Brila’s Wizard Guide(2nd edition)

Hello! Your favorite wizard, Brila Riilla has edited his guide. I have added a little that was left out and corrected a few errors.

(You will probably want to read the entire guide through before you start the game)

What is being a wizard?

In the expanding game of Gemstone III, a wide variety of combinations are possible. Eventually you will shape your character to be unique from all others. If you are mostly interested in smashing something up with the strength of your own hands, being a pure magic user is a very bad idea. If you want to explore the mystical side of Elanthia, make yourself at home.

Now that you have decided to become a wizard, you may forget about ever swinging a heavy weapon. Later on in the game, the only thing you will use it for is defense. Wizards harness the energy of the elements. Their main attacks use fire, water, and lightning, usually firing them at targets. Though in early levels, warriors and other physical professions will be able to wipe the floor with you (remember that fighting other players, known as PvP, is not condoned), wizards and sorcerers become the most powerful professions later in the game. Those same warriors will be begging for you to spell them up (enchant their weapons, give them better defenses, etc.).

If you have a great deal of patience, then let the game begin…

Rolling up a character

This is the most tedious part of Gemstone. These stats can also make or break you. You will receive some seemingly random numbers. But know this: No matter how long you try you will never get numbers even close to straight 100’s. Before you roll learn what each statistic does.

Constitution- The health and general wellbeing of your character. This controls health points as well as resistance to poisons and diseases. A high constitution will cause you to gain health points faster. A very high constitution will allow you to exceed your maximum number of health points. A medium range number would be good around here.

 

 

Dexterity- A very important stat. This will help you to evade attacks like E-wave later on. That is useful, but your hand-eye coordination is based on this. Did I mention that you will be shooting elements around? You might as well make them go where you want them to. A high number.

Discipline- Your willpower and ability to focus. This is a factor in forging weapons. It, however, gives you training points for physical and mental training points, which will be explained soon. Use your highest number.

Logic- Your ability to understand the experiences that you have witnessed, and learn from them. Logic will control the limit of experience that you can store at any given time. It helps you to transfer experience (explained later) at a node (safe place that gives you more mana. Clerics, who can resurrect, and empaths, who can heal generally stay there.). People usually rest at a node to transfer experience. This should be a middle number.

Intelligence- Your ability to transfer experience outside of a node. This stat will grow very fast because you are a wizard. A low number will be fine here.

Strength- Obviously how much you can lift and carry. Very useful when dragging your dead friends to be resurrected. Strength also governs how well you attack and your chance of hitting. This really does not matter as you grow older (increase in level). It can be a medium number. You can raise your attack by spells on your weapon very early on.

Reflex- Self-explanatory. Your ability to get out of the way when something wishes to harm you. Very important to wizards because you will almost always want to hunt in an offensive stance. Make reflex a high number.

Charisma- Your ability to be liked. Charisma has nothing to do with how much other players like you, but a person with low charisma will get slightly higher prices in the shops. Having a high charisma will make you more noticeable and make it harder to steal (something I hope you will never try). Money is not incredibly relevant. Do not hesitate to dump your lowest stat here.

Wisdom- Your ability to cast spiritual spells (you cannot learn them as a pure elementalist). It also gives you the gods’ favor, which can never hurt. This is not that useful for wizards and can receive a low stat.

Aura- The stat that gives you your mana. It also helps you to cast spells that you do not aim. Sleep is one of them. This stat should be no less than 85.

As I said, the numbers appear to be random, but have a limited range. The first three numbers are all 50-90. Try for numbers 85 or higher, at least one MUST be. The next three are all 40-60. Over 50 will be good enough, but try for two above 55. The next three will be 20-50. Always reroll if you get a number in the 20’s. Above 40 is beautiful. The last number will be 20-100. Above 90 will suit you well.

The stats should go something like this: DI, AU, DE, RE, CO, ST, LO, WI, IN, CH. Your Physical training points will be much greater than mental. Mental will grow faster, though.

Remember that you will get + 10 to aura and intelligence because those are the prime stats of your profession. I am here at level 0 (after an eternity of rerolled characters). The sum of my rolls was 654, which is just about the highest roll that you will get.

