Sorcerer Spells in GS4

Sorcerer Spells in GS4

 

701 - Blood Burst [BLOODBURST]

Duration: Immediate

Type: Attack

Description: When cast upon a healthy target (which has failed its warding), this will result in bleeding of at least 5/rounds from the neck, and will do an equivalent amount of damage with the cast.  Each successive casting will increase the bleeding by “opening the floodgates.”

Lore benefits: Training in Sorcerous Lore, Necromancy allows the possibility for this spell to take the drained Health Points (HP) from the target and give them to the caster.

Tip: 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 [MANADISRUPT]

Duration: Immediate

Type: Attack

Description: Casting Mana Disruption at a target causes it to suffer bone and tissue damage as if it had fallen a long distance.  The greater the target fails it spirit warding failure, the greater the damage.  There is additional internal damage done (hidden), which will be relative to the severity of the injury.
Other factors that can affect the damage done include casting with open hands, stance, and the target’s condition.

Tip: Casting Mana Disruption in STANCE OFFENSIVE with an empty right hand will increase damage done.

703 - Corrupt Essence [CESSENCE]

Duration: 15 seconds

Type: Attack

Description: This spell corrupts the target’s connection to its essence resources, preventing it from casting spells, but not from prepping them.

Tip: This spell is extremely hard to resist.

704 - Phase [PHASE]

Duration: Immediate

Type: Utility

Description: 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 possibly remove the contents, and in some cases will allow passage through magical portals.
Due to the extremely short duration of this spell, only the caster will be able to manipulate the phased objects.

Tip: Some objects of a magical nature cannot be Phased, such as enruned or mithril containers.

705 - Disintegrate [DISINTEGRATE]

Duration: Immediate

Type: Attack

Description: When the target fails its warding, this spell causes the target’s flesh literally to melt away, causing some very serious wounds on higher rolls.  The spell also works on beings which have no flesh to disintegrate, melting away their ethereal form.  Casting at items may cause some to be vaporized.  If the item is in the caster’s hand, on the ground or in a container on the ground, it may be cast at to try to disintegrate.  In addition, when characters are killed by a certain crit inherent in Disintegrate, a death message will be generated to the effect of: “* Person was just disintegrated!”

Tip: CHANNELing from STANCE OFFENSIVE increases the damage done by Disintegrate.  CHANNELing with an open hand has no effect.

Note: Disintegrate has been updated to lessen the randomness of the crits, making it much more reliable.

706 - Mind Jolt [MINDJOLT]

Duration: 1 second per warding failure

Type: Attack

Description: Casting Mind Jolt at a target causes its 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.

707 - Eye Spy [EYESPY]

Duration: 30 seconds per level, max.  10 minutes

Type: Utility

Description: 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 Call Familiar spell via the TELL command.

Usage: TELL EYE TO .  .  . 

 

LOOK

READ {item}

LOOK {player}

ROLL

LOOK {item}

CRY

GO {direction} or {object}

BLIND

RETURN STARE {player}

HOVER

INSPECT {player} or {item}

HOVER {player}

BAT {number of times}

NARROW

BLINK {player} {number of times}

REVOLVE

BLINK {number of times}

REVOLVE {player}

PEER {player}

WIDEN

SNEEZE

BLOODSHOT

 

Example: TELL EYE TO LOOK
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.

Tip: The flying eye is, in reality, an illusion and therefore cannot be attacked, webbed, or affected by cloud spells.  However, its movements are restricted to what it can see.  It cannot go through closed doors, or other areas where vision is limited.

708 - Limb Disruption [LIMBDISRUPT]

Duration: Immediate

Type: Attack

Description: A most painful spell.  Depending on the warding failure, Limb Disruption can cause one of the target’s limbs to break and/or explode.  The caster may hit a target’s right or left hand, arm or leg, as well as other appendages such as forelegs and tentacles.
Spell Aiming skill allows the caster to better focus the spell and hit a specific limb on the target.

If a limb is severed from the target and falls to the ground, there is a chance the limb will reanimate, possibly attacking the target and knocking/pulling it to the ground.  The check for limb animation is based on the target’s level, enhanced by training in Sorcerous Lore, Necromancy.

