“It’s a glorious day. The light inside you is radiant indeed.” – Deshmin, legendary spirit templar

Spirit templars harnesses spirit magics into offensive tools, attacking the very essence of opponents. Spirit templars favor two-weapon combat, often choosing the spear and whip as his tools of choice. Spirit templars are uniquely devoted to the forces of good and may be no other alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos.


Introduction

The sudden arrival of the ch’taren during the War of Night brought with them unexpected fruit: the magics of Spirit. This included its more martial variation, the creed of the Spirit templar. Possessed of both divine and extraplanar power, these new weapons were devastatingly effective against both Void-mages and their demonic servitors. With the end of the War, these techniques spread rapidly throughout Avendar. Ch’taren remain the predominant practitioners of the art, but it has come to be heralded by virtually all mortal races for its immense power.

A uniquely ch’taren class, every Spirit templar stands alone, even when surrounded by friends and allies. They are trained to strike at the heart of the enemy, assaulting even the greatest of foes with relentless efficiency. Demons and shuddeni are common victims of the Spirit templar, as he is able to banish or slay them with devastating skill. Well practiced in defensive techniques especially tailored to their brash style, a Spirit templar rarely fears for his safety even in darkness. Spirit templars favor two-weapon combat, often choosing the spear and whip as his tools of choice.

Spirit templars are uniquely devoted to the forces of good and may be no other alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos. The ch’taren deities Rystaia, Calaera, and Vaialos are among the creed’s most venerated, with templars often calling upon their righteous fury to stab at the heart of darkness.


Class Abilities

Click an ability name to see more details.

Skills

Level 1: recover
Duration : Instantaneous
Range    : Self Only                                   Reuse Delay: 6 Hours

Syntax: Recover

Adventurers all learn a basic technique to draw upon the divine threads of
power that attune them to their altar and restore some lost hit points.

Primary Attribute: Wisdom
Level 1: axe
Syntax: Automatic

Bladed weapons with a typically short haft, axes are most often favoured by
barbarians, who enjoy their lack of subtlety and learn specific techniques for
them. Axes may be found in many sizes, for both one and two-handed use. They
typically deal slashing damage, and they are characteristically poor at
fending off blows, due to their balance and lack of finesse. The weighty
swings often required by axes make it suited against both shield blocking and
deflection, but much easier for opponents to fend off or stone phalanx.

Primary Attribute: Strength

See also: PARRY
Level 1: dagger
Syntax: Automatic

Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.

Primary Attribute: Dexterity

See also: PARRY
Level 1: flail
Syntax: Automatic

A flail is a weight attached by a chain or hinge to a handle, designed to
penetrate armor through blunt or piercing force, though they are often used
interchangably with the less flexible maces. Only gladiators recieve extensive
training in the usage of flails, but other professions are taught the basics.
Because of their flexibility and the somewhat awkward movements to wield them,
they are not terribly suited to defend with, and will make it more difficult
to parry when they are offhanded. Flails are particularly effective against
foes who are dodging, deflecting, or shield blocking.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: sword
Syntax: Automatic

One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: whip
Syntax: Automatic

A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.

Primary Attribute: Dexterity

See also: PARRY
Level 1: hand to hand
Syntax: Automatic

The art of fisticuffs is taught by several of Avendar's martial guilds.
Students will hit harder while unarmed than those who are untrained. If
someone who is trained in both fighting unarmed and dual wielding has even a
single free hand, he will use that as an off-hand attack. Having claws, both
srryn and kankoran will do more damage with this skill than other races.

However, this basic training only goes so far, and those who fight without a
weapon in hand will find themselves unable to parry.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 3: kick
Duration : Instantaneous                                       Cost: 3 Mana
Range    : Current Enemy

Syntax: Kick

Many guilds teach this basic martial manuver, allowing them to slightly
augment their damage in combat. Bandits receive further training in making
well-placed kicks.

Primary Attribute: Strength, Dexterity

See also: KNEE SHATTER
Level 5: enhanced damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 6: dual wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.

Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.

The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).

Primary Attribute: Dexterity

See also: PARRY, AMBIDEXTROUS
Level 7: intercession
Syntax: Automatic

With this skill, a spirit templar may call forth power to intercede between
themself and melee attacks. A weapon is required to benefit from this skill--
any weapon. This skill does not function in places where magic cannot be used,
and can be hampered by skills that also impact parry. Exceptions will be noted
on those skills' helpfiles as needed.

Primary Attribute: Wisdom, Dexterity

See also: PARRY
Level 8: scrolls
Range    : Inventory Item/As Original Spell

Syntax: Recite <scroll> <target>

Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.

