A very relaxed feeling will overcome the target of this spell and dull its senses, possibly causing it to fall into a magically induced slumber. The actual effect depends on how badly the creature fails its elemental warding.
Creatures which do not sleep, such as the undead, are unaffected by this spell.
The mana cost for this spell is calculated by a seed 1 summation of the target's level. That is, a level 1 target costs 1 mana whereas a level 105 target costs 14 mana.
Often times the outcome of a battle is determined by who can react first. Because the wizard often is hindered by lengthy gestures and chants, Spell Store has become an invaluable first strike weapon.
After casting this spell, the caster can then cast any of his or her other spells which will stay prepared for an extended period of time. The spell to be stored must be cast within 30 seconds after Spell Store.
Note: Although spell store does hold a spell for a long time, it does not do so forever; the exact time when this fails depends on the caster's activity.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Defense
Although the logic behind this spell is quite simple, its effect is very potent. With a few quick gestures, the caster can cause glowing specks of sparkling silver energy begin to spin around him or her. The result is that the wizard gains +20 Defense Strength (DS), +1 for every 4 Major Elemental spells known beyond 503.
With the increased defense bonus there is an increase in mana cost. The base mana cost is 3, +1 for every 3 DS bonus over 20.
When Thurfel's Ward is cast upon others, the bonus is a flat +20 DS with a flat mana cost of 3.
This spell makes the air surrounding its victim viscous, effectively slowing down all actions. The result is that the target's actions/roundtimes take longer. How much longer depends upon the skill of the caster as well as the total roundtime of the action being attempted.
The target will experience a large increase in Roundtime (RT) based on the Wizard's Elemental Lore, Air training; +1 RT at 100 skill, +2 RT at 200 skill, and a maximum of +3 RT at 300 skill.
Duration: 5 seconds +1 second per 2 warding failure
Type: Attack
Named in honor of the Arkati with similar powers, the Hand of Tonis spell harnesses the power of the element of air to steal the breath from its target, thereby stunning them! This spell is also useful to blow away clouds and clear clutter from the area.
After training in 20 ranks of Elemental Lore, Air, Hand of Tonis becomes a bolt spell if cast from a stance above guarded. Ranks over 20 increases the Damage Factor (DF) of the spell's bolting capabilities.
In a not completely understood manner, invoking the magic of this spell distorts time around the target. To the recipient, the world seems to slow down, allowing them to react more quickly than naturally possible. Fortunately, the power of the spell fuels the extra energy needed to operate at an accelerated rate. The target's roundtime will be lower than normal. How much lower depends on the skill of the caster as well as the roundtime of the action being attempted.
The target will experience shorter Roundtimes (RT) enhanced by the Haste spell based on the Wizard's Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of -3 RT at 300 skill.
Note: This spell reduces the roundtime, it does not remove it. Regardless of how much faster the target is able to move, they will never have a 0 roundtime. There will always be at least a 1 second RT.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Defense
Since it is not always possible to carry a shield, this self-cast spell can be a blessing. Elemental Deflection provides a bonus of +20 Defense Strength (Melee, Ranged, and Bolt DS), +1 for every 2 Major Elemental spells known over 507.
The increase bonus results in an increased mana cost. The base mana cost is 7, +1 for every 3 bonus.
Overtraining in Major Elemental spell ranks does not yield additional bonus past the caster's level.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Defense
Because Elemental Deflection offers limited spell defense, this self-cast spell can provide excellent additional protection. It works like Elemental Deflection by creating an invisible minor shield around the caster, but this one works against magical attack spells by adding +20 to elemental warding defense.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Offense/Utility
An ancient spell which has long been a part of a wizard's spell book. The strength spell enables the recipient to better utilize his or her body and thus cause an apparent increase in strength. This has the effect of adding +15 to the target's physical attack strength.
Training in Elemental Lore, Earth increases the Attack Strength (AS) bonus provided by this spell. A minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184 ranks. This added bonus is a self-cast benefit for the Wizard's use only.
A small boulder is shot from the palm of the caster to slam into an opponent with devastating force. This is an elemental attack spell and uses the Aimed Spells skill.
