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Minor Elemental Spell Circle
401 Elemental Defense I
402 Presence
403 Picking Enhancement
404 Disarm Enhancement
405 Elemental Detection
406 Elemental Defense II
407 Unlock
408 Disarm
409 Elemental Blast
410 Elemental Wave
411 Elemental Blade
412 Weapon Deflection
413 Elem. Saturation
414 Elem. Defense III
415 Elemental Strike
416 Piercing Gaze
417 Elemental Dispel
418 Mana Focus
419 Mass Elem. Defense
420 Magic Item Creation
425 Elemental Targetting
430 Elemental Barrier
435 Major Elem. Wave
450 Minor Elem. Summon

 

401 · Elemental Defense I [ELEMDEF1]

Duration: 1200 sec + 60 sec/minor elemental spells known

+5 to all DS types, +5 to elemental warding defense

This spell affords some minor protection from all attack types.

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402 · Presence [PRESENCE]

Duration: 2 sec/lvl (self-cast)

When this spell is cast, it will improve the ability of the caster to detect any hidden or invisible people in the room. The caster will also have more acute perceptions for a short time. This improved perception can be beneficial to the caster in a variety of activities.

Detecting a hidden or invisible character simply reveals that they are present. The exact location of the hidden or invisible character is not disclosed, therefore they remain hidden or invisible and the caster cannot direct actions against them.

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403 · Picking Enhancement [PKENHANCE]

Duration: 30 sec + 1 sec/lvl

This spell assists the target character in lockpicking attempts. Efficacy of the spell is largely dependent on the caster's lockpicking ability.

This spell enhances the lockpicking ability of the target character. When used upon the caster, the spell has greater potency than when cast upon another character. Disarm skill is not enhanced by this spell.

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404 · Disarm Enhancement [DSENHANCE]

Duration: 30 sec + 1 sec/lvl

This spell assists the target character in disarming attempts. Efficacy of the spell is largely dependent on the caster's disarming ability.

This spell enhances the trap disarming ability of the target character. When used upon the caster, the spell has greater potency than when cast upon another character. Lockpicking skill is not enhanced by this spell.

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405 · Elemental Detection [ELEMDETECT]

Duration: Immediate

When cast on a person or creature, the spell may reveal the nature of any spells that may currently be in effect. When cast on an object, this spell may reveal the nature and an estimate of the number of charges stored in an item. This spell will not reveal the enchantment of weapons or armor, but for wizards it will aid them in determining if an item is treated with tempering potions prior to enchanting. It will also give them some basic information concerning the enchanting project if they are the one who tempered it. In addition, a wizard will also be able to detect if an item has been duplicated. See Wizard spell Duplicate (918) for details.

The amount of information provided by this spell is directly related to the number of elemental spells known by the caster. The caster will not be able to identify spells of a higher level than his/her own level. Some magics are so potent or complicated as to be resistant to this spell.

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406 · Elemental Defense II [ELEMDEF2]

Duration: 1200 sec + 60 sec/minor elemental spells known

+10 to all DS types, +10 to ETD

This spell affords some moderate protection from all attack types.

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407 · Unlock [UNLOCK]

Duration: Immediate

Causes typical closed and/or locked containers or doors to pop open.

The percentage chance of success is primarily based on the aura of the caster and the caster's level. Some items are naturally resistant to this magic. An attempt to cast this spell has a chance of setting off any undisarmed trap that may be a part of the locking device. This spell is enhanced by the use of Picking Enhancement.

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408 · Disarm [DISARM]

Duration: Immediate

Will disarm most traps found on containers or doors.

The chance of success is primarily based on the aura of the caster and the caster's level. An unsuccessful attempt to cast this spell may set off any resident traps. A successful cast on a trapped mechanism will provide positive indication that a trap has been disarmed, but a successful cast on a mechanism free of traps, or a failed cast will not necessarily reveal the presence of or lack of a trap. This spell is enhanced by the use of Disarm Enhancement.

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409 · Elemental Blast [ELEMBLAST]

Duration: Immediate

This spell is an attack against the target using pure elemental power.

The target character or creature that fails a warding check is subjected to an injury. The severity of the injury is based on the degree of the warding failure.

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410 · Elemental Wave [ELEMWAVE]

Duration: Immediate

This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area.

The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone.

A successful elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds. The spell cannot affect flying creatures while inflight and some creatures are immune to its affects.

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411 · Elemental Blade [ELEMBLADE]

Duration: 4 strikes/level

This spell adds a magical +20 bonus to a weapon and provides that weapon with the ability to inflict intermittent blasts of special types of damage.

The weapon this spell is to be cast upon must be free of any other magical or holy enchantments. The exact nature of the special damage imparted to the weapon will vary depending on the element the caster is attuned to. Some will find that the spell imparts blasts of heat, others will impart blasts of cold, and others will impart blasts of electricity.

