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Major Spirit Spell Circle
Important Policy Note:
Simutronics policy is that GemStone III is an ever-evolving game which contains many areas left open for expansion and change. Each spell circle documentation (such as this) represents only the original intent of the spell circle design. Due to various factors of implementation, game balance, and available resources, the actual spell implementation MAY differ. In addition, not every spell listed may be implemented, as the construction of GemStone III's world and mechanics is an on-going process.

This file will be updated, from time-to-time, to reflect the latest implementation of each spell circle. In addition, the spells which are currently implemented will be specified. An ongoing discussion of these spell circles is held in the GemStone III message board categories.

Unlisted Spells
Spell levels not listed are areas that must be learned to progress through the spell circle, but do not earn any spell when doing so. This occurs at the higher regions (thus more difficult portion) of the spell circle.

Implementation
As of 6/23/97, all of the spells in this circle are implemented except for 217, 218, and 250.


201
Calm CALM
DURATION: 1 minute per level

Under the influence of this spell, the target person or creature is soothed and calmed, inhibiting them from engaging in aggressive behavior. Actions involving combat or the casting of spells are not possible while in the calmed state.

NOTE:
The target of this spell receives a spirit warding to avoid the effect.


202
Spirit Shield SSHIELD
DURATION: 1 Minute per level

The caster uses his or her Spiritual powers to influence the surrounding Spirits to provide additional physical protection to the target of the spell.

NOTE:
The spell provides an additional +10 to Physical DS.


203
Manna MANNA

Through the use of this spell, the caster calls into being special food with potent qualities. Persons who partake of the magically created food, and then take time to rest and relax will experience accelerated healing and accelerated mana point recovery.

NOTE: Food created by this spell loses its potency quickly unless it is specially preserved. As the food deteriorates, it may actually become poisonous. The caster creates one mouthful of the special food for each level of experience.


204
Unpresence UNPRESENCE
DURATION: 1 minute per level

Through this spell, spiritual forces are invoked to protect the target of the spell from many magical means of location. While persons with this spell in effect on them will not find it any easier to initially conceal themselves in a hiding place, they will find that it improves their ability to remain hidden when others search for them.


205
Light LIGHT
DURATION: 1 minute per level

The spiritual forces are used to invoke the Spirits of Light, influencing them to provide greater illumination in the immediate area where the spell is cast. The additional illumination may make possible actions that could not be performed in darkness, and may enhance the combat ability of everyone in the illuminated area. The sudden illumination of an otherwise dark area may reveal hidden persons or creatures.


206
Darkness DARKNESS
DURATION: 1 minute per level

Being similar to the Light spell, this spell invokes the Spirits of Shadow and Darkness to dim the illumination in the immediate area where the spell is cast. Combat conducted in a darkened area is done so with reduced abilities. Some actions that require good illumination may not be possible in a darkened area. People may find it easier to hide and remain hidden in darkened areas.


207
Purify Air PURIFYAIR
DURATION: 1 minute per level

This potent manipulation of spiritual forces that lie within each of us bolsters the ability of the target person to withstand the ravages of a hostile environment. The effect gives enhanced warding against gaseous poisons, in some circumstances allows the person to actually breathe underwater, and according to some reports has allowed persons to survive in total vacuum.


208
Living Spell LIVESPELL

This spell enables the caster to transfer a prepared spell from another person. Transfer of the spell is one way only, from the target to the caster. The target person will lose mana points as if they had cast the spell being transferred. The caster who receives the spell will also have to expend mana points when casting the spell that has been transferred.

NOTE:
The caster will meet some resistance when attempting to transfer a spell that they do not actually know. The amount of resistance met will vary in difficulty depending on whether the spell is from the caster's own circle, a major or minor circle available to the caster, or some other circle not available to the caster. Both the caster and target risk suffering damage if the transfer of a spell fails.


209
Untrammel UNTRAMMEL

By channeling his or her will, the caster is able to use this spell to dissolve the webs cast by both natural and magical spiders of all sizes.


210
Silence SILENCE
DURATION: 5 seconds per level

Through the spiritual forces, the caster is able to influence the Spirits of Sound to place a pall of silence over the target of this spell. The target person or creature will be unable to speak, sing, or prepare or cast a spell.

NOTE:
The target of the spell receives a Spirit warding to avoid the effects of the spell.


211
Bravery BRAVERY
DURATION: 1 minute per level

This spell enables the caster to draw upon the surrounding Lesser Spirits for additional courage and confidence in battle. The caster's mental and physical fortitude is bolstered making them more effective in combat as well as strengthening their will against fearsome foes.

NOTE:
Because of the unique and personal nature of this spell, it cannot be cast on others. The caster realizes +15 to their Physical AS, and is afforded some protection against certain types of fear.


