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Minor Spiritual Spell Circle

 

101 Spirit Warding I
102 Spirit Barrier
103 Spirit Defense
104 Disease Resistance
105 Poison Resistance
106 Spirit Fog
107 Spirit Warding II
108 Stun Relief
109 Dispel Invisibility
110 Unbalance
111 Fire Spirit
112 Water Walking
113 Undisease
114 Unpoison
115 Fasthr's Reward
116 Locate Person
117 Spirit Strike
118 Web
119 Spirit Dispel
120 Lesser Shroud
125 Call Lightning
130 Spirit Guide
135 Searing Light
140 Wall of Force
150 Unnamed

spell policy · spell circles

 

101 · Spirit Warding I [SWARDING]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

Spirit Warding I affords some minor protection against spell attacks. Since the duration is cumulative, this can be useful when going up against a spell casting creature by building up the duration beforehand.

+10 Bolt Defense Strength (DS)
+10 Spirit Target Defense (TD)
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102 · Spirit Barrier [SBARRIER]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

Spirit Barrier creates a defensive wall of churning air around the target. Physical attacks must move through the air wall, resulting in a -20 to Attack Strength (Melee and Ranged AS only) -1 for every two ranks beyond 2 that the caster has learned in the Minor Spiritual Circle. Likewise, the caster will receive a +20 to Defensive Strength (Melee, Ranged, and Bolt DS) +1 for every two ranks beyond 2 that the caster has learned in the Minor Spiritual Circle.

Due to the increasing bonuses of this spell, the mana cost is a base of 2, +1 for every 3 additional DS over the initial +20 DS.

If casting at a target, the spell is subject to a warding check. The affected target has a bonus to defense but a penalty when attacking.
Overtraining in Minor Spiritual spell ranks does not yield additional bonus past the caster's level.
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103 · Spirit Defense [SDEFENSE]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative.

Type: Defense

This spell creates a bright aura around the target, making them appear more powerful, and bestows a +10 to their Defense Strength (DS). When cast on others, the duration is not cumulative; it is refreshable.
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104 · Disease Resistance [DISRESIST]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

Disease Resistance provides an additional spirit warding against any disease if the first one fails.

Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a disease. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
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105 · Poison Resistance [POIRESIST]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

Target receives an additional spirit warding against any poison if the first one fails.

Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a poison. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
Some chests have poison needle traps. This spell can be helpful!
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106 · Spirit Fog [SPIRITFOG]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; refreshable

Type: Defense

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.

Training in Spiritual Lore, Spirit Summoning unlocks an ability at 40 ranks to cause the fog, when cast without specifying a target, to gather around the caster, concealing their form. After thirty seconds, the fog will dissipate, revealing the caster. The fog will continue to provide a bonus to hiding and defense while present, regardless of the lore benefit.
Like Spirit Barrier, this is useful in specific instances where you want to lower your risk at the expense of your physical attack odds. Unlike Spirit Barrier, this affects everyone in the room.

If the caster leaves the local area for a while, the spell will dissipate early.
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107 · Spirit Warding II [SWARDING2]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

This spell is a more powerful version of Spirit Warding I. Both spells may be used together for a stackable bonus.

+25 Bolt Defense Srength (DS)
+15 Spirit Target Defense (TD)

Training in Spiritual Lore, Blessings provides a chance to temporarily experience a +25 boost in a warding attempt. The chance of success is 1% at 10 lore ranks, and has a maximum of 12% at 186 lore ranks.
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108 · Stun Relief [STUNRELIF]
Duration: Immediate

Type: Utility

Stun Relief will remove the stunned status ailment from the target.
In life or death situations, this can be vital!
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109 · Dispel Invisibility [DISINVIS]
Duration: Immediate

Type: Utility

This spell dispels invisibility on all characters and creatures in the room which fail a hidden spirit warding check.
Does not work on invisible objects (which are rare).
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110 · Unbalance [UNBALANCE]
Duration: Immediate

Type: Attack

Calls upon the spiritual forces to impact the target if their spirit warding fails. The target would then suffer an unbalancing injury, often resulting in the foe falling down. The severity of the injury is determined by the warding margin.

