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Minor Spiritual Spell Circle
101 Spirit Warding I
102 Spirit Barrier
103 Spirit Defense
104 Disease Resist
105 Poison Resist
106 Spirit Fog
107 Spirit Warding II
108 Stun Relief
109 Dispel Invisibility
110 Unbalance
111 Fire Spirit
112 Water Walking
113 Undisease
114 Unpoison
115 Spirit Burst
116 Locate Person
117 Spirit Strike
118 Web
119 Herb Production
120 Lesser Shroud
125 Call Lightning
130 Spirit Guide
150 Wall of Force

 

101 · Spirit Warding I [SWARDING1]

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

+10 DS vs Bolts (except Acid).
+10 Spirit TD.

Affords some minor protection against spell attacks. Since the duration is cumulative, this can be useful when going up against a spell-casting creature by building up the duration beforehand.
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102 · Spirit Barrier [SBARRIER]

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

Creates a wall of dense churning air around target. -50 to all physical and elemental attacks that must move through it (either in or out). If casting at another creature/character, the spell is subject to a warding check.

The affected character/creature has a bonus to defense but a penalty when attacking. This can be useful if you cast it on a creature you intend not to fight but have to stick around (or get around) for some reason, or if you want to use nonelemental attacks.
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103 · Spirit Defense [SDEFENSE]

Duration: 1800 sec + 90 sec/minor spirit spells known (not cumulative)

Creates a bright aura about the target, making him/her appear more powerful, and bestows a +10 to his/her DS.

This spell imparts no penalty for attacking as does Spirit Barrier so it is a good defensive bonus. At higher levels it will last quite awhile, every little bit helps.
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104 · Disease Resist [DISRESIST]

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

Target gets an additional spirit warding against any disease if the first one fails.

The time the spell lasts is cumulative, multiple casts when you know you are going to be subjected to disease would be a good idea.
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105 · Poison Resist [POIRESIST]

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

Target gets an additional spirit warding against any poison if the first one fails.

Some chests have poison needle traps. This spell can be helpful!
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106 · Spirit Fog [SPIRITFOG]

Duration: 1 min/level

Causes a room to be flooded with fog (works indoors or outdoors). This imparts a +30 to everyone's/thing's defensive strength and increases the ease with which you can hide.

Like Spirit Barrier, this is useful in specific instances where you want to lower your risk at the expense of your physical attack odds. Unlike Spirit Barrier, this affects everyone in the room.
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107 · Spirit Warding II [SWARDING2]

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

+25 DS vs Bolts (except Acid).
+15 STD.

This spell is a more powerful version of Spirit Warding I. Both spells may be used together for a cumulative bonus.
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108 · Stun Relief [STUNRELIF]

Duration: Immediate

Will un-stun the target.

Entirely effective, but at 8 mana points is expensive. In life or death situations this could be vital, however.
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109 · Dispel Invisibility [DISINVIS]

Duration: Immediate

Will dispel invisibility on any character/creature on the room which fails a (hidden) warding check.


Does not work on invisible objects (which are rare).
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110 · Unbalance [UNBALANCE]

Duration: Immediate

Calls upon the spiritual forces to impact the target if their spirit warding fails. The target would then suffer an injury from the unbalancing injury table. The severity is determined by how badly the spirit warding failed.


Although this acts like an elemental attack spell, it is not subject to physical laws and is not aimed. A successful attack is a guaranteed injury (unless the creature happens to be immune). These injuries tend to cause a foe to fall (and then you can follow up with an attack), however it can do significant damage of its own.
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111 · Fire Spirit [FIRESPIRIT]

Duration: Immediate

Casting this spell will send a bright fiery ball into the sky, which can be seen by anyone standing outside. Do this only when standing outside or it will rebound on you!

If cast at a target successfully, the fiery ball will explode on impact (similar to 908 Major Fire) creating initial damage to the target as well as elemental critical damage as a result of the explosion. Once the fiery ball hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.

For casting at targets, Spell Aiming is the most important skill for this spell. Multi-opponent Combat can increase the ability of the fiery ball to hit multiple targets in the room but is not required.

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112 · Water Walking [WATERWALK]

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

Allows the caster to walk on water as long as the spell lasts. This only works on smooth water and is ineffective on large open lakes, a rapid river or an ocean, however it is good for submerged areas frequently found in deep dungeons.


Don't get caught out there!
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113 · Undisease [UNDISEASE]

Duration: Immediate

Will remove 1 disease from a given target.

Effective on any disease of any strength.
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114 · Unpoison [UNPOISON]

Duration: Immediate

Will remove 1 poison from a given target.

Effective on any poison of any strength.
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115 · Spirit Burst [SPIRBURST]

Duration: 5 sec/lvl

Causes the spiritual forces to grant the caster the ability to say just the correct word that will stun a given sentient being into immobility for up to 5 sec/lvl of caster depending on how well it works.

A stunned foe is pretty helpless.
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116 · Locate Person [LOCATE]

Duration: Immediate

Can be cast on any character in the game and will give you a brief vision of where they are (provided they are in the open and within the same region).

If you know your geography, this should help you find someone pretty quickly. This spell sometimes fails to work in certain locations, due to magical instabilities in that area.
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117 · Spirit Strike [SPIRSTRIK]

Duration: 2 minutes or until your next attack

Calls upon the spiritual forces to provide guidance for a brief period of time. This imparts a +75 bonus to the next physical (or elemental attack).

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118 · Web [WEB]

Duration: Immediate

Casts a sticky web to entrap the target (subject to a warding check).

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119 · Herb Production [HERBPROD]

Duration: Immediate

Causes a random herb to grow instantly on the ground (works only outdoors). There is no way to predict which herb will grow, or how useful it will be. Sometimes a useless herb will result.

This one is a grab-bag, sometimes you might get lucky in a pinch!
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120 · Lesser Shroud [LESSHROUD]

Duration: 1200 sec + 60 sec/minor spirit spells known (Selfcast)

Similar to Spirit Defense except caster appears to be a minor god (an illusion). +30 to DS vs Bolts (except Acid) and +30 STD when cast via spell.

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125 · Call Lightning [LIGHTNING]

Duration: Special

Caster causes multiple lightning bolts to strike a target within the room. This spell only works outdoors and requires about 20 seconds for the storm cloud to form before the attack will take place.

The storm cloud will strike the target with a random number of lightning bolts, usually 3 or 4. Shocking!

This can also be used on objects, though some objects will cause a ricochet effect, so watch out!
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130 · Spirit Guide [SPIRGUIDE]

Duration: Immediate

Causes a caster and his or her group to return to one of several different locales within each realm. In some areas, one or more of the locations this spell can move you to are potentially dangerous. This is a powerful teleport spell and is useful for getting a party out of danger quickly (if you're lucky).

Everyone who is joined to the caster will teleport with him/her. You can use HOLD HANDS WITH <character> to hold onto someone who is otherwise incapacitated. Great for evacs!

Due to the violent nature of the translocation, the caster of the spell will be subject to mild to intense nausea as a result of casting this spell.
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150 · Wall of Force [WALLFORCE]

Duration: 600 sec + 5 sec/minor spirit spells known (Selfcast)

Creates a wall of force that strongly resists attacks. The wall will follow the subject and position itself to fend off attacks while letting outgoing attacks pass without penalty. This spell bestows a +100 to the subject's DS.

One of the best protection spells against physical attacks! This spell is a must when going up against the BIG monsters.

 


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