The spell will become more effective with increased training in Elemental Lore, Earth.
The floating disk spell, which is believed to be one of Melgorehn's inventions, creates an insubstantial disk that can be used to hold objects by the target. The disk will follow the target around for the duration of the spell and allows for the temporary hauling of objects from one place to another. The disk's owner is the only one able to OPEN or CLOSE the disk.
Disk item capacity has a base of 8 (this includes items inside other items). Training in Elemental Lore, Air increases item capacity. 10 ranks of Elemental Lore, Air will increase the total item capacity to 9, with the maximum of 20 items at 186 ranks. Floating Disk weight capacity is set at 500 pounds.
Floating Disk has an indefinite duration and will continue to exist until the player logs off or disconnects or some other situation breaks the magical 'thread' which binds the disk to its owner. When this happens, the disk will vanish and the objects will fall to the ground.
Wizards casting this spell upon themselves will discover the description of the disk is more colorful. It is believed that certain types of gems and other objects normally found as common loot can be used to influence the results of casting this spell by wizards upon themselves. It has proven ineffective for other professions.
Note: GemStone IV will attempt to keep the disk around for awhile after a disconnect so the caster can attempt to reconnect; this duration is only a couple of minutes -- so get back online fast. We cannot be responsible for objects lost while being transported on a disk. Also remember that any items forgotten and left in a disk when the owner leaves will not be replaced if lost. Most wizards will advise owners to never put precious items in a disk.
Untargetted, this spell allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage.
If Ice Patch is directed at a specific target, it will root them in place, hampering combat. Then, with Elemental Lore, Water training, it is possible to cast Minor Water (903) at the target and it will convert to minor cold (the spell found in blue wands). 10 ranks of Elemental Lore, Water will allow one cast of 903-converted minor cold, with the maximum being thirteen casts at 196 ranks.
Elemental Lore, Water bonus thresholds: 10, 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Offense
This spell will give the caster/target a bonus of +20 to their spell Attack Strength (AS) and a penalty of -40 to their physical AS. The caster/target will receive a +1 bonus to their spell AS for every two Major Elemental spell ranks over 13, capped at the caster's level.
For example, if the caster has 23 Major Elemental spell ranks, the spell AS bonus will be +25.
With the increased bonus there is an increase in mana cost; 13 base mana +1 for every additional bonus gained.
The duration for 513 Elemental Focus is significantly shorter when cast at a target.
Using the elemental powers of Earth, the Wizard is able to conjure a massive stone fist. This fist will grab on to the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to weaken the foe into submission, enabling him to attack with the final blow.
While held by one stone fist, targets are immune to additional casts of the spell. After the initial 14 mana cast, the fist remains linked to the caster's hand. Using various hand gestures, the caster can command the fist to act. These commands require additional mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at the foe held by the caster's stone fist.
Stone Fist commands:
WAVE (2 mana) The fist will wave the target, leaving it somewhat disoriented and confused, adding Roundtime. This will not break the fist's hold on the target.
PUSH (2 mana) The fist will push the target to the ground, leaving it somewhat disoriented, knocking it down and adding Roundtime. This will break the fist's hold on the target.
THROW (3 mana) The fist will throw the target to the ground violently, causing it to sustain damage and knocking it to the ground. This will break the fist's hold on the target.
The following commands require training in Elemental Lore, Earth to use consistently. SLAP requires the least Lore skill out of the three, while POUND requires the most Lore skill.
SLAP (4 mana) The fist will slap the target, causing damage. This will break the fist's hold on the target.
CLENCH (6 mana) The fist will squeeze the target in its grasp, crushing it. This does damage to chest, back, and abdomen. This command does not break the fist's hold on the target.
POUND (8 mana) The fist will pound the target on the ground while keeping it in its grasp. Damage to head/neck or limbs only. This command does not break the fist's hold on the target.
Casting Stone Fist at certain items will crush them. Use at your own risk!
