Major Elemental
Spell Circle |
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501
· Sleep |
[SLEEP] |
Duration: 5 sec/level
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 elemental
warding.
The mana cost for this spell is level of target/2 with a
max cost of 20
mana and a minimum cost of 1 mana. If cast from an item such
as a wand,
the maximum level it will affect is 2nd level. If cast from
a scroll,
the first mana point will come from the scroll and all additional
mana
required will be taken from the caster.
Creatures which do not sleep (such as the undead) are unaffected
by this spell.
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502
· Spell Store |
[SPELLSTORE] |
Duration: Special
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 extended 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.
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503
· Blur |
[BLUR] |
Duration:
1200 sec + 60 sec/major elemental spells known
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.
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504
· Slow |
[SLOW] |
Duration: 1 min
This spell makes the air surrounding its victim viscous,
effectively
slowing down all actions. The result is that the target's
actions/roundtimes take longer. How much longer depends upon
the skill
of the caster as well as the total roundtime of the action
being
attempted.
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505
· Hand of Tonis |
[HANDTONIS] |
Duration: 5 sec + 1 sec per 2 warding failure
Named in honor of the Arkati with similar powers, the Hand
of Tonis spell
harnesses the power of the element of air to steal the breath
from its
target, thereby stunning them! This spell is also useful to
blow away
clouds and clear clutter from the area.
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506
· Haste |
[HASTE] |
Duration: 1 min
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 them 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 will
be lower
than normal. How much lower depends on the skill of the caster
as well
as the roundtime of the action being attempted.
Note: This spell reduces the roundtime, it does not remove
it.
Regardless of how much faster the target is able to move,
they will never
have a 0 roundtime. There will always be at least a 1 second
RT.
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507
· Elemental Deflection |
[DEFLECT] |
Duration:
600 seconds + 15 seconds/major elemental spells known
Since it is not always possible to carry a shield, this spell
can be a
blessing. This spell provides elemental protection around
the body of the
caster, which has the affect of adding +20 to DS.
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508
· Elemental Bias |
[ELEMBIAS] |
Duration:
600 sec + 30 sec/major elemental spells known
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 magical
attack spells by adding +20 to elemental warding defense.
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509
· Strength |
[STRENGTH] |
Duration:
600 sec + 30 sec/major elemental spells known
An ancient spell which has long been a part of a wizard's
spell book.
The strength spell enables the 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 physical attack strength.
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510
· Unpain |
[UNPAIN] |
Duration: 5 min
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 maximum
health of the target. These points will vanish when the spell
ends.
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511
· Floating Disk |
[FLOATDISK] |
Duration: Special
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 target. The disk will follow the target
around for the duration of the spell and allows for the temporary
hauling of many objects from one place to another. The disk's
owner 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 its owner. When this happens, the disk will vanish
and the objects will fall to the ground.
Wizards casting this spell upon themselves will discover
the description
of the disk is more colorful. It is believed that certain
types of gems
and other objects normally found as common loot can be used
to influence
the results of casting this spell by wizards upon themselves.
It has
proven ineffective for other professions.
Note: GemStone III will attempt to
keep the disk around for awhile after a disconnect so the
caster can attempt to reconnect; this duration is only a couple
of minutes -- so get back online fast. We cannot be responsible
for objects lost while being transported on a disk. Also remember
that any items forgotten and left in a disk when the owner
leaves will not be replaced if lost. Most wizards will advise
owners to never put precious items in a disk.
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512
· Slow II |
[SLOW2] |
Duration: 1 min
Until this spell is replaced, it works the same as Slow (504).
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513
· Elemental Focus |
[ELEMFOCUS] |
Duration: 600 sec + (30 sec*major elemental
spells known)
This spell will give the caster/target a bonus of +20 to
their spell Attack Strength (AS) and a penalty of -40 to their
physical AS. The caster/target will receive a +1 bonus to
their spell AS for every two Major Elemental spell ranks over
13, with no maximum.
For example, if the caster has 26 Major Elemental spell ranks,
the spell AS bonus will be +25.
The duration for 513 Elemental Focus is significantly shorter
when cast at a target.
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514
· Haste II |
[HASTE2] |
Duration: 1 min
Until this spell is replaced, it works the same as Haste
(506).
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515
· Rapid Fire |
[RAPIDFIRE] |
Duration: 5 sec/lvl
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.
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516
· Mana Leech |
[MANALEECH] |
Duration: Immediate
Casting this spell at a target forms a mystical conduit between
the caster and the target. If the target is unfortunate enough
to fail its warding, a dull ray of mana-draining power will
touch it and drain a random amount of mana and transfer it
to the caster. On a successful cast, the mana cost to the
caster is 1 mana. On failed casts, the mana cost to the caster
is 16 mana. The mana points received will not exceed the caster's
normal maximum mana.
The Mana Sharing skill
aids in determining how often the caster can get a maximum
amount of mana from the target.
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517
· Charge Item |
[CHARGEITEM] |
Duration: up to 15 min
This spell enables the caster to redirect their mana 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
mana. The wizard must then concentrate on maintaining the
focus and continue to cast the spell until the gem has become
sufficiently charged. The initial cast is 17 mana, while each
additional cast is one mana until the treated gem tones of
enchantment. At this point, energy from the focus can be directed
into the desired chargeable item. The mana cost to recharge
an item is based on spell level, spell sphere, and in part,
by training in Mana Sharing.
Chances of success are based on a success margin, the level
of the spell to be charged, as well as the spell circle.
Extraordinary failure has been known to result in loss of
mana points, injury, and even possibly the destruction of
the item.
Magic Item Use, Mana
Sharing, and a dedication to the Major Elemental Spell
Circle will result in a greater success in charging items.
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518
· Cone of Lightning |
[CONELIGHT] |
Duration: Instantaneous
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.
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519
· Telekinetic Disarm |
[TKDISARM] |
Duration: Instantaneous
This spell enables the caster to manipulate the elemental
forces of
nature so that they are able to tear a weapon or shield out
of the hands
of the target. Success is determined by a warding check. If
the target
fails to ward the spell, a weapon or shield in their hand
will be torn
from their grasp and fly into the hand of the caster, provided
the caster
has a hand free to hold the item. Otherwise the weapon or
shield will
fall to the ground. This spell is ideal for peaceful wizards
who still
wish to defend themselves.
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520
· Major Sleep |
[MAJSLEEP] |
Duration: 10 sec/lvl
This spell has been superceded by 501. However, it will continue
to
function until replaced by a new spell.
The potency of this spell imposes an additional -25 to the
target's
attept to ward against it. However, the caster will need better
results
to effectively sleep the target.
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525
· Meteor Swarm |
[METEORS] |
Duration: 1-3 min
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,
about 20
seconds later 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.
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