No damage is taken, but targets will incur RT.  Arms will attempt to drag the target to the ground and will drag it along the ground if already prone, where legs will attempt to knock the target over, but will not act if the target is already prone.

Lore benefits: The possibility of limb animation and interaction is increased by training in Sorcerous Lore, Necromancy.

Tip: Aiming for the leg(s) can cause the target to fall to the ground!

709 - Quake [QUAKE]

Duration: Immediate

Type: Attack

Description: 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, leaving the caster and their group completely immune to the effect.

Tip: Quake is useful because a prone opponent has their Attack Strength (AS) and Defense Strength (DS) lowered 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 spell, Tremors.

710 - Energy Maelstrom [MAELSTROM]

Duration: Variable

Type: Attack

Description: Maelstrom gives a Sorcerer the ability to summon dark energy to swirl around him or her, creating a fierce storm.  It is a potent spell, which can be very dangerous to bystanders.
This spell can be cast in two ways.  First, it can be cast openly, giving the Maelstrom the opportunity to hit anything in the area.  Second, it can be focused, by casting at a single target.  The length and strength of each type of Maelstrom storm (focused & unfocused) is based upon caster level versus target level.  Additional casts of Maelstrom can increase the length and strength of the storm.
When the spell is unfocused, only one Maelstrom can be created in the area at a time.  The storm could potentially hit any possible target in the room.
When the spell is focused, a Sorcerer may cast Maelstrom at several targets in the area.  The Spell Aiming skill, Sorcerer spells known, Discipline stat & bonus, and caster level factor into the ability to increase the number of storms that can be created and controlled.  A very powerful Sorcerer could potentially create and control up to 6 or 7 storms at once.
During a focused energy Maelstrom storm, the duration of atmospheric defensive spells around the target can be degraded.

Tip: The strength of Maelstrom degrades over time, so it is best to increase the storm’s potency (multiple casts) at the beginning of the storm, rather than at the end.

711 - Pain Infliction [PAIN]

Duration: Immediate

Type: Attack

Description: Target takes between 20% and 35% of total health in damage on successful warding failures.  More extreme successes may induce a Roundtime (RT) in the target.

Lore benefits: Training in Sorcerous Lore, Necromancy aids the Sorcerer in directing his or her spells at the target in the most painful manner.  Against a like-level opponent, a Sorcerer single-trained in Necromancy Lore will achieve the maximum benefit from this spell.

712 - Cloak of Shadows [SHADOWS]

Duration: 600 seconds +60 seconds for every Sorcerer spells known

Type: Defense/Attack

Description: Cloak of Shadows does two things.  Firstly it acts as a defense to the caster, cloaking him or her in shadows by providing the caster +25 Defense Strength (DS) and +20 Sorcerer Target Defense(STD), +1 DS/STD per Sorcerer spell ranks over 712, max at level.
The second benefit of this spell is its retribution effect.  The Sorcerer must cast Cloak of Shadows at themselves, then CHANT RETRIBUTION <spell number>, which causes the chanted spell to be cast at the target if the Sorcerer endures a physical attack.  This retribution effect is a result of Demonology, which is not a sure science.  The Sorcerer will not be able to always ensure that this retribution will be willing to strike the attacker for him.

Lore benefits: Increased training in Sorcerous Lore, Demonology will aid the Sorcerer in ensuring the demon does his bidding.  The Sorcerer well-versed in Demonology Lore may also find that this retribution is more easily able to strike his attacker.  If the retribution is used in conjunction with a spell that does not allow the Shadow to strike out against a target (such as 130), it may still feel the need to do so and will turn upon its master.

Cost: Due to the increasing bonuses of this spell, the mana cost is a base of 12, +1 for every 3 additional DS.

Tip: Area affected spells, such as Quake or Major Elemental Wave, will not work with this spell.

713 - Nightmare [NIGHTMARE]

Duration: 1 second per warding failure, max 90 seconds

Type: Attack

Description: Each person and creature has its own specific worst nightmare, which the Sorcerer is able to summon with this spell.  For most characters, it will be a certain creature which will suddenly appear only to them and begin to attack.
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.  The unfortunate character or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, and sometimes take damage.

Tip: The spell may not begin until a few seconds after it has been cast in order for the nightmare to develop.

