Wizard Spells in GS4

Wizard Spells in GS4

 

901 - Minor Shock [MINORSHOCK]

Duration: Immediate

Type: Attack

Description: A minor bolt of electrical energy leaps from the palm of the caster.  This is an elemental attack spell and uses the Aimed Spells skill.
This spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low.  This spell is also typically found in a variety of commonly found wands.

Lore benefits: Training in Elemental Lore, Air & Water will increase the damage of this spell.

902 - Minor Elemental Edging [MINOREDGE]

Duration: 1 attack per level

Type: Utility

Description: This spell magically enhances 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, slaying or weapons made of special metals that provide a bonus, such as mithril.
There is no experience restriction for using a weapon with this spell, so anyone may use it.  The spell only dispels when the number of attacks is exceeded.  (Remember, even misses count as attacks!)

903 - Minor Water [MINORWATER]

Duration: Immediate

Type: Attack

Description: A bolt of highly compressed water is shot from the palm of the caster.  This is an elemental attack spell and uses the Aimed Spells skill.
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.  A more skilled wizard with the mana to cast this spell will usually find this spell is a more mana efficient choice after moving out of the easy hunting areas.

Lore benefits: Training in Elemental Lore, Water will increase the damage done by this spell.

904 - Minor Acid [MINORACID]

Duration: Immediate

Type: Attack

Description: A bolt of hissing acid is shot from the palm of the caster.  This is an elemental attack spell and uses the Aimed Spells skill.
This is a powerful elemental attack spell that is a more recent addition to the wizard’s spell list.  It provides a useful alternative to Minor Water or when facing creatures that are resistant to the more standard elemental bolt spells.

905 - Prismatic Guard [PRISGUARD]

Duration: 600 seconds +15 seconds for every Wizard spell known

Type: Defense

Description: Prismatic Guard allows the caster to create multicolored rays that shoot out of their body and flow into a shimmering sphere around them.  The colorful rays provide +5 Physical Defense Strength (DS) and +20 Bolt DS, +1 for both Physical and Bolt DS for every 4 Wizard spells known over 5.

Cost: With the increase in defense, there is also an increase in mana cost.  The base mana cost is 5, +1 for every 3 DS bonus over 5.

906 - Minor Fire [MINORFIRE]

Duration: Immediate

Type: Attack

Description: A bolt of fire is shot from the palm of the caster.  This is an elemental attack spell and uses the Aimed Spells skill.
This is a very powerful elemental attack spell that is one of the primary attack spells for wizards.  Although not the most powerful elemental attack spell available to wizards, it is effective in most situations and often provides the best results for the mana required to cast it.  This is usually the spell of choice for wizards without the mana to hurl the more powerful lightning bolts.

Lore benefits: Training in Elemental Lore, Fire increases the damage done by this spell.

907 - Major Cold [MAJORCOLD]

Duration: Immediate

Type: Attack

Description: A ball of pure cold is shot from the palm of the caster, exploding on impact.  If the cast successfully hits the target, the target will experience damage from the initial hit as well as elemental critical damage as a result of the explosion.  Once the ball of cold hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.
Spell Aiming is the most important skill for this spell.  Multi-opponent Combat can increase the ability of the cold ball to hit multiple targets in the room but is not required.
Ball attacks are much easier to hit with than the 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 harder to aim and does less damage than Major Fire (908), but some creatures are elementally more resistant to one form of attack than another.

Lore benefits: Training in Elemental Lore, Water increases the damage of the spell and will create a larger ball of cold, increasing the maximum number of targets that can be struck.

908 - Major Fire [MAJORFIRE]

Duration: Immediate

Type: Attack

Description: A ball of pure fire is shot from the palm of the caster, exploding on impact.  Like Major Cold (907), if the cast successfully hits the target, the target will experience damage from the initial hit as well as elemental critical damage as a result of the explosion.  Once the ball of fire hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.
Spell Aiming is the most important skill for this spell.  Multi-opponent Combat can increase the ability of the fireball to hit multiple targets in the room but is not required.
Ball attacks are much easier to hit with than the 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 Major Cold (907), but some creatures are elementally more resistant to one form of attack than another.