212
Interference INTERFERE
DURATION: 60 seconds per level

The caster of this spell is able to use the spiritual forces to exert influence over the Lesser Spirits in the immediate area to interfere with the actions of the target person or creature. This interference results in diminished combat ability.

NOTE:
The target of the spell receives a Spirit warding and if that roll is failed, suffers a -15 penalty to Physical AS.


213
Minor Sanctuary MINRSANCT
DURATION: 5 minutes plus 10 sec/level

By mustering the power of the surrounding Lesser Spirits, the caster is able to employ this spell to create an area that is relatively safe from danger. This increased security will allow both the Cleric and Empath to practice their profession in greater security. While this spell is in effect, most creatures will avoid entering the area of the spell. Persons or creatures that are in the area will not be able to hide from or steal from others.


214
Bind BIND
DURATION: 5 sec per level

The caster uses this spell to call upon the surrounding Lesser Spirits to hold the target person or creature immobile.

NOTE:
The target of this spell receives a Spirit warding to avoid the effects.


215
Heroism HEROISM
DURATION: 1 minute per level

The caster of this spell is able to draw additional fortitude from the surrounding Lesser Spirits. This serves to bolster the caster's courage and confidence, thus improving the caster's combat effectiveness. The spell helps to bring the caster's mind and body into focus, allowing the caster to recover from both physical and mental fatigue at a faster rate.

NOTE:
The unique and personal nature of this spell makes it impossible to be cast on another person or creature; the magic is effective on the caster only. The caster will realize a +25 to Physical AS and increased health point and mana point recovery.


216
Frenzy FRENZY
DURATION: 5 seconds per level

The caster employs this spell to drive the target person or creature into an intense state of combat frenzy. The target of the spell is influenced in a manner such that they will take no special action to defend themselves in combat. Instead, the target creature or person will focus all of their available skill in a frantic attack.

NOTE:
The target of this spell receives a spirit warding to avoid the effect of the spell. Failure of that roll forces the target to take a fully offensive stance, where it will remain for the duration of the spell.


217
Herb Mastery HERBMAST

Wild herbs, fruits, and other plants can be found through the land of Elanthia. Many of the naturally occurring plants have special properties when properly employed but are often useless, and in some cases actually dangerous, when employed by the unskilled. This spell allows the caster to prepare many of the commonly found flora to bring out their natural efficacy.


218
Spirit Servant SERVANT
DURATION: 1 minute per level

Through the use of this powerful spell, the caster is able to manipulate the spiritual forces to bind a Lesser Spirit to their service for a short time. The spirit bound in this manner takes on a corporeal existence by drawing on the very life force of the caster. In this way, the bound spirit is able to manipulate small physical items and perform other simple tasks at the caster's behest.

NOTE:
The caster of this spell does not actually lose Spirit Points at the time that this spell is cast. The caster, in fact, will see no reduction of points at all if the Spirit Servant is released from service prior to the expiration of the spell. If the spell duration expires before the caster releases the spirit from service, or the spirit meets with some other untimely end, then the caster will suffer a loss of four spirit points.


219
Spell Shield SPSHIELD
DURATION: 1 minute per level

Through the use of this spell, the caster is able to call upon the Spirits of Power to form a powerful barrier against magical attacks.

NOTE:
This spell grants a +50 to spirit wardings as well as a -50 to Elemental Attacks.


220
Major Sanctuary MJSANCT
DURATION: 30 seconds per level

This extremely powerful spell allows the caster to call into being a magical portal leading to a special place of safety. The caster is able to call upon their special relationship with their patron Greater Spirit or Lord of Liabo to provide them with a place of refuge in which they may rest and practice their arts and skills in relative safety.


225
Transference TRANSFER

The caster of this spell is able to use the spiritual forces to transfer themselves to the physical location of the target individual. Transference of this type is effective on the caster only, and some magical or natural occurrences may prevent this spell from operating properly.


230
Spirit Hunter SPHUNTER
DURATION: 12 rounds

Through the use of spiritual forces and this spell, the caster is able to call forth a potent Lesser Spirit that will attach itself to the target of the spell and slowly drain the very life essence from that person or creature. The Silent Slayer will plague the individual or creature for the duration of the spell, or until death occurs, whichever comes first.

NOTE:
The target of this spell receives a Spirit warding to avoid the effect of the spell. In some cases, after a particularly high warding result, the Silent Slayer will actually turn upon the caster. When the Silent Slayer attaches itself to a person or a creature, it drains the spirit points from that person or creature at the rate of 1 points per 15-second round for a maximum of 12 rounds, or until death occurs.


250 < P> The nature of this spell is unknown to the world at this time.


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