Training in Spiritual Lore, Spirit Summoning enhances the power of the attack upon a successful cast.
Some creatures are immune to unbalance damage.
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111 · Fire Spirit [FIRESPIRIT]
Duration: Immediate

Type: Attack/Utility

Casting this spell will send a bright fiery ball into the sky, which can be seen by anyone standing outside. Do this only when standing outside or it will rebound on you!

If cast at a target successfully, the fiery ball will explode on impact (similar to Major Fire) creating initial damage to the target as well as heat critical damage as a result of the explosion. Once the fiery ball hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.

For casting at targets, Spell Aiming is the most important skill for this spell. Multi-opponent Combat can increase the ability of the fiery ball to hit multiple targets in the room but is not required.

The spell's damage is increased, and the maximum number of targets that the caster is able to hit with Fire Spirit is increased with training in Spiritual Lore, Spirit Summoning. The maximum number of targets increases with training in Spiritual Lore, Spirit Summoning ranks by one per seed 1 on the summation chart.

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112 · Water Walking [WATERWALK]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Utility

Water Walking allows the caster 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.
Don't get caught out there!
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113 · Undisease [UNDISEASE]
Duration: Immediate

Type: Utility

Undisease removes one disease from a given target. Some diseases are more persistent than others and may take several casts to undisease the target.
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114 · Unpoison [UNPOISON]
Duration: Immediate

Type: Utility

Unpoison will remove one poison from a given target.
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115 · Fasthr's Reward [FASREWARD]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative.

Type: Defense

A reward granted to Fasthr by the Arkati of Liabo, this spell can provide a second chance to ward an attack spell. On a failed warding against a Spiritual sphere spell, this warding shield has a 50% chance to activate, allowing the target another attempt at warding the spell. Against semi-Spiritual spells, this warding shield is 25%. For non-Spirit spells, the activation chance is 12.5%. If the second warding roll is successful, the warding shield will dissipate.

When cast on others, Fasthr's Reward has a flat 2 minute duration, which is not refreshable.

Training in Spiritual Lore, Blessings increases the odds of activation by 1% per seed 1 ranks. This lore bonus is applied after considering magical sphere.
Info on magical spheres
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116 · Locate Person [LOCATE]
Duration: Immediate

Type: Utility

Locate Person be cast on any character in the game and will give you a brief vision of where they are (provided they are in the open and within the same region).

Training in Spiritual Lore, Spirit Summoning allows the caster to locate others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim. In addition, at 30 ranks of lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.
If you know your geography, this should help you find someone pretty quickly. This spell sometimes fails to work in certain locations, due to magical instabilities in that area.
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117 · Spirit Strike [SPIRSTRIK]
Duration: 120 seconds or until your next attack

Type: Offense

This spell calls upon the spiritual forces to provide guidance for a brief period of time and imparts a +75 bonus to the next physical or bolt spell attack.

Training in Spiritual Lore, Blessings allows for a chance for the spell to remain active for an additional attack. The chance is 3% at 5 lore ranks, and has a maximum of 48% at 200 lore ranks. Each subsequent attack reduces the chance by half.
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118 · Web [WEB]
Duration: Special

Type: Attack

The Web spell has three versions:

Warding: The caster attempts to summon sticky webbing to ensare a single target. The duration is stackable with new, successful casts on the target up to a max duration of 60 seconds. The target is subject to a 25 Target Defense (TD) pushdown.

Area: The caster can simply CAST Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus one additional charge at 5/15/30/50/75/105/140/180 ranks of Spiritual Lore, Spirit Summoning.

Everytime a creature enters into or attacks in a room with the web, there will be a chance that the target gets stuck in the web. Everytime a creature exits the room with the web, there will be a significant chance for ensnarement. Attacking in the room with a web also affects players not grouped with the caster. Players are unaffected by player-cast webs when moving through rooms.

A snare charge is expired whenever ensnarement is attempted, regardless of outcome.

Bolt: This version is accessible with 20 ranks of Spiritual Lore, Spirit Summoning. When cast from a stance higher than guarded, webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.

Training in Spell Aiming increases the chance of the bolt connecting with the target. Training in Spiritual Lore, Spirit Summoning increases the chance of ensnaring the target in webbing by 1% per 2 ranks. Casting this version of the spell costs 9 Mana Points (MP).
Webbing is incredibly flammable!
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119 · Spirit Dispel [SPIRITDISPEL]
Duration: Immediate

Type: Attack/Utility

When cast on a character or creature, this spell will have one of the following effects:

1. Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell. Losing a spell in this manner will sometimes cause the target to suffer nerve damage.