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412 · Weapon Deflection [WPDEFLECT]

Duration: 60 sec + (5 * difference in level between caster and target) (not cumulative, minimum 60 sec.)

This spell will cause the target to suffer a -25 AS penalty. The spell is not subject to a warding attempt, making it virtually impossible for foes to defend against (unless the target is immune to magic).

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413 · Elemental Saturation [ELEMSAT]

Duration: 10 sec/level

This spell causes the target to suffer a -25 penalty to all warding checks.

This spell is subject to a warding check at normal modifications.

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414 · Elemental Defense III [ELEMDEF3]

Duration: 1200 sec + 60 sec/minor elemental spells known

+25 to all DS types, +15 to ETD

This spell affords powerful protection from all attack types.

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415 · Elemental Strike [ELEMSTRIKE]

Duration: Immediate

This spell is a powerful attack against the target using pure elemental power.

The target character or creature that fails a warding check is subjected to damage from the initial strike, and if the target is not slain outright from this strike injury, they are subjected to a powerful elemental flare for additional damage. The severity of the flare is based on the degree of the warding failure, and is more powerful than Elemental Blast. The sheer force of this spell will typically knock a target to the ground.

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416 · Piercing Gaze [PIERCEGAZE]

Duration: Immediate

This spell allows the caster to see into, behind or under containers of all types. When doing so, they stand a chance of spotting any traps.

Many containers carry natural resistance to the power of this spell based on the material used in the construction of the container. This spell can also cause some traps to be set off, which will strike the spell caster.

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417 · Elemental Dispel [ELEMDISPEL]

Duration: Immediate

When cast on a character or creature, this spell will have one of the following effects:

1. Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell.

2. Cause a magical effect in force on the target to be canceled.

3. Cause the target to lose a portion, or all, of their mana.

When cast on an item, this spell has a chance to drain charges, dispel any stored spells, remove part or all of an enchantment, or remove some other special quality.

There is no warding check for this spell. The effect of casting on a character or creature is in the order given above. When cast on items, the chance of failure and the results depend on the level of the caster and the level and type of stored spell or enchantment.

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418 · Mana Focus [MANAFOCUS]

Duration: 1 min/lvl (not cumulative/not refreshable)

This spell allows the caster to temporarily gather the local elemental forces, creating a minor Mana Focus. Note that this is not an earthnode.

When handling raw elemental power, there is always a chance of failure, and a chance that the power will break free from control with chaotic and catastrophic results. This can potentially be very deadly to the spell caster, especially an unskilled one. Learning a spell is not the same as mastery of a spell. The mana focus should remain for the duration of the spell, or until shortly after the spell caster leaves the location of the focus.

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419 · Mass Elemental Defense [MASSEDEF]

Duration: 1200 sec + 60 sec/minor elemental spells known

+25 to all DS types, +15 to ETD to all characters joined to the caster.

If cast on a target other than him/herself, this spell operates as a normal defense spell, and will not radiate effects to characters joined to that target. This spell is much like Elemental Defense III (414), except that it will affect a group joined to the caster. It does not add an additional defensive bonus when cast with 414, it will simply extend the duration of 414.

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420 · Magic Item Creation [MAGICITEM]

Duration: permanent

This spell allows the caster to imbed a known spell into a specially prepared object. Some very powerful spells cannot be imbedded.

This spell allows for placing spells into magical Wands, Rings, Rods, Amulets, etc. Objects that are to receive the spell must be specially prepared or forged under stringent conditions and the component objects are typically only available from special merchants. Some rangers also have the ability to imbue this capability into sticks which will become wands, or staves that are useful for imbedding. See the IMBED command in game for further assistance. This spell is very tricky for most novice spell casters, so follow the directions carefully.

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425 · Elemental Targeting [ELEMTARG]

Duration: 900 sec + 30 sec/minor elemental spells known

This spell provides a plus to attacks:

- To the Attack Strength it gives a base of +25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.

- To the Elemental Casting Strength it gives a base of +25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50. This spell affords no benefit to Spirit Casting Strength. It does provide a bonus to all other spell Casting Strength (+13, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 4), to a maximum of +25.

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430 · Elemental Barrier [ELEMBARR]

Duration: 900 sec + 30 sec/minor elemental spells known

This spell provides a bonus to all types of defense.

The amount of the bonus is +30, plus the number of Spell Ranks above 30 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50 DS and 50 ETD (37 HTD, 25 STD).

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435 · Major Elemental Wave [MAJRWAVE]

Duration: Immediate

This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.

The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone. If the player or creature's failure is sufficiently severe damage may also be incurred.

A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while inflight and some creatures are immune to its affects.

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450 · Minor Elemental Summon [MNELEMENT]

Not yet implemented

 


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