“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: 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: Spear
Syntax: Automatic

A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.

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: 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 1: 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 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: Parry
Syntax: Automatic

One of the few skills taught by almost all guilds of Avendar, parrying is the
art of fending off an opponent's blows with one's own weapon. It is easiest to
do so with a staff, though polearms and spears are well-suited to it as well.
Swords and exotic weapons are neither good nor poor to one attempting to
parry, though gladiators will parry better with an exotic and swords parry
more effectively when wielded with both hands. Maces, axes, flails, daggers
and whips are in turn less and less suited to parrying with.

Fighters, by virtue of their training in a variety of techniques, will be more
skilled at parrying no matter what the weapon.

Wielding a weapon other than a sword or a spear in one's offhand will inhibit
parrying with the main hand, though gladiators learn techniques to parry
better while offhanding a whip. It is typically easier to parry when skilled
with one's own weapon.

It is particularly difficult to parry against daggers and whips, and easier to
parry polearms.

Primary Attribute: Dexterity

See also: DUAL WIELD, individual weapon 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 third 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

See also: DUAL WIELD, SECOND ATTACK
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: Rescue
Range    : Target PC or Mobile

Syntax: Rescue <target>

Rescue allows the user intercede in combat for another. This will direct the
melee blows of the target's foe at the user, removing them from combat. If the
target is being targeted by multiple opponents, they will need to be rescued
from each one in turn. It is not possible to rescue someone who is not being
targeted by any enemies. A character who is autoassisting will immediately
rejoin combat after being rescued.

Primary Attribute: Charisma, Dexterity

See also: AUTOASSIST, AUTOATTACK
Level 16: 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 18: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third 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

See also: DUAL WIELD, SECOND ATTACK
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 30: Weavesense
Duration: Discretion of User                       Cost to Initiate: 75 mana
Cost to Maintain: 50-75 mana per tick, depending on skill

Syntax: weavesense (used to toggle on and off)

The study of spirit is, among other things, the study of the Weave which
underlies all.  An acolyte of spirit magics therefores learns early on to
sense the flows of quintessence from which the Weave is formed, so as to
pick out the most powerful founts of power and the ley lines emanating from
them.  This ability is known as weavesense, and serves as a critical
foundation for more advanced workings later in a novice's career.  

Those with weavesense activated will be able to see the strongest threads of
the Weave about them, and gain a sense of how attuned their energies may be
to positive, negative, ordered, or chaotic persuasions.  In addition, such a
one will feel the resonances of nearby magics through the Weave, and be able
to spot magical auras surrounding objects; these abilities are akin to those
granted by detect magic.  Maintaining weavesenses is a draining task,
drawing down the user's mana reserves each tick.  

Primary Attribute: Wisdom

See Also: WEAVETAP, WEAVECRAFT, WEAVE

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.  

Primary Attribute: Intelligence
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: Undying Radiance
Duration : See Text                                    Minimum Cost: 7 mana
Range    : Room or Optional Inventory Item

Syntax: Cast 'Undying Radiance' <optional item>

This spell has two functions: if the caster does not direct the energies of
the spell in a specific manner, it will illuminate the room where he stands,
so long as any darkness in the room is natural. If the caster chooses to imbue
an item with undying radiance, it will glow permanently, and also serve as a
source of light.

When cast on a room, this spell counters and dispels the 'dim' spell.

Primary Attribute: Intelligence

See also: DIM
Level 7: Bless
Duration : (6+Level)/2 Hours                       Minimum Cost: 5 mana
Range    : Target PC, Mob, or Inventory Object

Syntax: cast 'bless' <target>

Even a novice of spirit may call down a blessing on a person or object,
granting it divine favor.  A person so blessed will gain a bonus to hitroll
and saves for a time.  An object so blessed will be stripped of most
superficial evil taints, and will be considered as blessed from then on;
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 : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
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: Consecrate Weapon
Duration : Level/6 Hours                              Minimum Cost: 50 mana
Range    : Target Inventory Weapon

Syntax: Cast 'Consecrate Weapon' <weapon>

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 purehearted will not accept this
spell, either.