As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.

Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.

Primary Attribute: Intelligence

See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Level 9: fast healing
Syntax: Automatic

Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.

Primary Attribute: Constitution

See also: HIT POINTS
Level 12: second attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity, Strength

See also: DUAL WIELD
Level 13: meditation
Syntax: Automatic

A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.

Primary Attribute: Intelligence, Wisdom

See also: TRANCE, MANA
Level 14: dodge
Syntax: Automatic

Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.

All aelin receive a bonus to this skill.

Primary Attribute: Dexterity
Level 15: trip
Syntax: Trip <Target>

The trip command attempts to bring an opponent down by knocking their
feet from under them. Tripping is most successfully practiced by the
quick and nimble, and fails on opponents who are flying or otherwise
not tied to the ground. Trip can either be used to start a fight, or
in combat, where the argument is optional.

Primary Attribute: Dexterity
Level 16: wands
Range    : Inventory Item/Target Person or Mob

Syntax: Zap <item> <target>

Non-adventuring scholars and alchemists are able to imbue wands with magical
spells, that they might be cast at a later date. Spells imbued within a wand
affect a specified target, and are typically offensive but not universally so.
Wands may be freely used in combat, even if the spell within ordinarily may
not.

Wands have a limited number of charges; should all charges be expended from
one, the item will be consumed.

Primary Attribute: Intelligence, Dexterity

See also: CAST, OVERCHARGE, individual spell helpfiles
Level 18: third attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity, Strength

See also: DUAL WIELD
Level 22: sortie
Duration: Up to 3 Hours
                                                       Reuse Delay: 3 Hours

Syntax: Sortie

This spell allows the spirit templar to lead a lone sortie agains his foes.
Driving himself into his foes, the templar cries out his battlecry, and makes
an attack at each person attacking him. While still energized by his sortie,
the templar will deal markedly more damage with his attacks, though each round
of combat, there is a chance that the effect will fade.

A spirit templar may customize his battlecry with the 'battlecry' command.

Primary Attribute: Charisma

See also: BATTLECRY
Level 25: lucid dreaming
Syntax: Automatic

Exceptionally in touch with their bodies, and through their connection with
the magics of the spirit, templars of the sphere gain control over their own
dreams. Through this control, they may attempt to stave off unnatural forms of
sleep and awaken, or alleviate the effects of unnaturally-imposed nightmares.

Primary Attribute: Intelligence, Wisdom

See also: NIGHTFEARS
Level 28: trance
Syntax: Automatic

A further refinement upon the more widely taught basic technique of
meditation, trance is taught by the spellworking guilds and those focused on
more meditative studies, in order to better recover their mana.

Primary Attribute: Intelligence, Wisdom

See also: MEDITATION, MANA
Level 31: light of deliverance
Syntax: Automatic

This skill causes any light-based spells one uses (eg, searing light, soul
flare, radiance, or ray of light) to also weaken and dispel Void-based
maledictions upon themself.

Primary Attribute: Wisdom, Charisma
Level 36: invocation of Converu
Syntax: Automatic

This skill enhances the power of the unshackle spell. With this, when
unshackle is cast upon a summoned-and-bound demon, it will be damaged or
banished. Demons that are not under direct control of a caster will only be
damaged.

Primary Attribute: Dexterity, Charisma

See also: UNSHACKLE

Spells

Level 2: armor
This is a short list of the more common wear-slots accessible to mortals.
There are a few more, but are comparatively obscure. These should be most
all that you'll deal with:

  -Left finger                     -Right finger
  -Neck (first)                    -Neck (second)
  -Torso                           -Head
  -Legs                            -Feet
  -Hands                           -Arms
  -Shield/Held/Dual Wielded/Light  -About body
  -Waist                           -Left wrist
  -Right wrist                     -Wielded (weapons)
  -Floating                        -Branded (immortals' sigils and brands)
Level 3: searing light
Duration : Instantaneous                              Minimum Cost: 15 mana
Range: Single PC or Mob

Syntax: cast 'searing light' <target>

From his early days as a novice, a student of the spirit sphere learns to
call forth a searing flare of light to damage his target.  While more
advanced studies may later supplant most of its usefulness, even archmagi
have been known to fall back on this early training in times of need.

This spell restores a portion of mana spent when casting it.

Primary Attribute: Intelligence

See also: MAGIC APTITUDE
Level 4: detect invis
Duration : Level/2 hours                               Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Detect Invis'

This spell allows the caster to see all players, mobiles, and objects that are
invisible.

