 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.
1701 Arcane Decoy 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.
1704 Stun Cloud Stun Cloud will create 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.
1705 Martial Prowess Martial Prowess adds +10 to offense and defense rolls within the Combat Maneuvers List (CML). It gives no benefit to non-CML maneuvers. This spell is commonly found in the treasure system in solid moonstone cubes and heavy moonstone cubes.
1706 Flaming Aura Flaming Aura will generate an aura of flames which surrounds the caster and periodically lashes out at random creature targets.
1707 Minor Steam Minor Steam, which results from the combined effects of the elements water and fire, is a bolt spell that sends a seething blast of steam from the palm of the caster or tip of a wand.
1708 Mystic Impedance Mystic Impedance 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.
1709 Minor Cold Minor Cold will send 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.
1710 Major Acid Major Acid will send 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
1712 Spirit Guard Spirit Guard will create a faint silvery glow around the caster, increasing their melee, ranged and bolt DS +25.
1713 Death Cloud Death Cloud produces a much more potent version of Stun Cloud (1704). The death cloud 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.
1714 Quake The Quake spell 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.
1715 Firestorm Firestorm 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.
1716 Neutralize Curse This spell 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.
1718 V'tull's Fury V'tull's Fury 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.
1720 Arcane Barrier Arcane Barrier surrounds its caster in an anti-magic barrier that grants them immunity to targeted low level offensive spells.