Primary Attribute: Wisdom, Charisma
Level 16: Remove Hex
Duration : Instantaneous                           Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Remove Hex'

This spell will attempt to remove various maledictions of the Void from the
caster, such as curses, blight of Adduthala, nightfears, or embrace of
Isetaton. This spell cannot remove curses from items.

Primary Attribute: Wisdom

See also: CURSE
Level 17: 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 19: Aura
Duration : Level/2 Hours                        Minimum Cost: 60 mana
Range    : Target Inventory Object              Recast Delay: Level/2 Hours

Syntax: Cast 'Aura' <target>

This spell imbues an object with an aura to ward against evil influence. Once
this aura is in place, any person of evil alignment who attempts to pick up
the item will be damaged and be prevented from taking it. An item with this
aura on it cannot be firebranded. For the duration of the recast delay, the
caster will also feel a loss of mana equal to half his level.

Primary Attribute: Intelligence
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: Rite of Nathli
Duration : Instantaneous                         Minimum Cost: 35 mana
Range    : Caster's Current Room

Syntax: Cast 'Rite of Nathli'

The rite of Nathli is a holy ritual, created by the wise men associated with
the ancient castle of Nathli, that laymen call the palace of Titans. This
ritual calls on the power of the light to strike upon all undead in the
caster's vicinity, dealing damage and occasionally automatically destroying
them.

Primary Attribute: Intelligence
Level 25: Soul Flare
Duration : Level/12 Hours                  Minimum Cost: 40 mana
Range    : All People Fighting the Caster

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: 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 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.

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 his hit
points. While channeling this energy, the caster cannot enter a desecrated
room, and loses mana every half-hour.

This spell ends either when the caster elects to close the channel, or he runs
out of mana. The force of the channel closing has a chance to drive the caster
into sleep, and both his hit points and mana will be reduced proportionally to
how long he had the channel open through him.

Primary Attribute: Intelligence, Constitution
Level 31: 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.
They may also attempt to banish a Void scholar's summoned demons, assuming
they possess other beings. Some particularly insidious demons may not be
purged in this fashion. 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 32: Vengeance
Duration : Instantaneous                              Minimum Cost: 40 mana
Range    : Single PC or Evil Mobile

Syntax: Cast 'Vengeance' <target>

This spell calls down the wrath of the spirit world upon its target, damaging
them. Characters who have killed PCs of good alignment will find themselves
more grievously injured by this spell proportional to the number of kills.
Mobiles will be damaged somewhat less.

Primary Attribute: Intelligence, Charisma

See also: PK
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 36: Invocation of Converu
Duration : Instantaneous                             Minimum Cost: 100 mana
Range    : All Demons in the Caster's Room

Syntax: Cast 'Invocation of Converu'

Calling upon the mighty power of Converu, a spirit templar may attempt to
disrupt the very beings of all demons in the room. Those that are bound to a
PC scholar will be instantly banished back to the Void; those whose grip upon
the Prime is more substantive will take damage.

The iron bond learned by Void/earth scholars offers some defense against this
skill.

Primary Attribute: Dexterity, Charisma

See also: IRON BOND
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
Level 42: Resonance
Duration: Instantaneous                             Minimum Cost: 25 mana
Range: Single PC or Mob, Globally

Syntax: cast 'resonance' <target>

With the resonance spell, a spirit templar may stretch her senses across
the Weave, seeking out any trace of a target's resonance.  From this
working, she may glean an idea of how far away the target is; successive
castings from different locations may therefore help her to hone in on her
target's position.  If both the caster and target are on a ley line or share
a bond of souls, the caster will also get a sense of the direction she
should walk to get closer to her target.  

Primary Attributes: Intelligence, Wisdom

See Also: BOND OF SOULS

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A Post About A Class

Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…
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