Spirit Scholars

Having influence over the powers of positive energy, freedom, and life and death, the scholars of this sphere draw their power from the elemental powers of the spirit. Resonating with chaotic and good tendenices, scholars who are evil or lawful cannot choose this sphere as a discipline.

Spirit Scholar Skills Spirit Scholar Spells Notes From the Legends

Skills

1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.

1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage. Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.

1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.

1 staves
BRANDISH brandishes a magical staff. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.

1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.

6 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

7 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.

10 lore
The lore skill is not currently implemented. Expect it soon, but don't ask, as we've got bigger things to worry about.

14 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.

25 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

30 fast healing
This skill allows you to regenerate hit points faster.

30 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.

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Spells

Ordinary Spells
Minor Spirit Spells
Major Spirit Spells
Greater Spirit Spells

1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.

1 soulburn
This spell is of the sphere of Spirit, and inflicts a small amount of damage upon the victim.

3 invisibility
The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible.

4 detect invis
This spell enables the caster to detect invisible objects and characters.

7 know alignment
This spell reveals the alignment of the target character.

13 teleport
This spell takes you from your current location to a random location somewhere in the world.

13 dreamspeak
While affected by the dreamspeak spell, a scholar may communicate with those who are sleeping.

14 bless
This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings).

14 cancellation
This spell removes magical effects from the target. Cancellation can only be used on allies, but is very effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.

14 zeal
Similar to frenzy, the zeal spell operates to inspire a target with fanatical fervor. Along with aiding the ability to hit and do damage, zeal will also allow the target to fight even with wounds that would normally be fatal.

15 identify
This spell reveals information about the object.

15 locate object
This spell reveals the location of all objects with the given name.

15 thanatopsis
The thanatopsis spell puts the caster in communication with the ebb and flow of life and death in Avendar. Scholars of spirit under the influence of the spell will hear the death cries throughout Avendar of those who perish, as their deaths occur.

17 spirit shield
This spell is used by spirit scholars to shield their groups in part from negative influences. The spell also provides protection from undead or demonic influences.

18 aura
The aura spell applies an aura to an object. Once imbued with an aura, for the duration of the spell the object will do damage to any person of evil intent who attempts to take the object.

19 protective shield
This spell is available to all scholars. It creates a protective shell which prevents the caster from being bashed.

19 unshackle
The unshackle spell is used by spirit scholars to dissolve the bond between those who ensorcel other creatures, and their slaves. The spell will cause such creatures to revolt, possibly attacking their caster.

20 improved detect evil
An improvement over the simpler detect evil enchantment, this spell allows a spirit scholar to detect evil presences that enter or leave their location, as well as identifying the presence of evil should the caster change location.

21 spiritwrack
This spell is of the sphere of Spirit, and inflicts a great deal of damage upon the victim by tormenting their soul.

21 focus mind
This spell is used by spirit scholar to increase their ability to regenerate mana.

22 awaken
This spell is of the sphere of Spirit, and it attempts to clear the mind of the target, removing all sleep and charming magicks.

23 clarity
A spell of the sphere of spirit, clarity attempts to remove the deleterious affects of spells that target the subject's mind.

24 mana conduit
This spell establishes a mana conduit between the caster and a groupmate. The caster and target will share a mana supply, drawing on each other should either exhaust their supply. The caster and groupmate can draw on each other's mana in separate rooms, but it should be noted there is a limited radius to the spell.

25 word of recall
This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell.

25 speak with the dead
This spell of the school of spirit allows a scholar to communicate with the dead, determining certain key features of the nature of the given target's demise, including the identity of who was responsible for the target's death.

25 life bolt
Drawing on their own life force, a spirit scholar can produce a bolt of pure energy, inflicting tremendous damage on a target. It should be noted that many a spirit scholar has overtaxed his own body and perished as a result of a foolish overuse of this spell.

25 create foci
This spell of spirit attunes an item as a foci for the caster. Such is the nature of the foci, that only one foci may exist at any given time. Once created, the foci will be indestructible by normal means. Foci grow in power through the use of spirit scholars, slowly accumulating magic through the life of the scholar. Little is known of the exact details of the process, but some foci that have passed through the hands of several archmagi have been known to grow in power to legendary proportions.

26 spirit bond
The spirit bond spell attempts to establish a bond with a groupmate. If successful, it will increase the health and magical ability of the two members of the bond. However, should one member perish, the other will be severely harmed. If one of the members of the bond leaves the realms, the bond will disappear.

27 manabarbs
This spell is of the sphere of Spirit, and it causes the victim of the spell pain when they attempt to channel their own mental energies into the form of a spell.

29 subdue
This spell is of the sphere of Spirit, and it renders the target unable to initiate any agressive actions for the duration of the spell.

29 spirit stone
This spell conjures into existence a spirit stone. Spirit stones may be sacrificed for mana, but their creation will temporarily reduce the caster's maximum mana pool.

30 remove curse
This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. Spirit scholars, being attuned mainly to individual energies, cannot target objects with this spell.

30 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.

31 visions
This spell is of the sphere of Spirit, and inflicts damage upon the victim by showing them the true nature of their spirit. Evil creatures are more affected by this spell than those of purer natures.

32 calm
A product of the magics of spirit, the calm spell attempts to stop all fighting in a room.

32 pass door
This spell enables the caster to pass through closed doors.

33 rune of spirit
The rune of spirit is used by spirit scholars to establish a temporary bond with a room or an item. After the rune has been placed, the spirit scholar may bring his or her group to the room where the item is located through the use of the "SPIRITRECALL" command. Only one rune of spirit may be in existence at a given time.

34 spirit block
The spirit block spell attempts to create a magical block between the mind and the body of the target. If successfully, the victim's ability to cast spells or perform skills will be greatly reduced.

35 avenging seraph
The avenging seraph spell allows the caster to make contact with a greater being from the positive planes. The creature, normally a seraph, will look after the caster, seeking vengeance should the caster perish through unnatural causes.

36 affinity
THe affinity spell creates a bond between a spirit scholar and an object. Thereafter, the object will always return to the caster, even if it should leave his or her possession (through death, theft, etc.). Affinity only terminates if the caster leaves Avendar. Only one affinity may exist at a given time.

37 astral projection
The astral projection spell allows a spirit scholar to leave the confines of his or her physical body. While outside of their body, the caster appears as an astral being. The astral being will find interaction with the world minimal at best, but very few creatures or players will be able to detect the caster. While in astral form, the caster can also "shift" to a target creature. This will instaneously transport the caster's astral form to that locale. While away from his or her body, the caster will lose magical energy each hour. When one's energy is exhausted, the caster will return to the body. While away, the body is vulnerable to physical attacks.

38 avatar
One of the most powerful spells in the repertoire of a scholar of spirit, the avatar spell allows the scholar to transmogrify his or her body into a being of pure energy. The avatar strikes with divine power for immense amounts of damage, and is not easily harmed by evil. The spell requires mana to maintain, and the caster will eventually collapse when the spell expires.

40 mass peace
This spell will cause all fighting within the caster's general area to cease. Creatures or players who do not resist the spell will also be unable to initiate combat for a short time.

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Notes From the Legends

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