Major Elemental
Spells in GS4
501 Sleep [SLEEP]
Duration: 5 seconds per level
Type: Attack
Description: 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 elemental warding. If cast from an item such as a wand, the maximum level it will affect is 2nd level.
Cost: The mana cost for this spell is level of target/2 with a max cost of 20 mana and a minimum cost of 1 mana. If cast from a scroll, the first mana point will come from the scroll and all additional mana required will be taken from the caster.
Note:
Creatures which do not sleep (such as the undead) are unaffected by this spell.
502 Spell Store [SPELLSTORE]
Duration: Special
Type: Utility
Description:
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 extended period of time. The spell to be stored must be cast within 30
seconds after Spell Store.
Note: 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 Thurfel’s Ward [THURWARD]
Duration: 1200 seconds +60 seconds for every Major Elemental spell known
Type: Defense
Description: Although the logic behind this spell is quite simple, its effect is very potent. With a few quick gestures, the caster can cause glowing specks of sparkling silver energy begin to spin around him or her. The result is that the wizard gains +20 Defense Strength (DS), +1 for every 4 Major Elemental spells known beyond 503.
Cost:
With the increased defense bonus there is an increase in mana cost. The base mana cost is 3, +1 for every 3 DS
bonus over 20.
504 Slow [SLOW]
Duration: 60 seconds
Type: Attack
Description: This spell makes the air surrounding its victim viscous, effectively slowing down all actions. The result is that the target’s actions/roundtimes take longer. How much longer depends upon the skill of the caster as well as the total roundtime of the action being attempted.
Lore
benefits: The target will experience a large increase in Roundtime (RT)
based on the Wizard’s Elemental Lore, Air training; +1 RT at 100 skill, +2 RT
at 200 skill, and a maximum of +3 RT at 300 skill.
505 Hand of Tonis [HANDTONIS]
Duration: 5 seconds +1 second per 2 warding failure
Type: Attack/Utility
Description: Named in honor of the Arkati with similar powers, the Hand of Tonis spell harnesses the power of the element of air to steal the breath from its target, thereby stunning them! This spell is also useful to blow away clouds and clear clutter from the area.
Lore
Benefits: After training in 20 ranks of Elemental Lore, Air, Hand of Tonis
becomes a bolt spell if cast from a stance above guarded. Ranks over 20 increases the Damage Factor (DF)
of the spell's bolting capabilities.
506 Haste [HASTE]
Duration: 60 seconds
Type: Utility
Description: 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 them 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 will be lower than normal. How much lower depends on the skill of the caster as well as the roundtime of the action being attempted.
Lore benefits: The target will experience shorter Roundtimes (RT) enhanced by the Haste spell based on the Wizard’s Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of -3 RT at 300 skill.
Note:
This spell reduces the roundtime, it does not remove it. Regardless of how much faster the target is
able to move, they will never have a 0 roundtime. There will always be at least a 1 second RT.
507 Elemental Deflection [DEFLECT]
Duration: 600 seconds +15 seconds for every Major Elemental spell known
Type: Defense
Description: Since it is not always possible to carry a shield, this spell can be a blessing. This spell provides elemental protection around the body of the caster, which has the affect of adding +20 to Defense Strength (DS). This spell also provides a bonus of +1 for every 2 Major Elemental ranks over 7.
Cost:
With the increased benefits comes increased cost. Casting this spells will cost an additional 1
mana for every +3 bonus.
508 Elemental Bias [ELEMBIAS]
Duration: 600 seconds +30 seconds for every Major Elemental spell known
Type: Defense
Description:
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 magical attack spells by adding
+20 to elemental warding defense.
509 Strength [STRENGTH]
Duration: 600 seconds +30 seconds for every Major Elemental spell known
Type: Bonus
Description: An ancient spell which has long been a part of a wizard’s spell book. The strength spell enables the 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 physical attack strength.
Lore
benefits: Training in Elemental Lore, Earth increases the Attack Strength
(AS) bonus provided by this spell. A
minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with
the maximum increase of +16 AS achieved at 184 ranks. This added bonus is a self-cast benefit for
the Wizard’s use only.