Lore benefits: Training in Elemental Lore, Fire will increase the damage of the spell and will create a larger ball of fire, increasing the maximum number of targets that can be struck.

909 - Tremors [TREMORS]

Duration: Immediate

Type: Attack

Description: Causes the earth in the area to begin shaking in a very minor earthquake, complete with aftershocks.  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.
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 [MAJORSHOCK]

Duration: Immediate

Type: Attack

Description: A bolt of lightning is shot from the palm of the caster.  This is an elemental attack spell and uses the Spell Aiming skill.
These bolts 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 much more damage than minor shock.  This spell is highly regarded as the most potent bolt spell available to wizards, but the mana needed to cast it is so high that only the most accomplished wizards will use this spell on a regular basis.

Lore benefits: Training in Elemental Lores, Air & Water increases the damage done by this spell.

911 - Mass Blur [MASSBLUR]

Duration: 900 seconds +30 seconds for every Wizard spell known

Type: Defense

Description: Causes all characters in the caster’s group to appear blurred to attackers, thus providing the defense equivalent of 20 ranks of Dodging skill.  This is cumulative with other defensive effects.  The caster must be the leader of the group, thus all who JOIN the caster will benefit from this spell.  Note that the effect remains on everyone even if the group breaks up, until the duration is reached.

912 - Call Wind [CALLWIND]

Duration: Instantaneous

Type: Attack/Utility

Description: This spell creates a vicious wind, erupting in the area, possibly knocking down those not in the caster's group. The violent, swirling wind will also cause all combatants to lose their positioning, which causes their stance to become less defensive. Additionally, items on the ground may be swept away by the wind. Training in the Wizard spell circle increases the strength of the wind.

The following factors aid a target in defending against Call Wind: caster/target level, Dexterity & Strength stats, Physical Fitness, encumbrance, Mobility, Prayer, and Luck Song.

Lore Benefits: Training in Elemental Lore, Air increases the chance of forming a vortex starting at 2% chance at 5 ranks, with the maximum being 30% chance at 200 ranks (summation*2). These vorteces will last between 6 and 8 rounds, where each round is between 5 and 10 seconds. On each round, the vortex will target a single random foe that had been hit by the original cast of Call Wind, and may cause a loss of stance, as well as Roundtime.

Tip: Very effective at rendering a foe vulnerable to attack.

913 - Melgorehn’s Aura [MELAURA]

Duration: 1200 seconds + 60 seconds for every Wizard spells known (selfcast)

Type: Defense

Description: This spell provides a bonus to the caster giving them +20 Defense Strength (DS), +1 DS for every 3 Wizard spells known over 913 as well as +20 Elemental Target Defense (ETD), +1 ETD for every 3 Wizard spells known over 913.

Cost: With the increase in defense comes an increase in mana cost; 13 + 1 for every additional DS/ETD point gained.

914 - Sandstorm

Duration: Variable

Type: Attack

Description: Summoning a focused whirlwind around the target, the caster will create a sandstorm that may directly damage the target until it dissipates or the target has died.

Lore benefits: Training in Elemental Lore, Air will increase the duration of the storm and the rate at which the target is damaged.

915 - Weapon Fire [WEAPONFLARE]

Duration: 10 seconds per level

Type: Attack

Description: If successful, this spell will cause the target’s weapon-in-hand to flare.  The type of elemental flare depends on the element the caster is attuned with.  The strength and number of times the weapon will flare vary based on the skill of the caster.  Creatures may drop their weapon, but unless the spell has subsided ‘anyone’ picking up the weapon may be struck down by another flare!
This spell does not typically work on magic, holy, cursed, or weapons forged of special metals such as mithril.

Lore benefits: The ATTUNE command allows a character with the proper Elemental Lore training to attune to the element of their choice.  A minimum of 20 ranks in any of the Elemental Lores (Air, Earth, Fire, Water) will allow a character to become attuned to that element.  If a caster has less than 20 ranks in every single element, he cannot attune to any element.  If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement.  Also, if a caster’s highest element is either water or air and the other element (that is, water for air, air for water) is OVER half the higher element, he may be attuned to lightning.  At any time, a player may ATTUNE RANDOM in order to go back to getting random elements each time.

