Major Elemental Spell Circle ---------------------------- Important Policy Note Simutronics policy is that GemStone III is an ever-evolving game which contains many areas left open for expansion and change. Each spell circle documentation (such as this) represents only the original intent of the spell circle design. Due to various factors of implementation, game balance, and available resources, the actual spell implementation MAY differ. In addition, not every spell listed may be implemented, as the construction of GemStone III's world and mechanics is an on-going process. This file will be updated, from time-to-time, to reflect the latest implementation of each spell circle. In addition, the spells which are currently implemented will be specified. An ongoing discussion of these spell circles is held in the GemStone III message board categories. Unlisted Spells Spell levels not listed are areas that must be learned to progress through the spell circle, but do not earn any spell when doing so. This occurs at the higher regions (thus more difficult portion) of the spell circle. Implementation As of 4/5/94, spells 1-25 have been implemented. ----------------------------------------------------------------------------- 501 Sleep I Duration: 5 seconds/level SLEEP1 A very relaxed feeling will overcome the target of this spell and dull its senses, possibly causing it to fall into a magically induced slumber. The actual effect depends on how badly the creature fails its spiritual warding: If the spiritual warding fails by less than or equal to 10, the creature is only dazed by the spell (no useful affect, just a momentary pause). If the spiritual warding fails by less than or equal to 25, then the creature becomes very drowsy for 10 seconds. Failure by any more than this will cause the creature to fall asleep (and fall over if appropriate). Any loud noises or sudden actions can wake the creature. Creatures which do not normally sleep (such as the undead) are unaffected by this spell. Because this spell is weak in nature, it only works on creatures up to, and including, level 4. ----------------------------------------------------------------------------- 502 Spell Store Duration: Special SPELLSTORE Often times the outcome of a battle is determined by who can react first. Because the wizard often is hindered by lengthy gestures and chants, Spell Store has become an invaluable first strike weapon. After casting this spell, the caster can then cast any of his or her other spells which will stay prepared for an indefinite period of time. The spell to be stored must be cast within 30 seconds after Spell Store. Note that although spell store does hold a spell for a long time, it does not do so forever; the exact time when this fails depends on the caster's activity. ---------------------------------------------------------------------------- 503 Blur Duration: 60 seconds/level BLUR Although the logic behind this spell is quite simple, its effect is very potent. With a few quick gestures, the caster can cause his or her image to become distorted and difficult to focus upon. The result is that the wizard gains +10 to DS and thus is harder to hit in combat. ----------------------------------------------------------------------------- 504 Slow I Duration: 1 minute SLOW1 This spell makes the air surrounding its victim viscous, effectively slowing down all of its actions. The result is that the target's actions/round-times take three seconds longer than normal. ----------------------------------------------------------------------------- 505 Sleep II Duration: 8 seconds/level SLEEP2 This spell works as Sleep I (501) but is effective against higher level creatures up to level 12. The exact effect depends on how badly the creature fails its spiritual warding: If the spiritual warding fails by less than or equal to 12, the creature is only dazed by the spell (no useful affect, just a momentary pause). If the spiritual warding fails by less than or equal to 29, then the creature becomes very drowsy for 10 seconds. Failure by any more than this will cause the creature to fall asleep (and fall over if appropriate). Any loud noises or sudden actions can wake the creature. ----------------------------------------------------------------------------- 506 Haste I Duration: 1 minute HASTE1 In a not completely understood manner, invoking the magic of this spell distorts time around the target. To the recipient, the world seems to slow down, allowing the recipient to react more quickly than naturally possible. Fortunately, the power of the spell fuels the extra energy needed to operate at an accelerated rate. The target's roundtime/actions will take three seconds less than normal. ----------------------------------------------------------------------------- 507 Elemental Deflection Duration: 20 seconds/level DEFLECT Since it is not always possible to carry a shield, this spell can be a blessing. This spell creates a minor shield around the body of the caster which has the affect of adding +20 to DS. This shield does not affect spells, except elemental attacks. The deflection is sometimes only enough to redirect how hard the blow hits. ------------------------------------------------------------------------------ 508 Elemental Bias Duration: 30 seconds/level ELEMBIAS Because Elemental Deflection offers limited spell defense, this spell can provide excellent additional protection. It works like Elemental Deflection by creating an invisible minor shield around the caster, but this one works against non-elemental attack spells by adding +20 to spiritual warding. ------------------------------------------------------------------------------ 509 Strength Duration: 30 seconds/level STRENGTH An ancient spell which has long been a part of a wizard's spell book. The strength spell enables its recipient to better utilize his or her body and thus cause an apparent increase in strength. This has the effect of adding +15 to the target's AS. ----------------------------------------------------------------------------- 510 Unpain Duration: 5 minutes UNPAIN While elemental spells do not normally deal with the healing arts, this one is an exception. The unpain spell provides a temporary restoration of lost health points for the duration of the spell. The target will get a maximum of 50 HPs for 5 minutes, the