Implementation:
This spell circle is implemented to level 30 as of 9/20/1998.
901
Minor Shock
A bolt of intense, charged light is shot from the palm of the caster. This
is an elemental attack spell and uses the Spell Aiming skill.
NOTE: Shocks inversely affected by armor, which means that wearing plate
armor would leave you entirely defenseless if struck by this spell.
902
Minor Elemental Edging
DURATION: 1 attack per level
This spell magically enchants a weapon, giving it a +15 bonus for the
number of attacks equal to the level of the caster. The spell is cast on
the weapon. The effects are not cumulative and this spell will not work on
magic, cursed, holy, or critted weapons.
NOTE: Anyone may use the weapon so enchanted. The spell only dispels when
the number of attacks is exceeded. (Remember, even misses count as
attacks!)
903
Minor Water
A bolt of highly compressed water is shot from the palm of the caster.
This is an elemental attack spell and uses the Spell Aiming skill.
NOTE: It is not as easy to hit a target with this spell as with Minor
Shock; however it does more damage when it does hit. This spell is not
inversely affected by armor so it can be much more effective against
lightly armored opponents.
904
Minor Acid
DURATION: Immediate
Minor Acid, a bolt spell similar to the one found in crystal wands. Simply
CASTing it will result in hurling a stream of acid at yourself.
905
Elemental Refraction
DURATION: 20 seconds per level self cast or 10 seconds per level otherwise
Causes the caster to appear to be offset slightly from where he/she/it
actually is. The illusion is imperfect, but it does provide enough
confusion to be worth a +20 DS.
NOTE: When (and if) the engagement system is implemented, a combatant who
is under the effect of displacement will have a significant advantage in
engagement and disengagement rolls as well as the DS bonus.
906
Minor Fire
A bolt of fire is shot from the palm of the caster. This is an elemental
attack spell and uses the Spell Aiming skill.
NOTE: This is a very powerful elemental attack spell, but is not inversely
affected by armor.
907
Major Cold
A 1' ball of cold is shot from the palm of the caster, exploding on
impact. This is an elemental attack spell and uses the Spell Aiming skill.
NOTE: Ball attacks are much easier to hit with than bolt attacks due to
the added explosion at the end. However they tend to deliver less damage
as the trade-off.
908
Major Fire
A 1' ball of fire is shot from the palm of the caster, exploding on
impact. This is an elemental attack spell and uses the Spell Aiming skill
.NOTE: Ball attacks are much easier to hit with than bolt attacks due to
the added explosion at the end. However they tend to deliver less damage
as the trade-off. This spell is a bit easier to aim and does more damage
than the cold version, but some creatures are elementally more resistant
to one form of attack than another.
909
Tremors
Causes the earth in the area to begin shaking in a very minor earthquake.
Everyone in the area must make a roll to remain standing. Note that the
effect is actually an illusion, the disruption is not in the earth but in
the magical aura. As such no structural damage will result and the caster
is completely immune to the effect. The tremors may then result in several
aftershocks with similar effects.
NOTE: Attacking a fallen opponent lowers their AS and DS by 50. This is an
easy way to get a big advantage over an opponent.
910
Major Shock
A bolt of lightning is shot from the palm of the caster. This is an
elemental attack spell and uses the Spell Aiming skill.
NOTE: These are much easier to aim than minor shocks since they have a
tendency to arc to their target even if the aim is off. They also do about
twice as much damage. Like minor shocks, major shocks are inversely
affected by armor.
911
Mass Blur
DURATION: 30 seconds per level
Causes all characters in the caster's group to appear blurred to
attackers, thus giving a +10 to DS. This is cumulative with other
defensive effects.
NOTE: The caster must be the leader of the group, thus all who have JOINed
the caster (or the caster did HOLD HANDS with) will benefit from this
spell. Note that the effect remains on everyone even if the group breaks
up, until the duration is reached. The spell does not affect dead
individuals in the group.
912
Call Wind
Causes a vicious wind to erupt in the area. All in the area must make a
roll to remain standing. Items on the ground may be swept away by the
wind. The violent, swirling wind will also cause all combatants to lose
their positioning, which causes their stance to become less defensive. The
caster is unaffected.
NOTE: Very effective at rendering a foe vulnerable to attack.
913
Death Cloud
DURATION: 10 rounds
This spell produces a much more potent version of the Stun Cloud (904)
which delivers a Rank 9 injury on rounds 1 and 2, a Rank 7 on rounds 3 and
4, a Rank 5 on rounds 5 and 6, a Rank 3 on rounds 7 and 8 and an Rank 1 on
rounds 9 and 10.