916 - Invisibility [INVISIBLE]

Duration: 1200 seconds +30 seconds for every Wizard spell known

Type: Utility

Description: The caster becomes nearly invisible.  So long as no sudden move is made, such as an attack, the caster is extremely difficult for most people to detect without magical means.  This spell does not cloak smells or sounds, so many creatures will have no difficulty finding an invisible combatant, although they might be confused by the conflict of senses.

Note: A creature that locates an invisible target will often promptly attack! This is typical and the invisibility will be removed before the physical attack is made by the creature.

917 - Boil Earth [BOILEARTH]

Duration: Immediate

Type: Attack

Description: The ground beneath the target suddenly becomes molten.  There is a chance of doing immediate direct damage to the leg area.  This may cause the target to fall and receive a number of more serious injuries.
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.

Lore benefits: With increased training in Elemental Lore, Earth, the caster is better able to manipulate the earth, possibly hitting additional targets.  The chance for a second strike is equal to the caster’s Earth Lore skill, and the chance for a third strike is equal to the caster’s Earth Lore skill minus 100.  The strength of these hits with relation to the original hit will vary but it can be increased with additional training in Elemental Lore, Fire.  Each additional strike will drain 5 Mana Points.

918 - Duplicate [DUPLICATE]

Duration: Immediate

Type: Utility

Description: 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 elements (such as gems, silver, or gold) usually will not duplicate.  Magical items, items made of special metals such as mithril, 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.
Despite being duplicated, the mass of the two objects remains fairly comparable to the original.  Typically no difference will be noted, however the stress caused by the duplication process will leave each one structurally unsound.  Any attempt to duplicate either item again will cause it a catastrophic failure and a rather flashy display of pyrotechnics! Any wise wizard will first use Elemental Detection (405) on an item before attempting to duplicate it.
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 [WIZSHIELD]

Duration: 60 seconds

Type: Defense

Description: The most powerful of defensive spells in the Wizard Circle.  The Wizard’s Shield will grant a +50 bonus to the caster’s Defense Strength (DS).  This spell is recommended for emergency use only.

920 - Call Familiar [FAMILIAR]

Duration: 20 minutes +1 minute for every Wizard spell known (refreshable for wizards, not cumulative)

Type: Utility

Description: Once wizards obtain 20th level, they are 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.) to the caster for the duration of the spell.  The type of creature which appears is dependant upon the local inhabitants of the area the caster is in.
The wizard can see through the eyes of their familiar and can command it to perform a few simple tasks.  Although a familiar is not useful in combat, it can be helpful for information gathering and as a messenger.  Familiars have different types of abilities strengths and weaknesses.  Familiars can also access the Wizard Guilds of Icemule Trace, River’s Rest, Ta’Illistim, Kharam-Dzu and Wehnimer’s Landing.
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: A list of all possible familiars can be found here.

925 - Enchant Item [ENCHANT]

Duration: Immediate

Type: Utility

Description: When successfully cast upon a properly prepared weapon, armor, or shield, this spell will add to the magical bonus of the item by +5.  The process of preparing an item for enchanting is one that requires great skill and patience on the part of the wizard.  This is typically accomplished through the repeated tempering the item with a special potion and enchanting it after it has completely cured.  This process will usually be done at least as many times as there are enchantments upon the item.  After the final enchantment is successfully cast upon the project, the item will gain +5 to the magical bonus.
Many different potions are available for tempering items.  These can vary in quality as well as what types of enchanting projects they are best suited for.  Choose which one you use with care in order to ensure a successful enchantment.

Note: More information on enchanting items can be found here.

930 - Familiar Gate [FAMGATE]

Duration: Special

Type: Utility

Description: This spell opens a magical portal between the caster and their familiar.  It is not possible to open up a portal to all areas accessible by familiars.  Anyone may pass through the gate, but once the wizard who created the portal steps through, it will close behind them.  It is possible to drag people through the gate, which makes this spell particularly useful to wizards attempting to help retrieve the bodies of those who have fallen.

Note: Teleportation has changed with GS4.  More information on it can be found here.

935 Unnamed

Not yet implemented

Nothing is yet known about this spell.

940 Unnamed

Not yet implemented

Nothing is yet known about this spell.

950 Elemental Guardian

Not yet implemented

Nothing is yet known about this spell.

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