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Major Elemental Spell Circle
501 Sleep
502 Spell Store
503 Blur
504 Slow
505 Hand of Tonis
506 Haste
507 Elemental Deflection
508 Elemental Bias
509 Strength
510 Unpain
511 Floating Disk
512 Slow II
513 Elemental Focus
514 Haste II
515 Rapid Fire
516 Mana Leech
517 Charge Item
518 Cone of Lightning
519 Telekinetic Disarm
520 Major Sleep
525 Meteor Swarm

 

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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