NOTE: The rules for the stun cloud apply for the death cloud as well. The
death cloud, however, is more unpredictable than the stun cloud and is
more likely to move into an adjacent area. The cloud is also borderline
unstable and many times will disperse prematurely in a dazzling, but
harmless, light show. However, the death cloud delivers the most severe of
injuries in its early stages that can kill most anything outright if it
connects; use with extreme caution!
914
Fire Storm
DURATION: 10 seconds per level
Causes a rain of fire to fall in the area for the duration of the spell.
Each combatant in the room must make a roll to avoid being struck by one
of the fire balls. If hit, a Rank 3 heat injury results. The firestorm
requires 1 round to form.
NOTE: Unlike death cloud, this effect is much more predictable. Anyone
caught in the area is likely to be affected (unlike the clouds which drift
so much they sometimes affect no one).
915
Weapon Fire
Causes the target's weapon-in-hand to burst into flame and be destroyed.
This causes a Rank 1 heat injury on the target.
NOTE: This spell does not always work on magic, holy or cursed weapons.
916
Invisibility
DURATION: 30 seconds per level
The caster becomes nearly invisible. So long as no sudden move is made,
such as an attack, the caster is immune from detection except by magical
means. This spell does not cloak smells or sounds, so some creatures will
have no difficulty finding an invisible combatant, but will be confused by
the conflict of senses.
NOTE: Invisibility allows easy, undetected movement and positioning. When
the combat rules are in effect, being invisible can give you a decided
advantage in picking your fights.
917
Boil Earth
The ground beneath the target suddenly becomes molten. The target may
receive damage depending on many factors. They may be knocked down and
several attacks can occur.
NOTE: Although other spells can achieve similar ends, Boil Earth is more
difficult to cast because it requires precise control to affect a single
selected target instead of the more diffuse targets of area spells which
affect friend and foe alike.
918
Duplicate
This spell calls upon the elemental forces to replicate an inanimate
object. This is a very tricky proposition and as such the spell has some
limitations. Objects that are made from rare-earth elements (such as gems,
silver, or gold) usually do not duplicate. Magical items, holy and cursed
items are also resistant to this spell. On some occasions, when the Forces
are especially powerful, such a duplication will succeed. When this spell
fails, there is usually nothing to show for the effort -- sometimes a
useless hunk of material will result and sometimes a very unstable version
of the object will be created. However when it succeeds (as it usually
does on simple objects), you will have an exact duplicate of the item.
Once an item is duplicated, the mass of the two objects is divided leaving
both incapable of being reduplicated. Attempts to do so will result in a
pyrotechnic failure.
NOTE: To find out what will duplicate and what won't requires trial and
error; research on this is unreliable since it seems some wizards are
better at duplication of certain items than others.
919
Wizard Shield
DURATION: 30 seconds per level
The most powerful of defensive spells in the Wizard Circle. The Wizard's
Shield will grant a +50 bonus to the target's DS.
NOTE: Duration is cumulative.
920
Call Familiar
DURATION: 1 minute per level
Once a wizard has obtained 20th level, he/she is usually expected to be
seen with a familiar, though this often takes longer since learning this
spell requires quite an investment in research. The Call Familiar spell
will summon forth a small animal (such as a falcon, wolf, etc.) at random
to be the familiar of the caster for the duration of the spell. The type
of creature which appears is dependent on the local inhabitants of the
area the caster is in.
A familiar can be commanded to perform a few simple tasks, and the wizard
can see through the eyes of the familiar at any time. Although a familiar
is not useful as a weapon, it can be used for information gathering and as
a messenger. Different types of familiars have different types of
abilities, strengths and weaknesses.
The premature death of a familiar can stun a wizard. However if the wizard
should die, a familiar will attempt to seek help on its own, though this
is not always effective. Sometimes a familiar will find a character and
try to get him/her to come to your aid, sometimes the familiar will even
find other folk who can help.
NOTE: For details on how to command a familiar, see the information at the
end of this article. Note that if you log off GemStone, either by QUIT or
by disconnection, the familiar will still stay in the world and wait for a
short time. Sometimes the hold on a familiar will be broken for some
unfathomable reason. This type of break will not stun your character,
however you will have to call a new familiar. This usually happens when
random elemental forces interfere with the relationship.
925
Enchant Item
This spell, when cast upon a properly tempered weapon, armor, or shield,
will enchant the item to +5 of its former bonus. The tempering process is
one requiring great skill on the part of the wizard, and will require a
special potion. Many different potions are available, of varying
qualities, so the wizard must choose the type of potion with care in order
to ensure a successful enchantment. To temper an item, the wizard
should POUR POTION ON <item>. Tempering can take time, and
different potions will cure at different rates. The time required for the
tempering process to complete, will become clear at the time that the
potion is applied. Once tempered, an Enchant Item spell should be cast
directly at the item to be enchanted. Casting of the spell should not be
delayed too long after the tempering has cured, otherwise there may be
unexpected results.