714 - Scroll Infusion

Duration: Immediate

Type: Utility

Description: With this spell, Sorcerers are able to utilize magical artifacts to fully unlock the magic found within scrolls.  A sorcerer that successfully casts this spell will be able to increase the incantations found on a scroll many times over, granting the scrolls a much longer life than is normally expected.
The first step in using Scroll Infusion is preparing the scroll.  This is achieved through the use of special runes inscribed on runestones.  Sorcerers who learn Scroll Infusion will gain knowledge of some of these runes and can be seen by typing the command RUNE COMMON.
Once a Sorcerer has a runestone with one of these runes on it, he or she can WAVE it at a scroll.  Some scrolls may be resistant to the power of the runestones.  Assuming the scroll is one that can be unlocked, the Sorcerer can wave a runestone at it as many times as he or she wants to.  Each time, the runestone will attempt to unlock one of the spells on the scroll at random, making it infusable.
Once the scroll is infused or evoked, the runestone will no longer work.  Once a Sorcerer unlocks a spell on a scroll, it will remain unlocked until either the scroll wears out naturally or the Sorcerer fails on infusing.
There is a risk of damaging or even destroying a scroll while waving runes at it, but there is no such risk when infusing.  The worst that can happen is that the scroll will no longer be infusable.
When a Sorcerer is finished unlocking the spells, they may cast Scroll Infusion at the scroll and then INFUSE SCROLL, which will attempt to add charges to a random spell on the scroll that is infusable.  A Sorcerer must be holding an ag’loenar rune while he INFUSEs the scroll.

Over time, a scroll will “deteriorate” with repeated infusings.  Scroll deterioration, or how fast the scroll becomes “uninfusable” naturally, depends on the rarity of the spell found on the scroll.  Generally, attack spells will last longer, commonly available defensive spells less, and rarely available spells even less.  This change does not have any affect on the difficulty of infusing a scroll in any way.

Tip: You can infuse repeatedly, but the more charges that there are on the scroll, the harder it becomes.

Note: More information on runestones and scroll infusion can be found here.

715 - Curse [CURSE]

Duration: Variable

Type: Attack

Description: There are six known curses at the disposal of all Sorcerers.  Some curses affect the target’s combat abilities including Attack Strength (AS), Defense Strength (DS), and warding ability.  Other curses torment the target with annoying and sometimes damaging effects.  Items may also be targeted, which will store a dormant version of the curse cast upon it, awaiting the touch of a hapless creature or adventurer.  The Sorcerer may handle any item that they curse.

Curse Reference:

 

Stance

Type

Offensive

Clumsy – target falls down

Advanced

AS penalty & minor damage

Forward

AS penalty

Neutral

Itching, DS penalty

Guarded

TD penalty

Defensive

Minor damage

 

All curses have inherent spell strengths based upon the abilities of those who cast them, which provide resistance against attempts to remove them, such as with the clerical Remove Curse spell.  While this may make removal of the curse more difficult, the curse can still be removed or neutralized with enough effort or if the strength of the Uncurse spell is greater than that of the curse.

Tip: This spell may be neutralized by the clerical spell Remove Curse.  As well, when this spell is cast upon items, it will curse them.  Sorcerers may not curse holy items.

716 - Disease [DISEASE]

Duration: Variable

Type: Attack

Description: This spell can inflict 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 per round.

Lore benefits: Training in Sorcerous Lore, Necromancy causes more vicious diseases as well as causing the disease to take hold of its victim at a faster rate.

717 - Evil Eye [EVILEYE]

Duration: Variable

Type: Attack

Description: 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 into 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 character, they may not stop running from the caster until they reach the safety of town.
This spell has an interesting side ability - when coupled with the Eye Spy spell, the caster will be able to target creatures and characters in the room with them, or in the room with the Sorcerer’s Eye Spy (although the power of the spell diminishes when cast remotely).

718 - Torment [TORMENT]

Duration: Variable

Type: Attack

Description: This spell allows a Sorcerer to summon a demonic force to do battle with the target of the spell.  The demonic force, however, seeks some source for its rage and will turn on its summoner if it cannot successfully attack its target.
Control of this demon requires concentration in order to keep the demon’s rage focused on the target.  This concentration is enhanced by stance (the more offensive the better) and a sleeping or stunned target.  All of these factors can decrease the Target Defense (TD) of the target.
The caster’s concentration can be broken by their stance (more difficult to concentrate in defensive stances), injuries, being asleep or stunned, and having a spell prepared.  Leaving the area the target is in can also lead to breaking the Sorcerer’s concentration.  All of these factors can increase the Target Defense (TD) of the target, which can create a potentially dangerous situation for the Sorcerer.