This powerful spell is used to augment attack spells, in particular elemental attack spells. Once cast, the next spell which is prepared will be prepared again once cast, automatically for the duration of the Rapid Fire spell. Therefore once Rapid Fire is in effect, you may then prepare, for example, a Minor Fire spell and then continue to cast it with no preparation step (or time) in-between for as long as the Rapid Fire spell is in effect. Note that to switch spells being used, use a RELEASE command and then PREPARE a new spell.
Casting this spell at a target forms a mystical conduit between the caster and the target. If the target is unfortunate enough to fail its warding, a dull ray of mana-draining power will touch it and drain a random amount of mana and transfer it to the caster. On a successful cast, the mana cost to the caster is 1 mana. On failed casts, the mana cost to the caster is 16 mana. The mana points received will not exceed the caster's normal maximum mana.
The Elemental Mana Control skill aids in determining how often the caster can get a maximum amount of mana from the target.
This spell enables the caster to redirect their mana into a magical focus. This focus must be a specially treated gem of at least 1000 silvers in value. By casting this spell at the treated gem, the focus will be created and begin to accumulate mana. The wizard must then concentrate on maintaining the focus and continue to cast the spell until the gem has become sufficiently charged.
The initial cast is 17 mana, while each additional cast is one mana until the treated gem tones of enchantment. At this point, energy from the focus can be directed into the desired chargeable item. The mana cost to recharge an item is based on spell level, spell sphere, and in part, by training in Elemental Mana Control.
Chances of success are based on a success margin, the level of the spell to be charged, as well as the spell circle.
Extraordinary failure has been known to result in loss of mana points, injury, and even possibly the destruction of the item.
Magic Item Use, Elemental Mana Control, and a dedication to the Major Elemental Spell Circle will result in a greater success in charging items.
While Major Shock is quite powerful, it still is not a suitable defense against multiple opponents. Because of this, the Cone of Lightning spell was researched. It strikes as hard as a Major Shock, but the bolt arcs out in all directions and can hit many nearby targets.
Training in Elemental Lores, Air & Water, increases the damage done by this spell.
This spell releases incredible destruction by fire when the target fails a warding roll.
There is a chance of a flat-out incineration kill on a target using Immolation, enhanced further by training in Elemental Lore, Fire. If the target was not incinerated, the damage done by the flames is greater with training Fire Lore. This will increase the chance of the initial burst of the flame being focused on one area, causing more critical damage.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Defense
Manipulating the elemental forces within his body, the caster forms a layer of hard stone that shifts with his movements. This self-cast spell provides additional protection from physical attacks, in the form of absorption of damage as the stone skin is destroyed.
The amount of damage that can be absorbed without shattering is the spell's shatter point; if it is reached in one hit, the skin shatters. Stone Skin's ability to absorb damage, or what's termed the shatter point, is increased with Elemental Lore, Earth training.
Stoneskin provides some minor garrote protection via increased breakage/escape chances.
Perhaps one of the most destructive spells known to spell users is Meteor Swarm. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.
While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.
Elemental Disjunction weakens the target's connection to the elements. This results in a random number of spells being dispelled from the target. Elemental spells will be dispelled before spells from other spheres of magic. Diligent training in the Major Elemental spell circle helps to increase the minimum number of spells dispelled. Caster and target levels are also factored in determining the number of spells dispelled. At minimum, two spells will be dispelled (provided at least two spells are active on the target).
For purposes of determining sphere nativity, hybrid spell circles are considered to be in all spheres for which they are connected. That is, Sorcerer spells are in-sphere for Elemental and Spiritual, while Bard Spellsongs are in-sphere for Elemental and Mental.
Duration: 1200 seconds + 60 seconds for every Major Elemental spell rank known; cumulative
Type: Defense
This spell allows the Wizard to turn back the hands of time when successfully attacked physically. The Temporal Reversion effect returns the Wizard to the moment before the attack was initiated. Being forewarned of a potentially powerful incoming assault, the Wizard automatically prepares himself with a +200 DS boost and a significant chance to avoid critter-based maneuver attacks.
The ability to shift time is always a chancy thing. The spell is only successful based upon: