Spiritual Spells in Black Geyser Couriers of Darkness are a category of Spells. They are magic abilities that can be used in various ways during combat or to benefit players during gameplay. Spells can be casted to produce different effects such as applying different status effects, damage enemies, summon items or creatures, grant bonuses, heal, increase resistance and many others. In Black Geyser, spells are categorized into seven classes, Natural, Unnatural, Special Ability, Spiritual, Oriental, and Summoning Spells. Each category focuses on different strengths and effects. This page covers a list of all spells types, spells and details.
Black Geyser Spiritual Spells
Spell |
Description |
Slot Type |
Cast Time |
---|---|---|---|
Armor of Alnarius |
Alnarius will protect his children in their hour of need, dressing the caster in brilliant armor made of light. This armor requires no proficiency and does not interfere with spellcasting. Increases the caster's resistance to Slashing, Stabbing and Pulse and Blow damage by 30% for 48 turns. |
Elevated | 4sec |
Astral Dance |
By shifting partially into the astral plane, the spell's target becomes more likely to evade enemy attacks. In turn however, their ethereal forms may have a hard time carrying out physical attacks themselves. The target gains Quickened, Calmed, Alert, Clarity and Weakened. |
Base | 1.5sec |
Calm |
By channeling their own concentrated spiritual energy into the target, the caster can strengthen their mental posture and restore their spirits. Removes Panic from the affected target. | Base | 1.5sec |
Charming Guise |
Gives a small temporary bonus to Bargain and Persuasion. | Base | 2.5sec |
Clear Eyes |
Bonus to Resist Illusion and Manipulation | Base | 2.5sec |
Divine Aid |
This spell conjures a great amount of divine force to heal its target from damage. Undead targets take the same amount of Heat damage as it would heal a living creature. | Base | 3.5sec |
Enemy to Friend |
Do you even need allies when your enemies are this helpful? Turns one foe into a temporary friend. | Elevated | 1.5sec |
Ex Machina |
This spell envelops its target with divine energy, preventing them from becoming sources of incoming attacks and harmful effects, at the cost of preventing the target from performing any such actions as well. The target can still move for the duration, but cannot be the target or source of damaging, healing or disabling effects. |
Elevated | 3sec |
Funnel Aura |
This spell latches onto the spiritual energies of hostile targets around the caster, and drawing their energies inwards. Grants one of the following effects to the caster for each hostile creature in range for one turn: Strength, Invigoration, Quickness, Inspiration and Indomitability. Inflicts Slow on hostile creatures present in the area of effect. |
Base | 2sec |
Mystic Bulwark |
This spell focuses a field of divine energy to surround its target, sheltering them from harm while the spell is active. Attacks made against the target are absorbed by the shield, until it's overpowered or the effect ends. Grants Shield to the target. |
Elevated | 2.5sec |
Identify |
This spell lets the user unveil the true nature of an item with unknown or magical properties. | Base | 2sec |
Peace |
This spell takes away the will to cause harm to others from its target. The affected target is Pacified. | Base | 1.5sec |
Reminder to Death |
?? | Elevated | 2.5sec |
Ride the Lightning |
Move like lightning, and leave some behind for anyone unfortunate enough to be nearby. The caster quickly jumps away to a targeted location in range, while discharging a blast of lightning in a circular area around them. Targets caught in the discharge take Pulse and Blow and Heat damage. |
Elevated | 1.5sec |
Serenity |
This spell can be used to restore the combatant nature of creatures to its original state. The Pacified effect is removed from the target if present, and the target also gains Alert. | Base | 1.5sec |
Soul Twist |
This spell calls forth a malevolent spirit to haunt any hostile targets in the area. Each turn, the spirit jumps to a different target in range. Targets the spirit attaches itself to gain Panicking and Distracted. | Elevated | 2sec |
Transcendent Meditation |
The caster conjures deep mental energy using this spell, to stay focused on their following tasks. The caster gains Anticipating and Focused. | Elevated | 4sec |
Twisted Requiem |
Often believed to be the pinnacle of the Unnatural spell school, this spell can cheat death and return the allies of the caster in an area to life. An immense amount of life force must be sacrificed by the caster however, that can quickly lead to their demise if the spell is not used carefully. All party members in the targeted area are revived at 75% Health and gain Strengthened and Indomitable. The caster takes damage equal to 80% of their Health as the spell takes effect. Allies are resurrected even if the caster dies in the process. |
Elevated | 4.5sec |
Vengeful Spirit |
This spell summons a malefic spirit to torment its target. The spirit attaches itself to its prey, causing a horrific experience. It enjoys causing mayhem and havoc, and will seek out new targets to afflict. Inflicts Panic and Distraction to its target each turn, then jumps to another random target in range. | Base | 2sec |
Wisp |
A small globe of bright light is summoned to follow the caster around, illuminating its surroundings. The friendly light shining from the globe aids any allies with aiming their attacks. Friendly creatures in the area of effect gain Steady, while Stealthed and Invisible is removed from any hostile creatures. |
Base | 2.5sec |
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