Post by Frederic Bourgault-Christie on May 23, 2006 13:02:34 GMT -5
The Lennus Spiritualist is one of the unique Classes that develops Spirits of magic, a combination of a domain and a quite literal Spirit, and derives spells from the permutations. The advantage is obvious: Each new Spirit opens an exponentially greater amount of power to the user. Note that Brunnengus' Perversion Spheres are included even though they are not normally available. A few prodigious users, such as Chezni, Midia or Brunnengus, can learn Spirits easily, often with a nominal fee, but even masters such as Hawk (possibly owing to having no Raiga ancestry) must train long and hard to release a new Spirit, though individuals like Hawk and G Razav were incredibly potent with the Spirits they did learn.
Generally, high Legendary practitioners can combine three Spirits, high Forbidden practitioners four, and so on. A Spirit must be developed to the point of being able to be combined with more than two spirits, which means that the average Forbidden practitioner has a few Spirits that they can cannot tack onto existing two-Spirit combinations and some that they can. The exception is the Spirit and Dark Spirit spells as well as their derivations and combinations (Spirit being a rare spell parallel to Ultima in power, and often much more potent due to the extreme sacrifice of it!).
Lennus Spiritualists traditionally use their own vitality (HP) to cast spells! This means that healing spells, for example, are simply direct transfers of vitality (until Forbidden levels). Some have surpassed this limitation or have found loopholes through it: Brunnengus, for example, uses the immunity provided by the Grens and his unique draconic/undead/Raiga capacities to gain more than he sacrifices in health.
Spirits:
Air: (Air is distinguished from Sky in that it is the more pacifist form of air elemental magic: SkSk produces a spell that tears apart with wind, while AA produces an escape spell.)
Earth:
Flame:
Heart:
Light:
Sky:
Sphere:
Water:
Derived Spells:
Normal:
AA (Air/Air)
Escape: Escape from dungeon. (Same as Fl dor)
AE (Air/Earth)
Bury: Bury the enemy alive. (Range increases as A/E affinity increases)
AF (Air/Fire)
FireA: Set fire to all enemies.
AHt (Air/Heart)
ATback: Return half damage.
AL (Air/Light)
BoltA: Lightning on all enemies.
ASk (Air/Sky)
Warp: Warp. (Same as Home dor)
ASp (Air/Sphere)
MGWall: Build antimagic barrier. (Raises magic defense)
AW (Air/Water)
LStorm: Start a hurricane. (Range increases as A/W affinity increases)
EE (Earth/Earth)
AntiPS: Will purify poison.
EF (Earth/Fire)
AT S: Concentrate attacks on. (Enemies will target the caster)
EHt (Earth/Heart)
Dft P: Give oneself up. (Kills the caster and heals the rest of the party)
EL (Earth/Light)
Healup: Restore. (Cures status ailments)
ESk (Earth/Sky)
STRup: Upgrade force strength.
ESp (Earth/Sphere)
SPup: Make forces quicker.
EW (Earth/Water)
Wall: Create a barrier.
FF (Fire/Fire)
FireS: Set fire to one enemy.
FHt (Fire/Heart)
takeHP: Absorb the enemy's HP.
FL (Fire/Light)
Blowup: Cause explosions. (Accuracy increases as F/L affinity increases)
FSk (Fire/Sky)
Heat: Attack with heat waves.
FSp (Fire/Sphere)
FireG: Set fire to one group.
FW (Fire/Water)
Dft A: Beat enemies at once.
HtHt (Heart/Heart)
Peace: Not confront weak enemy. (Speak Engrish?)
HtL (Heart/Light)
Dft S: Eliminate the enemy.
HtSk (Heart/Sky)
BreakA: Destroy all enemies. (Sky-based damage, not an instant kill spell)
HtSp (Heart/Sphere)
Crush: Crush with weight.
HtW (Heart/Water)
Hire: Get back soldiers. (Same as S Tavern)
LL (Light/Light)
BoltS: Lightning on one enemy.
LSk (Light/Sky)
BoltG: Lightning on one group.
LSp (Light/Sphere)
MGdown: Repel enemies' magic.
LW (Light/Water)
Daze: Confuse the enemy.
SkSk (Sky/Sky)
BreakS: Tear apart one enemy. (Sky-based damage, not an instant kill spell)
SkSp (Sky/Sphere)
DFdown: Decrease defense power.
