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.