Primary Attribute: Intelligence

See also: INVISIBILITY
Level 5: radiance
Syntax: Automatic

Named for the first known Flameheart scholar, before she rejected Kyez-Ralin's
gifts, Yesa's radiance is an outpouring of the sheer burning force of the fire
devil's influence. Whenever the scholar is attacked in melee, there is a
chance their foe will be burned in retaliation.

Primary Attribute: Intelligence
Level 7: bless
Duration : (6+Level)/2 Hours                       Minimum Cost: 5 mana
Range    : Target PC, Mob, or Object

Syntax: cast 'bless' <target>

This spell invokes a blessing upon its target.  A person so blessed will gain
a bonus to hitroll and saves for a time. Furthermore, all of their equipped
items will be blessed.  An object so blessed will be stripped of most
superficial evil taints, and will be considered as blessed for the duration;
blessed objects gain a small measure of resistance to item-damaging spells
such as shatter.  Furthermore, blessed weapons will strike with slightly
greater facility against demons, reducing the demon's ability to parry or
dodge against it.

Primary Attributes: Intelligence, Wisdom

See Also: SAVES, HITROLL, SHATTER, DEMONIC POSSESSION
Level 8: invisibility
Duration : Level + 12 Half-hours              Minimum Cost: 5 mana
Range    : Target PC, Mob or Inventory Item

Syntax: Cast 'Invisibility' <target>

Using the energies of the caster's sphere, this spell shrouds its target from
ordinary vision. It is impossible to see anyone or anything who is so hidden
without some means of specifically detecting the invisible. It is impossible
to disarm, steal, or loot a weapon that you are unable to see.

Invisibility is not a perfect disguise: it does not conceal entry or exit from
a room, muffle the sounds of speech, or shroud any actions; all who are
present and awake in the room will be aware that someone has acted, if not
who.

Primary Attribute: Intelligence

See also: DETECT INVIS, SIXTH SENSE, MASS INVIS
Level 10: shield
Duration : Level/2 Hours                          Minimum Cost: 75 mana
Range    : Caster or Target Item

Syntax: Cast 'Frozen Shield' <target>

This spell enchants a shield with a frigid chill; this causes it to grant
additional hitroll, damroll, and resistance to fire. When cast upon a blessed
item, the duration will be extended. One may place this spell upon a held
shield by casting it upon oneself. This spell does not coexist with Rotheld's
Bulwark; one may use one or the other, but not both.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION
Level 11: blade of light
Duration : Level*10 Hours                          Minimum Cost: 75 mana
Range    : Caster Only                             Recast Delay: 12.5 Hours

Syntax: Cast 'Blade of Light'

This spell forges a sword of pure light for the templar to use for a time. If
anyone who is not a spirit templar attempts to wield one of these blades, it
will reject their touch; they may not wield them.

Primary Attribute: Intelligence, Wisdom
Level 13: seraphic wings
Duration : Level/4 Hours                         Minimum Cost: 25 mana
Range    : Caster Only

Syntax: Cast 'Seraphic Wings'

This spell creates a pair of gleaming white angel-wings for its caster,
imbuing him with magical flight.

Primary Attribute: Intelligence, Charisma
Level 15: visions
Duration : Level/16 Hours                          Minimum Cost: 40 mana
Range    : Target PC or Mob

Syntax: Cast 'Visions' <target>

This spell forces horrifying visions of the past upon the target, filling
their sight. This will vastly increase the target's chances of missing attacks
due to armour class. The blindfighting skill can mitigate this.

One so afflicted will see nothing else when using the look, scan, where, or
exits commands, and will also be unable to use archery. It is easier to
inflict visions upon those with a redder aura, and harder upon those more
to the gold.

Primary Attribute: Wisdom

See also: LOOK, WHERE, WHITEOUT, KARMA
Level 17: consecrate weapon
Duration : Level/6 Hours                              Minimum Cost: 50 mana
Range    : Target Weapon

Syntax: Cast 'Consecrate Weapon' <target>

This spell suffuses a given weapon with holy power, changing its damage type
accordingly. This spell cannot be cast on weapons which innately deal holy
damage or those which deal negative damage. Similarly, weapons which are
considered evil or reject the touch of the good-aligned will not accept this
spell, either. The duration will be extended when cast upon glowing or blessed
weapons. One may place this spell upon a wielded weapon by casting it upon
oneself.

