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, this spell circle is implemented up through level 30.
+5 to Physical DS
+5 to Spirit wardings
-5 vs Elemental Attacks
NOTE:
This spell affords some minor protection from all attack types.
When cast on a person, this spell allows the target to detect any hidden or invisible people or creatures in the same room.
NOTE:
Detecting a hidden or invisible character simply reveals that they are present. The exact location of the hidden or invisible character is not disclosed, therefore they remain hidden or invisible and the target character cannot direct actions against them.
This spell will no longer be solely level based when determining the bonus applied to the skill they enhance, they will now take skill into consideration when calculating their bonuses. This spell will only give their full bonus if they are Self Cast. The spell will no longer be considered Self Cast if cast from a magic item or from a scroll. If the bonus gained from the spell is greater than your bonus in the skill itself, then your bonus will be reduced to half of your skill.
This spell will now apply to the chance of success with 407.
These spells will now use a new formula to calculate the bonus. I don't have the formula, but lockpicking skill will be added into the calculation.
Enhancement spells will now seriously affect your learning! Using Magical enhancements will help you get tougher locks/traps but will now be reflected in your learning as well.
Enhancement spells will now seriously affect your learning! Using Magical enhancements will help you get tougher locks/traps but will now be reflected in your learning as well.
This spell will no longer be solely level based when determining the bonus applied to the skill they enhance, they will now take skill into consideration when calculating their bonuses. This spell will only give their full bonus if they are Self Cast. The spells will no longer be considered Self Cast if cast from a magic item or from a scroll. If the bonus gained from the spell is greater than your bonus in the skill itself, then your bonus will be reduced to half of your skill.
This spells will now apply to the chance of success with 408
These spells will now use a new formula to calculate the bonus. I don't have the formula, but disarming skill will be added into the calculation.
Enhancement spells will now seriously affect your learning! Using Magical enhancements will help you get tougher locks/traps but will now be reflected in your learning as well.
When cast on a person or creature, this spell will reveal the nature of any spells that may currently be in effect. When cast on an object, this spell will reveal the exact nature of any spell that may be stored in an object, such as a wand, or in the case of an enchanted weapon or armor, will reveal the plus of the object, or will indicate other special abilities of the object.
NOTE:
The amount of information provided by this spell is directly related to the level of the caster. The caster will not be able to identify spells of a higher level than his/her own level. As the caster advances in level, more information regarding the nature of magical items will be revealed, including the number of charges in an item, the exact plus of weapons and armor, and other special qualities of items. Some magicks are so potent or complicated as to be resistant to this spell.
+10 to Physical DS
+10 to spirit warding
-10 vs Elemental Attacks
NOTE:
This spell affords some moderate protection from all attack types.
Causes closed and/or locked containers or doors to pop open.
NOTE:
The percentage chance of success is based on the aura of the caster and the caster's level. An unsuccessful attempt to cast this spell has a chance to set off any trap that may be a part of the locking device.
- The bonus gained from either 403 will now add to the caster's chances of opening or disarming the chest. - Magical picking and disarming experience tweaked down slightly.
- Enhancement spells will now seriously affect your learning! Using Magical enhancements will help you get tougher locks/traps but will now be reflected in your learning as well.
Causes a trap on a container or door to be disarmed.
NOTE:
The percentage chance of success is based on the aura of the caster and the caster's level. An unsuccessful attempt to cast this spell may set off any resident traps. A successful cast on a trapped mechanism will provide positive indication that a trap has been disarmed, but a successful cast on a mechanism free of traps, or a failed cast will not necessarily reveal the presence of or lack of a trap.
- The bonus gained from 404 will now add to the caster's
chances of disarming the chest.
- Magical picking and disarming experience tweaked down slightly.
- Enhancement spells will now seriously affect your learning! Using Magical enhancements will help you get tougher locks/traps but will now be reflected in your learning as well.
This spell is an attack against the target using pure elemental power.
NOTE:
The target character or creature that fails a spirit warding is subjected to a crushing injury. The severity of the injury is based on the degree of the spirit warding failure, and the difference in levels between the caster and the target.
This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area.
NOTE:
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone.
This spell adds a magical +20 to the AS of a weapon and provides that weapon with the ability to inflict intermittent blasts of special types of damage.
NOTE:
The weapon that this spell is to be cast upon must be free of any other magical or holy enchantments. The exact nature of the special damage imparted by the weapon will vary from one caster to another. Some will find that the spell imparts blasts of heat, others will impart blasts of cold, and others will impart blasts of electricity.
This spell causes the target to suffer a -25 AS penalty.
NOTE:
This spell is subject to a Spirit Warding Roll.
This spell causes the target to suffer a -25 penalty to all Spirit Warding.
NOTE:
This spell is subject to a Spirit Warding at normal modifications.
+25 to Physical DS
+25 to Spirit Wardings
-25 vs Elemental Attacks
NOTE:
This spell affords powerful protection from all attack types.
This spell is a powerful attack against the target using pure elemental power.
NOTE:
A Spirit Warding applies to this spell.
This spell allows the caster to see into, behind or under containers of all types.
NOTE:
Many containers carry natural resistance to the power of this spell based on the material used in the construction of the container.
When cast on a character or creature, this spell will have one of the following effects:
Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell.
Cause a magical effect in force on the target to be canceled.
Cause the target to lose part or all of their Mana Points.
When cast on an item, this spell has a chance to drain charges, dispel any stored spells, remove part or all of an enchantment, or remove some other special quality.
NOTE:
The effect of casting on a character or creature is in order of precedent stated. The chance of failure depends on the level of the caster and the level and type of stored spell or enchantment.
This spell allows the caster to temporarily gather the local elemental forces, creating a small Mana Focus.
NOTE:
When handling raw elemental power, there is always a chance of failure, and a chance that the power will break free from control with chaotic results.
+25 to Physical DS
+25 to Spirit Wardings
-25 vs Elemental Attacks
To all characters joined to the caster.
NOTE:
If cast on a target other than him/herself, this spell operates as a normal defense spell, and will not radiate effects to characters joined to that target.
This spell allows the caster to imbue any known spell of a lesser level into a specially prepared object.
NOTE:
This spell allows for the creation of Wands, Staves, Rings, etc. Objects that are to receive the spell must be specially prepared or forged under stringent conditions and the component objects are typically only available from special merchants.
This spell provides a plus to the Attack Strength of 25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.
This spell provides a bonus in several areas listed below. That bonus is 30 plus the number of Spell Ranks above 30 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.
This spell allows the caster to transport to another location.
NOTE:
The caster, and any characters joined to him/her will be immediately transported to the nearest Mana Focus