Tempered items undergo extreme changes to their structure, and cannot be
used in combat while they are in this state, lest they shatter. Armor too
will become very stiff and brittle while tempered, and will not be
wearable.
Enchanting is an intricate process requiring great involvement on the part
of the wizard. A wizard must always do the tempering for him or herself.
One wizard cannot enchant an item which has been tempered by another
wizard, without re-tempering it first.
Most armor and weapons can be enchanted, even if they already have some
magical ability from another source. Such previous magical items, however,
will prove to be more difficult to temper, and some items will not be
enchantable. Similarly, it will be somewhat more difficult for one wizard
to temper an item which has been worked on by another wizard. For best
results, an item should be enchanted by one wizard only.
The chances of enchantment are directly related to the wizard's own level,
along with the current bonus of the item being enchanted, and the quality
of its tempering. A failure of this spell can result in the destruction of
the item, so it should not be attempted in crowded areas, lest injuries to
local bystanders be a result.
The wizard must decide how far they are willing to push their luck when
trying to get an item to a very high bonus. Each tempering and enchantment
cycle incurs time, expense and a certain amount of risk. As a wizard grows
in level, his or her ability to enchant to higher levels
"safely" will also increase. A wizard can make certain
trade-offs on tempering time (which can vary from pretty short to REALLY
long) and risks, by choosing a potion that best fits his or her
requirements. Learning how potions affect the enchantment process will
make a big difference in the wizard's ultimate success.
The maximum bonus attainable by this spell is +50.
930
Familiar Gate
This spell opens a magical portal between the caster and his/her familiar.
Not all areas accessible by familiars can be accessed using this spell.
The gate may allow a limited number of people to pass through with the
caster. After the maximum number of people have crossed the gate, the
caster crosses, or a short time period passes the gate will close.
950
Unknown
(This spell must be discovered by the advanced Wizard.)
Commanding a
Familiar
A familiar can be controlled with some simple commands. Because the
creature is not intelligent, it can only perform a limited number of
actions. The communication path is mental, so contact is maintained even
if your familiar is in another area. A familiar can speak with your voice
(albeit poorly).
General format:
TELL FAMILIAR TO {command sequence}
TELL FAMILIAR TO LOOK
You will see what the familiar sees regardless of where it is.
TELL FAMILIAR TO GO NORTH
The familiar will travel in a given direction if possible.
TELL FAMILIAR TO GO THROUGH DOOR
The familiar will travel through the door if possible.
TELL FAMILIAR TO FIND Reline
The familiar will attempt to find a given character. This can take some
time, and some creatures are suited to outdoor searches (like hawks). If
they find the character, they will follow him/her and you will be
notified. Otherwise they will continue to search forever until you either
give them another command, tell them to return, or the spell wears off.
Note that certain areas are inaccessible to some (or all) familiars.
TELL FAMILIAR TO RETURN
Causes the familiar to try and return to your location. Because of the
mental bond, this is usually easier for the familiar to do than to seek
another character. The familiar will follow you until instructed
otherwise.
TELL FAMILIAR TO SAY Bardon, come to the gates!
You channel your voice through the familiar. This is a difficult thing to
accomplish and may incur a roundtime.
TELL FAMILIAR TO WATCH
With this command your mind will be linked with that of your familiar,
allowing you to see what the creature sees. If the familiar is in a
different room/area than you are, anything that happens will appear on
your screen as well. To help differentiate the messages, those events
which are being seen by the familiar will be in ANSI underline mode IF you
have the MonsterBold flag set and have a terminal program which can
display ANSI. Note that some terminal programs use bold for underline.
To break this link, simply tell the familiar to STOP WATCHING.
Keep in mind that if the familiar is in the same room/area with you, then
you will not receive both points of view (because they would be
identical).
TELL FAMILIAR TO GET THE WAND
Some creatures are capable of picking up an item (usually in their mouth)
and carrying it for you. Most will avoid sharp objects that might hurt
them if they tried to pick it up with their mouth, and telling an animal
to pick up food usually doesn't last long. Simply tell the familiar to
DROP the item when you want it back. You can use some familiars to
courier objects to other players in this way.
TELL FAMILIAR TO SLEEP
If a familiar is getting on your nerves, tell it to sleep and it will hush
up and snooze a bit. Telling it to do anything else will wake the familiar
back up.
TELL FAMILIAR TO LEAVE
If you tell your familiar to leave, the spell will be broken.
Other commands, such as SIT, STAND, FLY, LAND,
etc. are also possible.