The demon will remain in a raged state until either the target or the summoner is killed.  It will then return to its demonic plane.

Lore benefits: A Sorcerer with increased knowledge of Sorcerous Lore, Demonology will more easily be able to undertake spell preparation while controlling this force.

719 - Dark Catalyst [DARKCAT]

Duration: Immediate

Type: Attack

Description: 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, electricity, and/or impact crits.  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 or no magical energy will not be significantly affected by this spell.
Part of the magical energy drained from the target can be transferred directly to the Sorcerer - the amount the Sorcerer receives is dependent on the amount taken, as well as his/her Elemental and/or Spiritual Mana Control skills.

Lore benefits: Training in Elemental Lores, Fire, Water, Air, and Earth increases the damage done for that particular critical type.

 

Elemental Lore

Critical

Fire

Heat

Water

Cold

Air

Electricity

Earth

Impact

 

720 - Implosion [IMPLOSION]

Duration: Immediate

Type: Attack

Description: This spell will destroy all of the air around the target(s) in a specific area, subjecting them to ‘vacuum’ injuries.  As the air rushes back into the area (a moment later), the target(s) will not only be subjected to the force of the returning air, but it is likely that surrounding objects will fly at them, potentially striking them and doing added damage.  This spell can be truly devastating.
There are two versions of this spell, focused (single target), which requires skill training in Spell Aiming and unfocused, which affects all characters/creatures/objects in the area.
Additionally, training in Elemental and/or Spiritual Mana Control reduces the Mana Point cost of focused Implosion.

Tip: While both focused and unfocused Implosion can be useful, the unfocused version can harm innocent bystanders in the caster’s room and in surrounding rooms.

725 - Minor Summoning [MSUMMON]

Type: Utility

Description: Minor and relatively weak, but chaotic, creatures from a demonic plane will be able to be summoned with this spell.  Minor Summoning is the stepping stone in a Sorcerer’s study of the demonic valences.  The creatures summoned generally pose very little threat to the Sorcerer calling upon them and are usually summoned for menial tasks.
In order to summon a demon from the demonic plane, the Sorcerer must get a demon runestone and cast Minor Summoning at the runestone.  The valence of demon summoned is dependant upon the type of runestone used.  In order to see what kind of demon runestone you are using, use the READ RUNESTONE command.  It is possible to summon a specific type of demon within that valence, but it is much more difficult.

Lore benefits: Increased training in Sorcerous Lore, Demonology will allow the Sorcerer to have better command of the demons he or she summons.  Demonology training will also allow Sorcerers to instruct their demons to carry more coins for them, hold more mana for them, and to perform several other tasks.
Additionally, 50 ranks of Demonology Lore allow a Sorcerer to summon a demon by just specifying valence without a chance of failure.  100 ranks of Demonology Lore allow a Sorcerer to summon a demon by specifying valence and demon archetype without chance of failure.

Tip: More information on runestones can be found here.

Note: Many towns have banned demons from within their borders.  More information can be found on the Sorcerers profession page or the Guilds page.

730 - Animate Dead [ANIMATEDEAD]

Type: Attack

Description: A Sorcerer is able to animate a recently deceased creature with this spell.  Some creatures will retain a large portion of the knowledge they had while they were alive and the skilled Sorcerer will be able to command those creatures to use this knowledge.

Lore benefits: This spell is enhanced by training in the Sorcerous Lore, Necromancy skill.

735 - Ensorcell [ENSORCELL]

Not yet implemented

Nothing is yet known about this spell.

740 Unnamed

Not yet implemented

Nothing is yet known about this spell.

750 - Demonic Control [DEMONCONTROL]

Not yet implemented

Duration: Variable

Type: Attack

Description: This spell will allow the caster to summon specific, unique demons to (hopefully) do the caster’s bidding.  Woe to the caster who loses control of this type of demon.  The immediate effects would most likely include something extremely unpleasant.

 

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