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Winking Eye

Simu Explains:

Wizards are masters of elemental magic, the force that imbues the world and surrounds all within it. With this power, Wizards concentrate on spells which harness and bring to bear the forces of nature for use in attack, defense and utility purposes. Excellent at acquiring knowledge of magical lore and magical devices, Wizards are among the poorest in the use of weapons and gain skill at arms only at great expense. Heavier armor types are shunned by Wizards as they adversely affect the ability to cast spells.

Spheres: Elemental 
Prime stats: Aura, Logic  
Mana stats: Aura 
Spell Circles: Minor Elemental, Major Elemental, Wizard Base 

Special commands

SENSE - Allows you to detect any mana pools which might be in the area to assist in enchanting.

Wizard Circle

Spell & Mneumonic

Spell#

Type

Duration

Mana

Effect

Minor Shock MINORSHOCK

901

Attack

Immediate

1mp

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.

Minor Elemental Edging
MINOREDGE

902

Utility

1 attack per level

2mp

This spell magically enhances a weapon, giving it a +15 bonus for the number of attacks equal to the level of the caster.

Minor Water MINORWATER

903

Attack

Immediate

3mp

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.

Minor Acid MINORACID

904

Attack

Immediate

4mp

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.

Prismatic Guard PRISGUARD

905

Defense

600 secs +15 secs for every Wizard spell known; stackable

5mp

This self-casting spell allows the caster to create multicolored rays that shoot out of their body and flow into a shimmering sphere around them.

Minor Fire MINORFIRE

906

Attack

Immediate

6mp  

A bolt of fire is shot from the palm of the caster. This is an elemental attack spell and uses the Aimed Spells skill.

Major Cold MAJORCOLD

907

Attack

Immediate

7mp

A ball of pure cold is shot from the palm of the caster, exploding on impact.

Major Fire MAJORFIRE

908

Attack

Immediate

8mp

A ball of pure fire is shot from the palm of the caster, exploding on impact.

Tremors
TREMORS

909

Attack

Immediate

9mp

Causes the earth in the area to begin shaking in a very minor earthquake, complete with aftershocks.

Major Shock MAJORSHOCK

910

Attack

Immediate

10mp

A bolt of lightning is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill.

Mass Blur MASSBLUR

911

Defense

900 secs +30 secs for every Wizard spell known; stackable

11mp

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.

Call Wind CALLWIND

912

Attack/Utility

Instantaneous

12mp

Causes a vicious wind to erupt in the area.

Melgorehn's Aura MELAURA

913

Defense

1200 secs + 60 secs for every Wizard spells known (selfcast)

13 base mana +1 for every 3 additional DS bonus gained

This self-casting spell provides a bonus to the caster giving them +10 DS, +1 DS for every Wizard spell known over 913 as well as +20 Elemental Target Defense (ETD), +1 ETD for every 3 Wizard spells known over 913.

Sandstorm

914

Attack

Variable

14mp

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

Weapon Fire WEAPONFLARE

915

Attack

10 secs per level

15mp

If successful, this spell will cause the target's weapon-in-hand to flare.

Invisibility INVISIBLE

916

Utility

1200 secs +30 secs for ever Wizard spells known

16mp

The caster becomes nearly invisible.

Boil Earth BOILEARTH

917

Attack

Immediate

17mp

The ground beneath the target suddenly becomes molten.

Duplicate DUPLICATE

918

Utility

Immediate

18mp

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.

Wizard Shield WIZSHIELD

919

Defense

60 secs

19mp

The most powerful of defensive spells in the Wizard Circle. The Wizard's Shield will grant a +50 bonus to the target's DS.

Call Familiar FAMILIAR

920

Utility

1 min per level (refreshable for wizards, not cumulative)

20mp

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. This spell will summon forth a small animal (such as a falcon, wolf, etc.) to the caster for the duration of the spell.   More Info

Enchant Item ENCHANT

925

Utility

Immediate

25mp

Enchanting is the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a +5 bonus to the item as well as increased resistance to damage and destruction. The process of enchantment can be lengthy and requires certain knowledge by the Wizard.

More Info

Familiar Gate FAMGATE

930

Attack

Special

30mp

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.

Unnamed

935

**

Not yet implemented

35mp

Nothing is yet known about this spell.

Unnamed

940

**

Not yet implemented

40mp

Nothing is yet known about this spell.

Elemental Guardian

950

**

Not yet implemented

50mp

Nothing is yet known about this spell.

*Important:  To learn more about these spells and their usage, Click Here

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