Lv0: Name: Brila Riilla Race: Dark Elf Profession: Wizard

Gender: Male Age: 25 Expr: 760 Level: 0

Currently Stat Bonus

Constitution (CO): 57 .... -2

Dexterity (DE): 87 .... 28

Discipline (DI): 97 .... 13

Logic (LO): 47 .... -1

Intelligence (IN): 57 .... 8

Strength (ST): 59 .... 4

Reflexes (RE): 86 .... 23

Charisma (CH): 44 .... -8

Wisdom (WI): 45 .... 3

Aura (AU): 95 .... 32

Mana: 3

Remember that stats in the later levels will look very different because they increase throughout the levels. The maximum for any stat is 100. Remember that some stats rise faster than others do. Logic and intelligence will shoot up while strength will crawl slowly.

The bonuses depend on your race, NOT YOUR STATS. There are 8 races.

Humans get +5 to IN, LO, and ST. Their maximum HP is 150.

Giantmen get + 15 to ST. + 10 to CO, and + 5 to CH. —5 to AU, DE, IN, and RE. Their maximum HP is 200.

Half Elves get + 10 to RE. + 5 to CH and DE. —5 to CO. Their Max HP is 135.

Sylvankind (elves of the forest) get +5 to Re, CH, AU, and DE. —5 to DI. Their Max HP is 130.

Dark Elves get + 10 to AU and DE. +5 to RE, WI, and IN. —5 to CH and CO. —10 to DI. Their max HP is 120.

 

Elves get +15 to RE and CH. +5 to DE and AU. —5 to ST. —20 to DI. Their Max HP is 130.

Dwarves Get + 15 to CO. +10 to ST and DI. +5 to LO. —5 to RE. —10 to CH, and AU. Their Max HP is 140.

Halflings get +15 to DE. +10 to RE, IN, and CO. +5 to LO. —5 to AU and DI. —15 to CH. —20 to ST. Their Max HP is 100.

A BONUS IS VERY DIFFERENT FROM THE ACTUAL STAT!!! The AU stat gives mana. The bonus helps your casting strength. The bonuses have nothing to do with training points.

The Elven races are generally the best for wizards. Do not only stick to the Elven if you want to do some role-playing as another race. Halflings are very interesting and a giantman wizard would raise eyebrows everywhere.

Training

(When I say every year, I mean every level)

Remember training points (TP’s)? This is where they matter. Your physical TP’s (PTP’S) give you physical skills. Mental TP’s (MTP’s) give you mental ones. Most skills require both types. Gemstone is not a game where your skills magically increase when you gain a level. You choose each and every one of them. These also will make you or break you.

 

Bonus P/M (T) Skill Name Bonus P/M (T) Skill Name

1) 0 25/20 (1) Two Weapon Combat 15) 0 2/8 (1) Picking Locks

2) 20 14/1 (1) Armor Use 16) 0 5/3 (1) Stalking & Hiding

3) 40 8/1 (1) Shield Use 17) 0 0/3 (1) Perception

4) 0 15/8 (1) Combat Maneuvers 18) -- 0/10 (3) Spell Research

5) 40 9/1 (1) Edged Weapons 19) 0 0/1 (3) Scroll Reading

6) 0 9/1 (1) Blunt Weapons 20) 0 0/2 (3) Magic Item Use

7) 0 20/3 (1) Two-Handed Weapons 21) 10 0/7 (1) Mana Sharing

8) 0 20/3 (1) Ranged Weapons 22) 74 2/1 (2) Spell Aiming

9) 0 20/3 (1) Thrown Weapons 23) 0 15/10 (1) Ambush

10) 0 20/3 (1) Pole Arm Weapons 24) 40 8/0 (1) Physical Training

11) 20 6/2 (1) Climbing 25) 20 3/3 (1) First Aid

12) 25 3/1 (1) Swimming 26) 0 0/3 (1) Trading

13) 0 20/25 (1) Multi-Opponent Combat 27) 0 3/3 (1) Picking Pockets

14) 0 2/7 (1) Disarming Traps 28) 0 20/3 (1) Brawling

From the first time to the tenth time you train in a skill, you will get a +5 bonus. From 11th to 20th, you will get +4, from 21st to the 30th you get +3, 31st to 40th is +2. Every time after that (trainings 40+) is a whopping +1. This is so that very high level people will not seem godlike.

A word on double training: Never train twice in a skill one level if you are not planning on training in it on your next level. It is an expensive way to go.

Spell Research: Twice every year, PERIOD. Train in the wizard circle every year until 20. Train in the major elemental circle until you learn 503, blur. From then train in the minor elemental circle until you learn 414, elemental defense III. From then it is your choice. I, personally, would go in the minor elemental circle until level 20. Mass defense is a spell that will make you very needed in your community. The wizard circle contains everything that can be used to cause pain. This is your main offense.

Mana Sharing: Once when you can afford it. It will truly help in the future when you enchant permanently. Never train more than 24 times unless you are frequently sharing with people who have less than a 102 bonus in mana share.

Scroll Reading: Not really necessary. If you want to, you can because it is so cheap.

Magic Item Use: Ditto, and this one comes in useful every now and then.

Spell Aiming: Twice every year, PERIOD. This will make your aimed spells hurt, and hit, more.

Perception: It does have its uses. Helps you see traps, hidden people, or even people picking your pockets. Put this after all the necessities.

Edged Weapons or Blunt Weapons: It’s your choice which kind to use. There are more edged weapons around, but it does not truly matter.

Ranged Weapons: Do not bother.

Thrown Weapons: Do not bother.

Two-handed Weapons: If you want to use these, go be a warrior.

Brawling: Do not bother unless you are very inclined on getting good at Voln brawling techniques.

Shield Use: Train in this every level.

Physical Training: This will give you health points. Train every year. Even when you hit your maximum, you will gain HP faster.

Climbing: Try to have about 10 trainings by the time you are level 20.

Swimming: Ditto

Armor Use: Train every time you can until you have four trainings. Then you can wear full leather with no penalties.

Picking Pockets: Train in this a lot if you would like a huge number of enemies. Training once will help you to see someone picking your pocket. Train once eventually. If you do, however, decide to train in this…well…let me just say that nobody would ever suspect a wizard.

First Aid: Very, very helpful. It saved my life on a number of occasions. Do this when you get the chance, but put most other skills before this.

Picking Locks: Never train in this. You will get the spell soon enough.

Disarming Traps: Ditto.

Trading: This is a pretty useless skill. It helps you get lower prices in stores.

Multiple Opponent Combat: Do not bother. It is too expensive.

Stalking and Hiding: It is fun to have, but not worth it.

Ambush: Very useful for fighters, not for you.

Two weapon Combat: Do not bother. It is too expensive.

Combat maneuvering: Train in this later (meaning past lord or lady) when you can actually afford it. It can really help you out.

My shopping list:

Triple train:

Spells every once in a while if you really want to. I have not.

Double train:

Spells

Spell aiming

Single train:
Weapon use of your choice

Shield use

Armor use (until you have trained 4 times)

Climbing or swimming (alternate every level)

 

Remember that the following come only after you have trained in everything above.

Other:

Combat maneuvers when you get older (helpful)

Mana sharing when you can (very helpful later on in life)

First aid when you can (very helpful)

Scroll use because it is so cheap, but only if that is the wizard you want.

Magic item use if you run out of mana. (helpful)

Perception for spotting pickpockets.

Mana share is the most important of these. I have never trained in scroll use, magic item use, or perception. I would rather save the TPs for some of the others. Magic item use is very helpful, but you need it less and less as you advance. Scroll reading is fairly useless as you can only invoke a spell with the scroll in one hand and nothing in the other. If you try to do that in combat you will spend a lot of time being dragged to clerics, but I have heard that you need it to get into a certain location. Perception is for those who are not cautious. If you do not want to have your money stolen then keep it in the bank. If someone steals from you, they will not get more than a couple hundred silvers anyway.

 

 

 

 

 

Spells

You will want to read ALL of the spells through before you make your decision to train in either minor or major elemental.

The spells operate by numbers. To prepare a spell you prepare the code. Minorshock is a level 1 spell in the wizard circle. The code number of the wizard circle is 900. Because minorshock is a level 1 spell you would type "prepare 901". This helps you because the level of a spell is also the amount of mana you must spend to cast it. A level 30 spell would read "prepare 930". The minor elemental spell circle’s code is 400; the major elemental circle’s is 500. When you first learn a spell, it takes 10 seconds of prep time before you can actually cast it. 3 levels later it takes 5 seconds. 3 levels after that, you can cast it with no prep time.

So… to cast minor shock when you are level 1-3 it takes 10 seconds. 4-6 it takes 5 seconds. 7+ you have no prep time! To cast minor edge (902) in levels 2-4 it takes 10 seconds prep time. 5-7 it takes 5 seconds and 8+ you can enjoy another prep time free spell. When you cast a spell you will always have a three-second roundtime.

Remember that the prep time is when you are preparing your spell. Once it is prepared, you have not cast it yet and you have not used mana yet. You then have 30 seconds to cast it. Once you cast it, you will lose full mana. Because sometimes something will happen where your spell has no use between the prep time and when you are about to cast it (if a creature dies from blood loss while you are preparing your minor shock…) you can release the spell. Releasing it gives you half the mana back (rounded down). If you release a level one spell you will lose the full mana.

One thing about different methods of attack. If you cast minor shock at a creature, the attack will have different numbers than if you cast major sleep. Shooting something is based on your dexterity and spell aiming skill. Minor shock, minor water, minor fire, major cold, major fire, and major shock all are in this category. You will see something like this:

You concentrate on the Minor Water spell...

[Spell preparation time: 10 seconds]

* Hastale just bit the dust! <Poor guy just died>

>cast rat

That spell isn't ready to be cast yet!

>

Your spell is ready.

>

A giant rat tries to bite you!

AS: +5 vs DS: +70 with AvD: +34 + d100 roll: +98 = +67

A clean miss.

>cast rat

You gesture at a giant rat.

You hurl a stream of water at a giant rat!

AS: +87 vs DS: -10 with AvD: +55 + d100 roll: +100 = +252

... and hit for 101 points of damage!

Every bone in the right arm shattered and scattered about!

A giant rat screeches loudly while frantically licking its wounded front paw.

The giant rat falls back into a heap and dies.

Cast Roundtime 3 Seconds.

>stance def

You are now in a defensive stance.

 

This is an example of a common combat scene. I was level 5, so I prepared the spell and took 10 seconds to do it. the rat swung at me and failed miserably (heh heh heh). Now it is my turn. Before my spell is ready I try to cast it to no avail. When my time is up I cast minor water at the rat and remove a limb.

What are these numbers you ask? I will explain then. The AS is 87. This is my dexterity bonus + my spell-aiming skill. My spell-aiming bonus is 58 (12 trainings) at level five as yours should be too. My dexterity bonus is 29. The giant rat is the only creature with a negative DS. My DS is my reflex bonus (23) + the bonus for using a shield of +20. My shield use skill ads +2 when I am in an offensive stance. I had been to a massie recently and had +25 because of it. this all ads up to my DS of 70. The AvD is what the target’s defense is in relation to the form of attack. A person wearing full plate mail will have a higher AvD than someone wearing loincloth. The rat has 55 AvD against my water. Apparently it is not used to having large quantities of water rushing toward it. The D100 roll is easy enough to understand. A random number is chosen between 1 and 100. I am lucky on this one getting the maximum on my roll. And end result of 101 or more means a hit. In short:

AS — DS + AvD + D100 = result.

Another form of attack uses a spirit warding. This is not a physical attack. This is I casting sleep on a rat.

You concentrate on the Sleep I spell...

[Spell preparation time: 5 seconds]

>

Your spell is ready.

> cast rat

You gesture at a giant rat.

CS: +56 - TD: +3 + CvA: +25 + d100: +84 == +162

Warding failed!

A giant rat's eyes roll up into its head as it slumps to the ground.

Cast Roundtime 3 Seconds.

If the result is over 100 the rat fails. Sleep has special rules that are mentioned in the spell list at the end of my guide. Here is how it works:

CS= 3 X your level + 1 X rank in your spell circle (wizard) + .5 X all other spell

ranks (minor and major elemental) +Aura bonus

TD= 3X your level + your Wisdom bonus + (1 X rank in your spell circle + .5 X all other spell ranks, minor and major elemental). The part in parenthesis depends on your stance. It is based on the percent of defense, so this part will not exist in offensive and will be 80% in guarded.

CvA is effected by armor.

The D100 roll is the same as all the other many D100 rolls, a random number between 1 and 100.

CS — TD + CvA + D100 = result

The last formula you should know is the formula for magic items (wands, etc.) and scrolls. You have to make the scroll or magic item work before you can use the spell in it. The roll looks like this and yes, you must get 101 or more to work the spell.

[d100 = 42 + skill bonus 15 + mod 30 - spell level 1 = 101]

You can guess what the D100 means.

The skill bonus is not mine (I stole this example off of another guide.), but this is a person with a scroll reading or magic weapon bonus of 15 (3 trainings).

The modification is +30 because the person knows the spell. It would be +10 if he did not know the spell but it was in his circle. It would be —30 if it was in a different circle.

The spell level is one and registers at just that.

D100 + skill bonus + modification — spell level = result.