2. Cause a magical effect in force on the target to be canceled. The mana cost for this version of the spell can be reduced by one point for every 75 skill bonus in the Spiritual Mana Control skill.

3. Cause the target to lose a portion, or all, of their mana.

When cast on an item, this spell has a chance to drain charges, dispel any stored spells, or remove some other special quality. When cast on a weapon or ammunition, it will remove the Bless Item effect.

There is no warding check for this spell. The effect of casting on a character or creature is in the order given above. When cast on items, the chance of failure and the results depend on the level of the caster and the level and type of stored spell or enchantment.
Combining this magic with either Elemental Dispel or Mental Dispel has been known to cause negative and potentially dangerous effects on the target.
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120 · Lesser Shroud [LESSHROUD]
Duration: 1200 seconds + 60 seconds for every Minor Spiritual rank known; cumulative

Type: Defense

This self-cast spell is similar to Spirit Defense except the caster appears to be a minor god (an illusion). The caster receives a bonus of +15 to Defense Strength (Melee, Ranged, and Bolt DS), +1 for every two Minor Spiritual spell ranks known beyond 20. It also provides a +20 bonus to Spiritual Target Defense (TD).

Due to the increasing bonuses of this spell, the mana cost is a base of 20, +1 for every 3 additional DS over the initial +15 DS.

Training in Spiritual Lore, Blessings enables Lesser Shroud to be cast upon others, briefly; the duration is 2 minutes and requires 60 ranks of Spiritual Lore, Blessings.
Overtraining in Minor Spiritual spell ranks does not yield additional bonus past the caster's level.
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125 · Call Lightning [LIGHTNING]
Duration: Special

Type: Attack/Utility

The caster causes multiple lightning bolts to strike a target within the room. This spell only works outdoors and and the storm cloud requires 4 rounds to form before the attack will take place. Each round takes about 10 seconds. The storm cloud will strike the target with a random number of lightning bolts, usually 3 or 4.

The speed at which the lightning cloud will strike is enhanced by training in Spiritual Lore, Spirit Summoning. A minimum of 10 ranks are required to receive a 1 second reduction per round in cloud generation, with the maximum 7 second reduction benefit achieved at 70 ranks. At 80 ranks, the spell is able to be cast indoors. Rangers with Nature's Touch active can reduce this number to 40 to cast indoors.
This can also be used on objects, though some objects will cause a ricochet effect, so watch out!

The cloud will dissipate early if the caster dies.
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130 · Spirit Guide [SPIRGUIDE]
Duration: Immediate

Type: Utility

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 (if you're lucky).

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.

The caster's Constitution bonus and Physical Fitness training determines the duration (number of cycles) of the nausea. Spirit Mana Control can reduce the severity of the sickness. And Spiritual Lore, Spirit Summoning decreases the random range of the landing location.
Everyone who is joined to the caster will teleport with him/her. The HOLD {character} command will hold onto someone who is otherwise incapacitated. Great for rescues!

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135 · Searing Light [SEARINGLIGHT]
Duration: 10 seconds + 1 second per 5 warding margin; capped at 20 seconds

Type: Attack

Developed initially by the Council of Mages for defense of The Citadel during its fall to the troll and krolvin alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside River's Rest that once again unlocked the knowledge for the spiritualists of Elanthia to harness.

Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell. An enormous flash of brilliant light fills the area subjecting all beings not grouped with the caster to a warding check. Failure results in light to moderate plasma damage, and for those targets that can see, blinding flash burns to their eyes. This blinding effect causes the target to lose any prepared spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.
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140 · Wall of Force [WALLFORCE]
Duration: 90 seconds self-cast; 60 seconds general cast; refreshable

Type: Defense

Casting this spell creates a temporary wall of force that strongly resists attacks. The wall will follow the subject and position itself to fend off attacks while letting outgoing attacks pass without penalty. This spell bestows a +100 to the target's Defense Strength (DS).
One of the best protection spells against physical attacks! This spell is a must when going up against the BIG monsters.
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150 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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