510 Hurl Boulder [HURLBOULDER]
Duration: Immediate
Type: Attack
Description: A small boulder is shot from the palm of the caster to slam into an opponent with devastating force. This is an elemental attack spell and uses the Aimed Spells skill.
Lore
benefits: The spell will become more effective with increased training in
Elemental Lore, Earth.
511 Floating Disk [FLOATDISK]
Duration: Special
Type: Utility
Description:
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
target. The disk will follow the target
around for the duration of the spell and allows for the temporary hauling of
many objects from one place to another.
The disk’s owner is the only one able to OPEN or CLOSE the disk. Disk item capacity has a base of 8, including
items inside other items.
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 its owner.
When this happens, the disk will vanish and the objects will fall to the
ground.
Wizards casting this spell upon themselves will discover the description of the
disk is more colorful. It is believed
that certain types of gems and other objects normally found as common loot can
be used to influence the results of casting this spell by wizards upon
themselves. It has proven ineffective
for other professions.
Note: GemStone IV will attempt to keep the disk around for awhile after a disconnect so the caster can attempt to reconnect; this duration is only a couple of minutes -- so get back online fast. We cannot be responsible for objects lost while being transported on a disk. Also remember that any items forgotten and left in a disk when the owner leaves will not be replaced if lost. Most wizards will advise owners to never put precious items in a disk.
Lore
Benefits: Training in Elemental Lore, Air increases item capacity of the
disk. 10 ranks of Elemental Lore, Air
will increase the total item capacity to 9, with the maximum of 20 items at 200
ranks. Floating Disk weight capacity is
set at 500 pounds. This bonus is
self-cast only.
512 Ice Patch [ICEPATCH]
Duration: Variable
Type: Attack/Utility
Description: This spell allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. In addition, they may also slip on the ice patch while moving out of the area. If Ice Patch is directed at a specific target, it will root them in place, hampering combat.
Lore
benefits: Training in Elemental Lore, Water increases both the duration of
the patch and how effective it is at making the target slip and fall, with
possible damage. After casting Ice Patch
at a target to root it in place and with Elemental Lore, Water training, it is
possible to cast Minor Water (903) at the target and it will convert to minor
cold (the spell found in blue wands). 10
ranks of Elemental Lore, Water will allow one cast of 903-converted minor cold,
with the maximum being twelve casts at 200 ranks.
513 Elemental Focus [ELEMFOCUS]
Duration: 600 seconds + (30 seconds*Major Elemental spells known)
Type: Bonus
Description:
This spell will give the caster/target a bonus of +20 to their spell Attack
Strength (AS) and a penalty of -40 to their physical AS. The caster/target will receive a +1 bonus to their
spell AS for every two Major Elemental spell ranks over 13, with no maximum.
For example, if the caster has 23 Major Elemental spell ranks, the spell AS
bonus will be +25.
The duration for 513 Elemental Focus is significantly shorter when cast at a target.
514 Stone Fist [STONEFIST]
Duration: Approximately 15 seconds + 1/4 warding
Type: Attack
Description:
Using the elemental powers of Earth, the Wizard is able to conjure a massive
stone fist. This fist will grab on to
the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to
weaken the foe into submission, enabling him to attack with the final blow.
While held by one stone fist, targets are immune to additional casts of the
spell. After the initial 14 mana cast,
the fist remains linked to the caster’s hand.
Using various hand gestures, the caster can command the fist to
act. These commands require additional
mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at
the foe held by the caster’s stone fist.
Stone Fist Commands:
|
Command |
Mana Cost |
Description |
|
WAVE |
2 |
The fist will wave the target, leaving it somewhat disoriented and confused, adding Roundtime. This will not break the fist’s hold on the target. |
|
PUSH |
2 |
The fist will push the target to the ground, leaving it somewhat disoriented, knocking it down and adding Roundtime. This will break the fist’s hold on the target. |
|
THROW |
3 |
The fist will throw the target to the ground violently, causing it to sustain damage and knocking it to the ground. This will break the fist’s hold on the target. |
|
SLAP |
4 |
The fist will slap the target, causing damage. This will break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently. |
|
CLENCH |
6 |
The fist will squeeze the target in its grasp, crushing it. This does damage to chest, back, and abdomen. This command does not break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently, more so than to use SLAP. |
|
POUND |
8 |
The fist will pound the target on the ground while keeping it in its grasp. Damage to head/neck or limbs only. This command does not break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently, more so than to use CLENCH. |
Lore benefits: Training in Elemental Lore, Earth, allows the caster to use the SLAP, CLENCH and POUND commands consistently.