SkW (Sky/Water)
BreakG: Tear apart one group. (Sky-based damage, not an instant kill spell)
SpSp (Sphere/Sphere)
Freeze: Freeze the enemy.
SpW (Sphere/Water)
Storm: Attack with storms.
WW (Water/Water)
DFup: Increase defense power.
Legendary:
All eight original Spirits
Spirit: Attack with 8 spirits.
Generally, high Legendary practitioners can combine three Spirits, high Forbidden practitioners four, and so on. A Spirit must be developed to the point of being able to be combined with more than two spirits, which means that the average Forbidden practitioner has a few Spirits that they can cannot tack onto existing two-Spirit combinations and some that they can. The exception is the Spirit and Dark Spirit spells as well as their derivations and combinations (Spirit being a rare spell parallel to Ultima in power, and often much more potent due to the extreme sacrifice of it!).
Lennus Spiritualists traditionally use their own vitality (HP) to cast spells! This means that healing spells, for example, are simply direct transfers of vitality (until Forbidden levels). Some have surpassed this limitation or have found loopholes through it: Brunnengus, for example, uses the immunity provided by the Grens and his unique draconic/undead/Raiga capacities to gain more than he sacrifices in health.
Spirits:
Air: (Air is distinguished from Sky in that it is the more pacifist form of air elemental magic: SkSk produces a spell that tears apart with wind, while AA produces an escape spell.)
Earth:
Flame:
Heart:
Light:
Sky:
Sphere:
Water:
Derived Spells:
Normal:
AA (Air/Air)
Escape: Escape from dungeon. (Same as Fl dor)
AE (Air/Earth)
Bury: Bury the enemy alive. (Range increases as A/E affinity increases)
AF (Air/Fire)
FireA: Set fire to all enemies.
AHt (Air/Heart)
ATback: Return half damage.
AL (Air/Light)
BoltA: Lightning on all enemies.
ASk (Air/Sky)
Warp: Warp. (Same as Home dor)
ASp (Air/Sphere)
MGWall: Build antimagic barrier. (Raises magic defense)
AW (Air/Water)
LStorm: Start a hurricane. (Range increases as A/W affinity increases)
EE (Earth/Earth)
AntiPS: Will purify poison.
EF (Earth/Fire)
AT S: Concentrate attacks on. (Enemies will target the caster)
EHt (Earth/Heart)
Dft P: Give oneself up. (Kills the caster and heals the rest of the party)
EL (Earth/Light)
Healup: Restore. (Cures status ailments)
ESk (Earth/Sky)
STRup: Upgrade force strength.
ESp (Earth/Sphere)
SPup: Make forces quicker.
EW (Earth/Water)
Wall: Create a barrier.
FF (Fire/Fire)
FireS: Set fire to one enemy.
FHt (Fire/Heart)
takeHP: Absorb the enemy's HP.
FL (Fire/Light)
Blowup: Cause explosions. (Accuracy increases as F/L affinity increases)
FSk (Fire/Sky)
Heat: Attack with heat waves.
FSp (Fire/Sphere)
FireG: Set fire to one group.
FW (Fire/Water)
Dft A: Beat enemies at once.
HtHt (Heart/Heart)
Peace: Not confront weak enemy. (Speak Engrish?)
HtL (Heart/Light)
Dft S: Eliminate the enemy.
HtSk (Heart/Sky)
BreakA: Destroy all enemies. (Sky-based damage, not an instant kill spell)
HtSp (Heart/Sphere)
Crush: Crush with weight.
HtW (Heart/Water)
Hire: Get back soldiers. (Same as S Tavern)
LL (Light/Light)
BoltS: Lightning on one enemy.
LSk (Light/Sky)
BoltG: Lightning on one group.
LSp (Light/Sphere)
MGdown: Repel enemies' magic.
LW (Light/Water)
Daze: Confuse the enemy.
SkSk (Sky/Sky)
BreakS: Tear apart one enemy. (Sky-based damage, not an instant kill spell)
SkSp (Sky/Sphere)
DFdown: Decrease defense power.
SkW (Sky/Water)
BreakG: Tear apart one group. (Sky-based damage, not an instant kill spell)
SpSp (Sphere/Sphere)
Freeze: Freeze the enemy.
SpW (Sphere/Water)
Storm: Attack with storms.
WW (Water/Water)
DFup: Increase defense power.
Legendary:
All eight original Spirits
Spirit: Attack with 8 spirits.