Primary Attribute: Wisdom, Charisma
Level 19: zeal
Duration : Level/8 Hours                           Minimum Cost: 35 mana
Range    : Target PC or Mob

Syntax: Cast 'Zeal' <target>

Suffusing the target with a fanatic fervor, zeal is a close cousin of the
fire spell frenzy. Like that spell, the target will be able to hit both harder
and more accurately, though his armor class will suffer. Unlike frenzy, one
held by this zeal will fight even beyond the limits of his mortal frame,
allowing his hit points to fall into the negatives. However, the body can only
be pushed so far, and taking too much damage, or if the spell expires while
the target is in such a state will both prove fatal.

It is not possible to cast this spell on someone who is already in a berserker
rage. Those imbued with the fervor of this spell will find themselves unable
to either retreat or cower away from battle.

Primary Attribute: Intelligence, Charisma

See also: FRENZY, HITROLL, DAMROLL, RETREAT, COWER
Level 20: truesight
Duration : Level/7 Half-hours                    Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Truesight'

This spell grants spirit templars an expanded vision of the world around them,
helping them to guide their blows more accurately, and staving off the effects
of blindness. It also grants them the ability to see the surface of the souls
of those around them, allowing them to detect when people are markedly either
good or evil. One so affected will also be able to detect those who walk on
the fringes of the Void, though they still will be unable to touch them.

Primary Attribute: Wisdom

See also: VOIDWALK, HITROLL
Level 21: ray of light
Cost: 1 train

Some individuals sleep particularly lightly, and are particularly sensitive to
activity taking place around them even while asleep. Light sleepers will be
informed when anyone they are able to detect enters or leaves the room, or
when someone speaks.
Level 23: astral form
Duration : (2*Level)/10 Hours                    Minimum Cost: 45 mana
Range    : Caster Only

Syntax: Cast 'Astral Form'

This spell allows the caster to partially exist within the spirit plane. While
in this state, the caster will be able to pass through doors, and have a
chance to evade bashes, pummeling, and grapples, though it offers no
protection against shield bashes. Being in this state also imparts a slight
weakness against magical effects.

Primary Attribute: Intelligence, Wisdom

See also: BASH, PUMMEL, GRAPPLE
Level 24: unshackle
Duration : Instantaneous                              Minimum Cost: 65 mana
Range    : Target Charmed PC or Mob

Syntax: Cast 'Unshackle' <target>

This spell attempts to dissolve bonds and charms that bind beings to a master,
whether the servitude be willing or no. If the spell succeeds, the once-bound
being may attack its old master, though this is markedly less likely if the
master is of good alignment. Certain creatures will resist this more than
others, in particular specific breeds of drakes which are known for their
loyalty. Additionally, this will disrupt the invocations of a Nightfall
scholar to their symbols, and break a single one of their bonds.

Primary Attribute: Wisdom, Charisma

See also: INVOCATION OF CONVERU
Level 25: soul flare
Duration : Level/12 Hours                        Minimum Cost: 40 mana
Range    : All Ungrouped PCs or Mobs in Room

Syntax: Cast 'Soul Flare'

This spell was formulated for usage in battle against large groups of
shuddeni: when powerful light formed by this spell strikes one of them, they
take a substantial amount of damage. A member of any other race who is struck
by this spell has a chance to be blinded. This may be cured with the standard
spell of cure blindness.

Primary Attribute: Intelligence, Charisma

See also: CURE BLINDNESS
Level 26: ward of grace
Duration: 18 hours                                 Minimum Cost: 30 mana
Range: Caster Only

Syntax: cast 'ward of grace'

This lesser version of the scholar's spell "Aegis of Grace" also
enshrouds the caster in protective magics, shielding him from negative
influences.  The only distinction between this working and that of a full
mage is that this will ward only the caster, not including his group;
similarly, he may not refresh the spell before its natural termination.  

Primary Attributes: Intelligence, Charisma

See Also: AEGIS OF GRACE
Level 27: exorcism
Duration : Instantaneous                             Minimum Cost: 40 mana
Range    : Single PC, Mob, or Inventory Item

Syntax: Cast 'Exorcism' <target>

Spirit templars may exorcise demons and haunting spirits from both people
and items by utilizing this ritual. They may attempt to purge a Void templar's
bound demons from equipment or the possessing demon from the templar himself.
Similarly, this spell will attempt to break all symbolic bonds presently held
by a Nightfall scholar.

Primary Attribute: Intelligence, Wisdom

See also: DEMONIC POSSESSION, HUNGER OF GRMLARLOTH, et al
Level 29: wrath of Kyana
Duration : Level/24 Hours                        Minimum Cost: 40 mana
Range    : Single PC or Mob

Syntax: Cast 'Wrath of Kyana' <target>

Named for Kyana, the ancient goddess of the stars, this spell calls down Her
wrath on its target. Anyone so stricken will be damaged for each physical
attack they make against anyone of good alignment. This spell stacks with
itself, intensifying the effect.