Note:
Casting Stone Fist at certain items will crush them. Use at your own risk!
515 Rapid Fire [RAPIDFIRE]
Duration: 5 seconds per level
Type: Utility
Description:
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 Mana Leech [MANALEECH]
Duration: Immediate
Type: Attack/Bonus
Description: Casting this spell at a target forms a mystical conduit between the caster and the target. If the target is unfortunate enough to fail its warding, a dull ray of mana-draining power will touch it and drain a random amount of mana and transfer it to the caster. The Elemental Mana Control skill aids in determining how often the caster can get a maximum amount of mana from the target. The mana points received will not exceed the caster’s normal maximum mana.
Cost: On
a successful cast, the mana cost to the caster is 1 mana. On failed casts, the mana cost to the caster
is 16 mana.
517 Charge Item [CHARGEITEM]
Duration: Variable
Type: Utility
Description:
This spell enables the caster to redirect their mana 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
mana. The wizard must then concentrate
on maintaining the focus and continue to cast the spell until the gem has
become sufficiently charged.
The initial cast is 17 mana, while each additional cast is one mana until the
treated gem tones of enchantment. At
this point, energy from the focus can be directed into the desired chargeable
item. The mana cost to recharge an item
is based on spell level, spell sphere, and in part, by training in Elemental
Mana Control.
Chances of success are based on a success margin, the level of the spell to be
charged, as well as the spell circle.
Extraordinary failure has been known to result in loss of mana points, injury,
and even possibly the destruction of the item.
Magic Item Use, Elemental Mana Control, and a dedication to the Major Elemental
Spell Circle will result in a greater success in charging items.
Cost: The initial cast is 17 mana, while each additional cast is one mana until the treated gem tones of enchantment. The mana cost to recharge an item is based on spell level, spell sphere, and in part, by training in Elemental Mana Control.
Note:
More information on Charge Item can be found here.
518 Cone of Lightning [CONELIGHT]
Duration: Immediate
Type: Attack
Description:
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.
519 Immolation [IMMOLATION]
Duration: Immediate
Type: Attack
Description: This spell releases incredible destruction by fire when the target fails a warding roll.
Lore
benefits: There is a chance of a flat-out incineration kill on a target
using Immolation, enhanced further by training in Elemental Lore, Fire. If the target was not incinerated, the damage
done by the flames is greater with training Fire Lore. This will increase the chance of the initial
burst of the flame being focused on one area, causing more critical damage.
520 Stone Skin [STONESKIN]
Duration: 600 seconds + (30 seconds * Major Elemental spells known)
Type: Defense
Description: Manipulating the elemental forces within his body, the caster forms a layer of hard stone that shifts with his movements. This will provide additional protection from physical attacks, in the form of absorption of damage as the stone skin is destroyed.
Lore
benefits: The amount of damage that can be absorbed without shattering is
the spell’s shatter point; if it is reached in one hit, the skin shatters. Stone Skin’s ability to absorb damage, or
what’s termed the shatter point, is increased with Elemental Lore, Earth
training.
525 Meteor Swarm [METEORS]
Duration: Variable
Type: Attack
Description: 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, about 20 seconds later 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.
Tip:
While this spell is much more effective outdoors, it may shake structures and
injure those inside with falling debris.
530 Unnamed
Not yet implemented
Nothing is yet
known about this spell.
535 Unnamed
Not yet implemented
Nothing is yet
known about this spell.
540 Unnamed
Not yet implemented
Nothing is yet
known about this spell.
550 Unnamed
Not yet implemented
Nothing is yet known about this spell.