References to the engagement system (such as, "only when engaged") do not
apply prior to its implementation. Some spells will be more useful when the
engagement system is implemented but will still have utility prior to that
date.
701 Blood Burst
BLOODBURST
When cast upon a healthy target (which has failed its spirit warding),
this will result in bleeding of at least 1/round, if the target does in
fact bleed. Each successive casting will increase the bleeding
by at least 1/round.
Note: Due to the nature of some creatures, such as undead and golems,
they may be immune to this spell as they do not bleed.
702 Mana Disruption
MANADSRPT
Causes the target to suffer bone and tissue damage as if it had fallen a
long distance. If the target fails its spirit warding by (1-5), it takes
a
Rank 1 impact injury; (6-10) = Rank 3; (11-20) = Rank 5; (21-30) = Rank 7;
31-up) = Rank 9. The target must be at least within arm's reach
(engaged).
There may be additional internal damage done (health points), which will
be relative to the severity of the injury.
The target will forget whatever spell it is presently preparing or
has prepared (prior to casting) and will not be able to cast again
for the duration of the spell. If the target does not have a spell
warmed (or warming) when the forget spell is cast, then the target
will be incapable of casting for the duration of this spell.
This spell is extremely hard to resist.
This will momentarily cause an object to 'fade' from existence,
allowing the sorcerer to pass through it briefly. This allows
the caster to pass through most forms of doors, reach into closed
containers and perhaps remove the contents, and in some cases will
allow passage through magical portals.
Note: Due to the extremely short duration of this spell, only the
caster will be able to manipulate the phased objects.
One of the target's limbs snaps painfully, breaking it. If the limb is a
leg, the target will fall, and if the limb is an arm, what is being
carried by that arm/hand will fall to the ground.
Causes the target's brain to be jolted by a minor electrical shock whose
phase is in opposition to the synaptic network communication causing
the target to be stunned.
One of the caster's eyes grows tiny batlike wings and is able to fly
away from the caster. The caster has complete control over the eye
and will be able to see through it. The eye is controlled similarly to
the familiar (wizard base, level 20) spell. If the eye is not in the same
room with the caster when the spell's duration expires, the caster will
lose the eye and take 3 to 30 points of damage.
The flying eye is, in reality, an illusion, and therefore cannot be
attacked, webbed, affected by cloud spells, etc. Its movements, though,
are restricted to what it can see. It cannot go through closed doors,
or other areas where vision is limited.
Target takes 25% of its remaining health points (i.e, those not already
taken); these points are healed when the duration is up, provided the
target has not died.
Note: Casting this spell multiple times on a target has no effect.
A minor quake is caused in the caster's location, and all adjacent rooms.
Everyone in the area of effect must make a moderate saving roll to
remain standing. Note that the effect is actually an illusion, the
disruption is not in the ground but in the minds of everyone in the area
of effect. As such no structural damage will result and the caster is
completely immune to the effect.
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. This spell is
more likely to cause victims to fall down than the wizard base Tremors
spell.
The caster summons dark energy to swirl around him or her, creating a
storm which will blast through everyone and everything in the room. A
most potent spell which can be very dangerous to bystanders.
A most painful spell, this will cause one of the target's limbs to
explode and fall to the ground.
This works as 708 Pain Infliction, except the loss of health points is
not temporary. This spell is cumulative.
Each person and creature has its own specific worst nightmare, which
the sorcerer is able to summon with this spell. For most players, it
will be a certain creature which will suddenly shimmer into view and
begin to battle them. Just as one cannot battle their nightmares,
the target will be unable to battle this creature. It will seem to
them as if every second they are about to die in some hideous manner.
Note: The spell may not begin until a few seconds after it has been
cast in order for the illusion to develop.
Note: The unfortunate player or creature affected by this spell will
often be stunned, fall to the ground, scream in fright, beg for
mercy, and sometimes take damage.
Each living creature has its own life force. The Life Burst spell
attacks
the life force of each creature, using it against them to tear at their
body. This spell will not only drain the target of its spirit health,
but will also damage it physically.
Note: Undead creatures are immune to this spell.
Curses tend to be specific to the caster. Most sorcerers will have
curses which will modify AS, DS, casting ability, spell warding ability,
etc. The form of curse the caster has will never change.
Note: This spell may be neutralized by the clerical spell 'Remove
Curse'. As well, when this spell is cast upon items, it will curse them.
This spell inflicts an extremely debilitating disease on the target
based on how badly the spirit warding has failed. The disease will cause
1 point of damage for every 3 levels of the caster, plus 1 point for every
5 points the spirit warding was failed each round. The disease has a
dissipation rate of 1.
They say the eyes are the window to the soul. Certainly the target of
this spell will believe this to be the case, as the sorcerer summons
the power to instill fear to the very root of the target's being.
Sometimes the target will run from the room, or freeze, unable to move
because of fright. Other times, if the target is a player, s/he may
not stop running from the caster until they reach the safety of town.
Note: This spell has an interesting side ability - when coupled with
the floating eye spell, the caster will be able to target creatures and
players in the room with him or her, or in the room with the sorcerer's
floating eye (although the power of the spell diminishes when cast
remotely).
This spell will last for as long as the caster is able to concentrate
on it. Each round that it is maintained, the target must make a
Spirit warding. If the target fails the spirit warding, it takes damage
in relation to how much it failed by. However, if it successfully makes
its spirit warding, the caster must then make an spirit warding roll, or
suffer up to 25% of his/her total health points in damage, but may
still be able to maintain the spell.
Examples of things which might break the caster's concentration would
be: movement, being attacked, being stunned by the recoil of this spell,
etc. Sometimes when the caster loses control of the force active in
this spell, it will remain sensing that either the caster or the target
is near death and hoping one last attack on one or both will finish
them off, much to its delight, whatever 'it' is.
Often times this spell will not end until either the caster or the
target is dead.
Targets of this spell will have their magical energy, be it elemental
or spiritual, ripped from them and converted into raw force which will
damage them in the form of heat, cold, and/or electricity. The amount of
damage taken is dependent on the target's current amount of magical power
and the failure of their spirit warding. Targets with little magical
energy will not be significantly affected by this spell.
Part of the magical energy drained from the target is transferred
directly to the sorcerer - the amount the sorcerer receives is dependent
on the amount taken, as well as his/her Mana Transfer skill.
This spell will destroy _all_ the air around the target(s) in a
specific area, subjecting them to 'vacuum' injuries. As the air
rushes back into the area (a second later), the target(s) will not
only be subjected to the force of the returning air, but as well it
is likely light objects will fly at them from the room in which it
was cast, as well as adjoining rooms, potentially striking them and
doing added damage. This spell can be truly devastating.
This spell will allow the caster to summon specific, unique demons to
(hopefully) do the caster's bidding. For details on how this spell and
how the summoning system works, refer to the article in the
documentation which describes it.
Woe to the caster who loses control of this type of demon. The
immediate effects would most likely include something extremely
unpleasant.
Simutronics policy is that GemStone III is an ever-evolving game which
contains many areas left open for expansion and change. Each spell circle
documentation (such as this) represents only the original intent of the
spell circle design. Due to various factors of implementation, game
balance, and available resources, the actual spell implementation
MAY differ. In addition, not every spell listed may be implemented, as
the construction of GemStone III's world and mechanics is an on-going
process.
Go Back to the Tomes of Sorcerery.