Updated Dec 14, 2002
101
      
      Spirit Warding I
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      +10 bolt DS, except acid 
      +10 spirit TD
      
102
      
      Spirit Barrier
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      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.
      NOTE: 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.
      
103
      
      Spirit Defense
      DURATION: 1800 seconds + 90 seconds per minor spirit spell known
      Creates a bright aura about the target, making him/her appear more
      powerful, and bestows a +10 to his/her DS.
      
104
      
      Disease Resist
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      Target gets an additional spirit warding against any disease if the first
      one fails.
      
105
      
      Poison Resist
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      Target gets an additional spirit warding against any poison if the first
      one fails.
      
106
      
      Spirit Fog
      DURATION: 1 minute per level
      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.
      NOTE: 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
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      +25 bolt DS, except acid
      +15 spirit TD
      
108
      
      Stun Relief
      Will un-stun the target.
      NOTE: Entirely effective, but at 8 mana points is expensive. In life or
      death situations this could be vital, however.
      
109
      
      Dispel Invisibility
      Will dispel invisibility on any character/creature on the room which fails
      a spirit warding.
      NOTE: Does not work on invisible objects (which are rare).
      
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.
      NOTE: 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.
      
111
      
      Fire Spirit
      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.
      
112
      
      Water Walking
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      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.
      
113
      
      Undisease
      Will remove 1 disease from a given target.
      NOTE: Effective on any disease of any strength.
      
114
      
      Unpoison
      Will remove 1 poison from a given target.
      NOTE: Effective on any poison of any strength.
      
115
      
      Spirit Burst
      DURATION: 5 seconds per level
      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.
      
116
      
      Locate Person
      Can be cast on any character in the game and will give you a brief vision
      of where they are, provided they are within the same geographical area.
       You cannot locate people in other towns, ie. from Wehnimers Landing
      to Icemule Trace, or from Teras Isle to Pinefar.
      NOTE: 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
      DURATION: 1 swing
      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).
      
118
      
      Web
      Casts a sticky web, to entrap the target.
      
119
      
      Herb Production
      Causes a random healing herb to grow instantly on the ground (works only
      outdoors). There is no way to predict which herb will grow.
      
120
      
      Lesser Shroud
      DURATION: 1200 seconds + 60 seconds per minor spirit spell known
      Similar to Spirit Defense except caster appears to be a minor god (an
      illusion). 
 This bestows a +25 to generic DS and +20 to spirit TD.
      Self-cast only.
      
125
      
      Call Lightning
      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.
      NOTE: The storm cloud will strike the target with a random amount of
      lightning bolts, usually 3 or 4. Shocking!
      
130
      
      Spirit Guide
      Causes a caster and his or her group to return somewhere, not necessarily
      the nearest mana focus.  There is a significant chance the spell will
      fail and transport the caster and their group to a random point within the
      target area.  This will often include dangerous areas where creatures
      wander freely.  The caster can also expect to be forced into an
      offensive stance and incur a hefty round time.  Another possible side
      effect includes feeling extremely sick and possible vomiting.  This
      is a powerful teleport spell and is useful for getting a party out of
      danger quickly.
      NOTE: Everyone who is joined to the caster will teleport with him/her. You
      can use HOLD HANDS WITH <character> to hold onto someone who is
      otherwise incapacitated.   Great for evacs!
      
150
      
      Wall of Force
      DURATION: 600 seconds + 5 seconds per minor spirit spell known
      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.
      Self-cast only.