total not to exceed the max of the target. These points will vanish when the spell ends. ----------------------------------------------------------------------------- 511 Floating Disk Duration: Special FLOATDISK The floating disk spell, which is believed to be one of Melgorehn's inventions, creates an insubstantial disk that can be used to hold objects by the caster. The disk will follow the caster around for the duration of the spell and allows for the temporary hauling of many objects from one place to another. The caster is the only one able to OPEN or CLOSE the disk. The spell actually has an indefinite duration and will continue to exist until the player logs off or disconnects or some other situation breaks the magical 'thread' which binds the disk to the caster. When this happens, the disk will vanish and the objects will fall to the ground. Note that GemStone III will attempt to keep the disk around for awhile after a disconnect so that the caster can attempt to reconnect; this duration is only a a couple minutes so get back online fast. We cannot be responsible for objects lost while being transported on a disk as this is a fragile and unpredictable system for object holding. ---------------------------------------------------------------------------- 512 Slow II Duration: 1 minute SLOW2 This works as Slow I but increases the actions/round-times by 6 seconds instead of 3. ----------------------------------------------------------------------------- 513 Sleep III Duration: 10 seconds/level SLEEP3 This spell works as Sleep I (501) but is effective against higher level creatures up to level 18. The exact effect depends on how badly the creature fails its spiritual warding: If the spiritual warding fails by less than or equal to 14, the creature is only dazed by the spell (no useful effect, just a momentary pause). If the spiritual warding fails by less than or equal to 33, then the creature becomes very drowsy for 10 seconds. Failure by any more than this will cause the creature to fall asleep (and fall over if appropriate). Any loud noises or sudden actions can wake the creature. ----------------------------------------------------------------------------- 514 Haste II Duration: 1 minute HASTE2 This spell works as Haste I but decreases actions/roundtimes by 6 seconds instead of 3. ----------------------------------------------------------------------------- 515 Rapid Fire Duration: 5 seconds/level RAPIDFIRE This powerful spell is used to augment attack spells, in particular elemental attack spells. Once cast, the next spell which is prepared will be prepared again once cast, automatically for the duration of the Rapid Fire spell. Therefore once Rapid Fire is in effect, you may then prepare, for example, a Minor Fire spell and then continue to cast it with no preparation step (or time) in-between for as long as the Rapid Fire spell is in effect. Note that to switch spells being used, use a RELEASE command and then PREPARE a new spell. ----------------------------------------------------------------------------- 516 Life Leech Duration: Instantaneous LIFELEECH When invoking this spell, the caster summons the draining power of the Undead to do his or her bidding. If the target is unfortunate enough to fail its spiritual warding, a dull ray of life-draining power will touch it and drain 1 HP per 2 points of failure. These health points are then transferred to the caster. The caster's total health points cannot exceed the caster's normal maximum. ----------------------------------------------------------------------------- 517 Charge Item Duration: Up to 15 minutes CHARGEITEM This spell enables the caster to tap into the mana pool and redirect some of it into a magical focus. This focus must be a specially treated gem of at least 1000 silvers in value. By casting this spell at the treated gem, the focus will be created and begin to accumulate the mana. The wizard must then concentrate completely and continue to cast the spell until the gem has become sufficiently charged. (Note that this only costs 1 mana point after the initial cast.) At this point, energy from it can be directed into the desired item. The chance of success is based on the caster's level, and the level of the spell. Extraordinary failure has been known to result in loss of mana points, injury to the wizard, and even destruction of the item. The mana cost to recharge an item is 1 mana point per charge times the level of the spell being recharged. ----------------------------------------------------------------------------- 518 Cone of Lightning Duration: Instantaneous CONEOLIGHT While Major Shock is quite powerful, it still is not a suitable defense against multiple opponents. Because of this, the Cone of Lightning spell was researched. It strikes as hard as a Major Shock, but the bolt arcs out in all directions and can hit many nearby targets. Anyone or anything not in the caster's group will be affected by this attack. ------------------------------------------------------------------------------ 519 Telekinetic Disarm Duration: Instantaneous TKDISARM This spell enables the caster to shape mana into a physical force. By merely concentrating on a victim, the air will harden around its weapon or shield and tear it from the victim's hands if it fails a spiritual warding. If the caster has an empty hand, the force will conveniently place it there. Otherwise, the item will be torn to the ground. This spell is ideal for peaceful wizards who still wish to defend themselves. ------------------------------------------------------------------------------ 520 Major Sleep Duration: 10 seconds/level MJSLEEP This spell works as Sleep I (501) except that it is effective on creatures of any level. Furthermore, potency of this spell imposes an additional -25 to the target's attempts to ward against it. ------------------------------------------------------------------------------ 525 Meteor Swarm Duration: 1 to 3 minutes METEORS Perhaps one of the most destructive spells known to spell users is Meteor Swarm. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, within 20 seconds after this spell is cast, a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike. While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris. ------------------------------------------------------------------------------