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Major Elemental Spells


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.


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