Minor Spirit Spells in GS4

Minor Spirit Spells in GS4

 

101 - Spirit Warding I [SWARDING]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Defense

Description: 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 Defense Strength (DS) vs.  Bolts.
+10 Spirit Target Defense (STD).

102 - Spirit Barrier [SBARRIER]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Defense

Description: Spirit Barrier creates a defensive wall of churning air around the target.  Physical and elemental attacks must move through the air wall, resulting in a -20 to Attack Strength (AS) -1 for every two ranks beyond two that the caster has learned in the Minor Spirit Circle.  Likewise, the caster will receive a +20 to Defensive Strength (DS) +1 for every two ranks beyond two that the caster has learned in the Minor Spirit Circle.
If casting at another creature/character, the spell is subject to a warding check.  The affected creature/character has a bonus to defense but a penalty when attacking.  This can be useful if you cast it on a creature you intend not to fight but have to stick around (or get around) for some reason, or if you want to use non-elemental attacks.

Tip: Spirit Barrier does not interfere with bolt spells.

103 - Spirit Defense [SDEFENSE]

Duration: 1800 seconds +90 seconds for every Minor Spirit spell known; not cumulative

Type: Defense

Description: Creates a bright aura about the target, making them appear more powerful, and bestows a +10 to their Defense Strength (DS).  This spell is not cumulative, but may be refreshed to maximum duration when re-cast.

Tip: This spell imparts no penalty for attacking as does Spirit Barrier so it is a good defensive bonus.  At higher levels it will last quite awhile, and every little bit helps.

104 - Disease Resist [DISRESIST]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Bonus

Description: Disease Resist provides an additional spirit warding against any disease if the first one fails.

Tip: The time the spell lasts is cumulative, multiple casts when you know you are going to be subjected to disease would be a good idea.

105 - Poison Resist [POIRESIST]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Bonus

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

Tip: Some chests have poison needle traps.  This spell can be helpful!

106 - Spirit Fog [SPIRITFOG]

Duration: 60 seconds per level; not cumulative

Type: Defense

Description: Causes the room to be flooded with fog (works indoors or outdoors).  This imparts a +30 to every character’s/creature’s Defensive Strength (DS) and increases the ease with which one can hide.  This spell is not cumulative, but may be refreshed to maximum duration when re-cast.

Tip: 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.

107 - Spirit Warding II [SWARDING2]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Defense

Description: This spell is a more powerful version of Spirit Warding I.  Both spells may be used together for a stackable bonus.
+25 Defense Strength (DS) vs.  Bolts.
+15 Spirit Target Defense (STD).

108 - Stun Relief [STUNRELIF]

Duration: Immediate

Type: Utility

Description: Will un-stun the target.

Tip: Entirely effective, but at 8 mana points is expensive.  In life or death situations this could be vital, however.

109 - Dispel Invisibility [DISINVIS]

Duration: Immediate

Type: Utility

Description: This spell dispels invisibility on any character/creature in the room which fails a hidden spirit warding check.

Tip: Does not work on invisible objects (which are rare).

110 - Unbalance [UNBALANCE]

Duration: Immediate

Type: Attack

Description: Calls upon the spiritual forces to impact the target if their spirit warding fails.  The target would then suffer an injury from the unbalancing injury table.  The severity is determined by how badly the spirit warding failed.

Lore benefits: Training in Spiritual Lore, Spirit Summoning enhances the power of the attack upon a successful cast.

Tip: Although this acts like an elemental attack spell, it is not subject to physical laws and is not aimed.  A successful attack is a guaranteed injury (unless the creature happens to be immune).  These injuries tend to cause a foe to fall (and then you can follow up with an attack), however it can do significant damage of its own.

111 - Fire Spirit [FIRESPIRIT]

Duration: Immediate

Type: Attack/Utility

Description: 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 908 Major Fire) creating initial damage to the target as well as elemental 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.

Lore benefits: 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.  A minimum of 1 rank is required to increase the maximum number of targets by one.  200 ranks of Summoning Lore are required to increase the maximum number of targets possible, which is 19.

112 - Water Walking [WATERWALK]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known; cumulative

Type: Utility

Description: Water Walking allows the caster to walk on water as long as the spell lasts.  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.

Tip: Don’t get caught out there!

113 - Undisease [UNDISEASE]

Duration: Immediate

Type: Utility

Description: Undisease removes one disease from a given target.  Some diseases are more persistent than others and may take several casts to undisease the target.

114 - Unpoison [UNPOISON]

Duration: Immediate

Type: Utility

Description: Unpoison will remove one poison from a given target.

115 - Spirit Burst [SPIRBURST]

Duration: 5 seconds per level

Type: Attack

Description: Causes the spiritual forces to grant the caster the ability to say just the correct word that will stun a given sentient being into immobility for up to 5 seconds per level of caster depending on how well it works.

Tip: A stunned foe is pretty helpless.

116 - Locate Person [LOCATE]

Duration: Immediate

Type: Utility

Description: 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).

Tip: 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.

117 - Spirit Strike [SPIRSTRIK]

Duration: 2 minutes or until your next attack

Type: Utility

Description: 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 elemental attack.

118 - Web [WEB]

Duration: Immediate

Type: Attack

Description: Casts a sticky web to entrap the target, which is subject to a spirit warding check.

119 - Spirit Dispel [SPIRITDISPEL]

Duration: Immediate

Type: Attack/Utility

Description: This spell functions similarly to Elemental Dispel.  Upon being cast at a target, the target will lose any prepared spell it may have.  If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed.  Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.

120 - Lesser Shroud [LESSHROUD]

Duration: 1200 seconds +60 seconds for every Minor Spirit spell known

Type: Defense

Description: 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 (DS), +1 for every 2 Minor Spirit spells known beyond 20.  It also provides a +20 bonus to Spiritual Target Defense (STD).

Lore benefits: Training in Spiritual Lore, Blessings enables Lesser Shroud to be cast upon others, briefly; the duration is 2 minutes and requires 60 ranks of Blessings Lore.

125 - Call Lightning [LIGHTNING]

Duration: Special

Type: Attack/Utility

Description: The caster causes multiple lightning bolts to strike a target within the room.  This spell only works outdoors and requires about 20 seconds for the storm cloud to form before the attack will take place.

Lore benefits: 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 in cloud generation, with the maximum 7 second reduction benefit achieved at 70 ranks.

Tip: The storm cloud will strike the target with a random number of lightning bolts, usually 3 or 4.  Call Lightning can also be used on objects, though some objects will cause a ricochet effect, so watch out!

130 - Spirit Guide [SPIRGUIDE]

Duration: Immediate

Type: Utility

Description: 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, possibly leaving the caster vulnerable.

Tip: Everyone who is joined to the caster will teleport with him/her.  You can type HOLD <character> to hold onto someone who is otherwise incapacitated.  Great for rescues!

Note: Teleportation has changed with GS4.  More information on it can be found here.

135 - Unnamed

Not yet implemented

The exact nature of this spell is unknown at this time.

140 - Wall of Force [WALLFORCE]

Duration: 60 seconds

Type: Defense

Description: 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 caster’s Defense Strength (DS).

Tip: One of the best protection spells against physical attacks!  This spell is recommended for emergencies only.

150 - Unnamed

Not yet implemented

The exact nature of this spell is unknown at this time.

 

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