Primary Attribute: Intelligence, Wisdom
Level 30: positive channel
Duration : See Text                              Minimum Cost: 50 mana
Range    : Caster Only

Syntax: Cast 'Positive Channel' Open/Close

This spell opens up a conduit to the plane of positive energy, grounding out
through the very being of the caster. While this channel is open, both the
caster's hitroll and damroll are substantially increased, as are their hit
points. While channeling this energy, the caster cannot enter a desecrated
room, and loses mana every half-hour. Spells such as searing light will not
restore any mana.

This spell ends either when the caster elects to close the channel, or they
run out of mana. The force of the channel closing has a chance to drive the
caster into sleep, and both their hit points and mana will be reduced
proportionally to how long they held the channel open.

Primary Attribute: Intelligence, Constitution
Level 32: spiritwrack
Duration : Instantaneous                              Minimum Cost: 25 mana
Range    : Target Evil PC or Mob

Syntax: Cast 'Spiritwrack' <target>

This spell calls torment down onto the soul of its target, harming those
without any gold aura. Against other player characters, this spell is most
effective against those whose actions have caused a visible taint on their
soul, regardless of their actual alignment, but even with none visible, it
will hurt. If used while wielding a light-damage weapon, the damage will be
both holy and light-aligned; otherwise it is holy alone.

Primary Attribute: Intelligence, Dexterity
Level 33: thanatopsis
Duration: (level) hours                              Minimum Cost: 75 mana
Range: Caster Only

Syntax: cast 'thanatopsis'
        where ghost
        assesssoul <target>

With this spell, the caster's awareness of the flows of life and death in
the world increases.  Such a one will immediately sense the death of any
adventurer in the world, and may locate any such ghosts with the 'where
ghost' command, regardless of distance from the ghost.  Furthermore, she may
use the 'assesssoul' command on herself or another adventurer in the same
room to gain an understanding of how far away the target is from final
death.  

Primary Attribute: WISDOM
Level 34: unseen servant
Duration : Instantaneous                             Minimum Cost: 35 mana
Range: Inventory Object / Single PC

Syntax: cast 'unseen servant' <item> <target>

With this spell, a spirit templar may call forth an astral being which
may transport objects to another character.  This being will however be
stymied by rooms that cannot be teleported into, and those targets who have
'nosummon' toggled on will have a chance to resist being handed anything. 
If the object is marked with a rune of spirit, the save is automatic; thus,
such objects may only be sent in this fashion to those with 'nosummon'
toggled off.  

If the recipient has 'accept' toggled off, the spirit will simply drop the
item on the ground at his feet.  Should the servant be unable to deliver the
item for any reason, it will return it to the caster.  

Primary Attributes: Intelligence, Wisdom

See Also: NOSUMMON, ACCEPT
Level 38: spirit sanctuary
Duration : Level/50 Hours + 2.5 Hours                Minimum Cost: 80 mana
Range    : Caster's Group                            Recast Delay: 50 Hours

Syntax: Cast 'Spirit Sanctuary'

This spell creates a magical sanctuary where the caster and his group may rest
their wounds safely. No one within may be located or summoned, and they are
safe from the inclement effects of weather. When the spell expires, all within
will be returned to the spot where they stood when the spell was cast.

Primary Attribute: Intelligence
Level 40: rune of spirit
Duration : Level Hours                          Minimum Cost: 140 mana
Cooldown : 6 - 8.5 hours, varies by skill
Range    : Caster's Room or Inventory Item

Using this spell, a worker of spirit magics may mark either an item in
his possession, or the room where he currently stands with a hidden rune of
the spirits.  This spell cannot be cast in a place that cannot be teleported
from, nor can it be cast while the caster has an extant rune of spirit. 
While the rune is in existence, the caster will suffer a significant penalty
to his maximum mana.  

The caster may activate his rune of spirit by using the 'spiritrecall'
command at most any time when he is neither sleeping nor resting.  All
circumstances which would prevent ordinary usage of the word of recall
command will block an attempt to spiritrecall.  The caster's rune must not
have been moved into a place which would prevent teleportation, either to or
from it.  Once a rune has been recalled to, it dissipates, and the caster
must place another to be able to spiritrecall again. However, he will be
unable to do so for a short time after using it.

Primary Attributes: Intelligence, Wisdom

See also: WORD OF RECALL, TELEPORT

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