
Simu Explains: |
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Hybrid spell users who rely on both the Elemental and Spiritual Spheres, Sorcerers concentrate on spells of disruption and destruction. Their primary spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, Sorcerers have the potential to be extremely powerful and deadly. They can not, however, learn as many utility and defensive spells as do Wizards or Clerics. Spheres: Spiritual, Elemental Prime stats: Aura, Wisdom Mana stats: Aura, Wisdom Spell Circles: Minor Elemental, Minor Spiritual, Sorcerer Base |
Sorcerer Circle |
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Spell & Mneumonic |
Spell# |
Type |
Duration |
Mana |
Effect |
Blood Burst BLOODBURST |
701 |
Attack |
Immediate |
1mp |
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." |
Mana Disruption MANADISRUPT |
702 |
Attack |
Immediate |
2mp
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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. |
Corrupt Essence CESSENCE |
703 |
Attack |
15secs |
3mp |
This spell corrupts the target's connection to its essence resources, preventing it from casting spells, but not from prepping them. This spell is extremely hard to resist |
Phase |
704 |
Utility |
Immediate |
4mp |
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. |
Disintegrate DISINTEGRATE |
705 |
Attack |
Immediate |
5mp |
When the target fails its warding this spell causes the target's flesh to literally melt away, causing some very serious wounds on higher rolls. The spell also works on beings who have no flesh to disintegrate, melting away their ethereal form. Casting from STANCE OFFENSIVE increases the damage done by Disintegrate |
Mind Jolt MINDJOLT |
706 |
Attack |
1 sec per warding failure |
6mp |
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. |
Eye Spy |
707 |
Attack |
30 secs per level, max. 10 minutes |
7mp |
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. |
Limb Disruption LIMBDISRUPT |
708 |
Bonus |
Immediate |
8mp |
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.
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Quake |
709 |
Attack |
Immediate |
9mp |
A minor quake is caused in the caster's location, and all adjacent rooms. |
Energy Maelstrom MAELSTROM |
710 |
Attack |
Variable |
10mp |
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. |
Pain Infliction |
711 |
Attack |
Immediate |
11mp |
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. |
Cloak of Shadows SHADOWS |
712 |
Defense/Attack |
600 secs +60 secs for every Sorcerer spells known |
12mp |
Cloak of Shadows does two things. Firstly it acts as a defense. The second benefit of this spell is its retribution effect. |
Nightmare NIGHTMARE |
713 |
Attack |
1 sec per warding failure, max 90 secs |
13mp |
Each person and creature has its own specific worst nightmare, which the Sorcerer is able to summon with this spell. |
Scroll Infusion |
714 |
Utility |
*** |
14mp |
With this spell, Sorcerers are able to utilize magical artifacts to fully unlock the magic found within scrolls. |
Curse |
715 |
Attack |
Variable |
15mp |
There are six known curses at the disposal of all Sorcerers. |
Disease |
716 |
Attack |
Variable |
16mp |
This spell can inflict an extremely debilitating disease on the target based on how badly the spirit warding has failed. |
Evil Eye |
717 |
Attack |
Variable |
17mp |
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. |
Torment TORMENT |
718 |
Attack |
*** |
18mp |
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. |
Dark Catalyst DARKCAT |
719 |
Attack |
Immediate |
19mp |
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. |
Implosion |
720 |
Attack |
Immediate |
20mp |
This spell will destroy all of the air around the target(s) in a specific area, subjecting them to 'vacuum' injuries. |
Minor Summoning MSUMMON |
725 |
Utility |
*** |
25mp |
Minor and relatively weak, but chaotic, creatures from a demonic plane will be able to be summoned with this spell. |
Animate Dead ANIMATEDEAD |
730 |
Attack |
Immediate - Not yet implemented |
30mp |
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. This spell is enhanced by training in the Sorcerous Lore, Necromancy skill. |
Ensorcell ENSORCELL |
735 |
** |
Not yet implemented |
35mp |
Nothing is yet known about this spell. |
Unnamed |
740 |
** |
Not yet implemented |
40mp |
Nothing is yet known about this spell. |
Demonic Control |
750 |
Variable |
Not yet implemented |
50mp |
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. |
*Important: To learn more about these spells and their usage, Click Here |
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