1 Spirit Protection I (101) Duration: 1 min/lvl
SPROTECT1
-10 against all elemental attack spells.
+10 spirit warding against spell attacks.
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.
2 Spirit Barrier (102) Duration: 1 min/lvl
SBARRIER
Creates a 10' x 10' x 10' wall of dense churning air around target.
-50 to all attacks that must move through it (either in or out).
Elemental attacks are affected because they consist of a physical attack.
The affected character/creature 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 nonelemental attacks.
3 Spirit Defense (103) Duration: 2 min/lvl (not cumulative)
SDEFENSE
Creates a bright aura about the target, making him/her appear more
powerful, and bestows a +10 to his/her DS.
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,
every little bit helps.
4 Disease Resist (104) Duration: 1 min/lvl
DISRESIST
Target gets an additional spirit warding against any disease if the first
one fails.
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.
5 Poison Resist (105) Duration: 1 min/lvl
POIRESIST
Target gets an additional spirit warding against any poison if the first
one fails.
Some chests have poison needle traps. This can be helpful!
6 Spirit Fog (106) Duration: 1 min/lvl
SPIRITFOG
Causes a room to be flooded with fog (works indoors or outdoors). This
imparts a +30 to everyone's/thing's strength and increases the ease with
which you can hide.
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.
7 Spirit Protection II (107) Duration: 30 sec/lvl
SPROTECT2
-25 against all elemental attack spells.
+25 spirit warding against spell attacks.
This spell is a more powerful version of Spirit Protection I; however, its
duration is shorter.
8 Stun Relief (108)
STUNRELIF
Will un-stun the target.
Entirely effective, but at 8 mana points is expensive. In life or
death situations this could be vital, however.
9 Dispel Invisibility (109)
DISINVIS
Will dispel invisibility on any character/creature on the room which
fails a spirit warding.
Does not work on invisible objects (which are rare).
10 Unbalance (110)
UNBALANCE
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.
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. 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.
11 Fire Spirit (111)
FIRESPIRIT
Will fire a ball of bright light high 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 it acts as a Major Fire attack. This signaling device doubles as a fair weapon.
12 Water Walking (112) Duration: 1 min/lvl
WATERWALK
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.
Don't get caught out there!
13 Undisease (113)
UNDISEASE
Will remove 1 disease from a given target.
Effective on any disease of any strength.
14 Unpoison (114)
UNPOISON
Will remove 1 poison from a given target.
Effective on any poison of any strength.
15 Spirit Burst (115) Duration: 5 sec/lvl
SPIRBURST
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 sec/lvl of caster depending on how well it works.
A stunned foe is pretty helpless.
16 Locate Person (116)
LOCATE
Can be cast on any character in the game and will give you a brief vision
of where they are.
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.
17 Spirit Strike (117) Duration 10 sec
SPIRSTRIK
Calls upon the spiritual forces to provide guidance for a brief
period of time. This imparts a +75 bonus to the next physical (or
elemental attack).
Cast this spell before an important attack. In some cases you can sneak
in two attacks before it wears off.
18 Web (118)
WEB
Casts a sticky web, to entrap the target.
19 Herb Production (119)
HERBPROD
Causes a random herb to grow instantly on the ground (works only
outdoors). There is no way to predict which herb will grow, or how
useful it will be. Sometimes a useless herb will result.
This one is a grab-bag, sometimes you might get lucky in a pinch!
20 Lesser Shroud (120) Duration: 30 sec/lvl
LESSHROUD
Similar to Spirit Defense except caster appears to be a minor god (an
illusion). This bestows a +25 to DS.
Good defensive spell. Duration is cumulative.
25 Call Lightning (125)
CALLLGHTN
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.
The storm cloud will strike the target with a random amount of
lightning bolts, usually 3 or 4. Shocking!
30 Spirit Guide (130)
SPIRGUIDE
Causes a caster and his or her group to return home (Wehnimer's Landing).
This is a powerful teleport spell and is useful for getting a party out of
danger quickly.
Everyone who is joined to the caster will teleport with him/her. You
can use HOLD HANDS WITH
Creates a wall of force that strongly resists attacks. The wall will
follow the caster and position itself to fend off attacks while letting
outgoing attacks pass without penalty. This spell bestows a +100 to
the caster's DS.
One of the best protection spells against physical attacks! This spell
is a must when going up against the BIG monsters.
Go Back to the Tomes of Sorcerery.
50 Wall of Force (150) Duration: 10 sec/lvl
WALLFORCE
If you have problems, comments, questions, or complaints about the Sorcerer pages you can send mail toBrooke Meridean aka Nei Blave.
Last modified on January 3rd 1995