Your life in Gemstone

 

Now that you know how to make a powerful wizard, also make one you can role-play well with. Your character can have an accent, can be cranky can have allergies… use your imagination. Please also note that being grumpy and being rude are two different things. If someone asks me for advice, I never turn him away.

Also do not threaten people unless something has been done that is severely wrong. Do not attack people for stealing. If this were something that should definitely not be done, you would not be able to train in it.

Remember to respect your elders. Anyone who is a lord or lady is level 20 or above. These people usually are kind and willing to help you with your problems and questions (as long as you are also courteous). Generally you can tell what level a character is by how much etiquette he has (except for you, who will always follow these instructions. Note that there are always exceptions. I once politely asked a character of someone who had a level 33 character to stop yelling to ask where the runner (never yell for the location of the runner or gypsy fortuneteller) was. He then threatened me with my life.

My last piece of advice is this:

Read many other guides.

I feel that mine covers the aspects of wizardry fairly well, but everything that you need to know about gemstone is not in here. Read the roleplaying guides in the libraries and read other wizard guides. I even read the other profession guides to get a feel for what they are going through.

Oh, and enjoy the game and feel free to ignore any of the tips in this guide if you are doing it for the purpose of roleplaying. That is more important than anything you can find in here.

Spell lists:

(all spells with an "*" next to them use a spirit warding.)

The Wizard Circle

901-minor shock, your first aimed spell. It is also very weak. You shoot a small bolt of electricity at a target. This spell is pretty useless on light armored creatures, so it will not really help you at all early on in the game. By the time you start to fight things using heavier armor, you will have major shock, which can make you forget about this little spell. The only time I use this spell is to take down a creature after it has been thoroughly pummeled and is being held together by its clothing.

902-minor edge, a weapon enchantment. To clear up some misconceptions that you may have, there is no major edge and you can cast this spell on any weapons with no magic already present. This will ad + 15 to your AS when attacking with that weapon. If a weapon already has a spell like this on it, like bless or E-blade, it will not work. The same works for things that have crits in them, like feras, drake, frost covered, etc. It lasts for a number of swings equal to the caster’s level.

903-minor water, your first good aimed spell. You hurl a stream of compressed water at your opponent. Though this spell does not have an inverse effect with armor, minor water deals great damage.

904-stun cloud. You summon up a small, gray cloud. It takes a bit of time to grow then zaps the creatures in the area instantly dealing damage and stunning them. It is safe for players and usually does not kill creatures, making it a spell that is good for group hunting. Dissipates a few minutes after cast.

905-elemental refraction. You will appear to be a bit to the side from where you really are. It will not completely deter your opponent, but will cause confusion enough to give you + 20 DS. Lasts for 10 seconds times the caster’s level.

906-minor fire, a very powerful aimed spell. You hurl a stream of fire at your opponent. This deals a huge amount of damage and will make almost anything fun for its life.

907-major cold. You hurl a ball of cold about 1 foot in diameter at the target. This will almost always hit because of the explosion at the end.

908-major fire. Same deal with 907 except it deals more damage and is fire. 906 hits harder but not as often.

909-tremors. The ground around you appears to shake and knocks down players and creatures alike. This is an illusion that you are immune to. Because it is not real, no structural damage will occur.

910-major shock. This is a powerful spell that is great for getting rid of those extra limbs. It arcs toward the target and will almost always hit, and hit hard. It almost never deals less than 10 times minor shock’s damage.

911-mass blur. It is also known as brillies. It casts 503 on everyone in the casters group and lasts 30 seconds times the caster’s level.

912-call wind. Call wind, in simplest terms, calls a wind. The air in the area begins to blow, knocking down players and enemies alike. If not knocked down, a creature or player will lose their ability to defend unhindered, hence a loss of DS.

913-death cloud, 904’s evil twin. Death cloud hurts much more than gas cloud. Death clouds are many less stable than gas clouds, so they jump to other areas more often and they damage and often kill players (including you).

914-firestorm. Fire falls from the sky into the area. This spell is very powerful and will almost definitely hit everything in the room. Firestorm lasts 10 seconds times the level of the caster.

915-weapon fire, a fun spell. This makes the target’s weapon explode in its face and cause a minor injury. This spell does not always work on magic metals (mithril, ora, mein, etc.).

916-invisibility, even more fun. You can figure out what this spell does. If you attack, it will wear off, but it is great for travel through dangerous ground and can get you out of paying tolls to use the gates of towns. It’s fun. Try it sometime.

917-boil earth. The ground under an opponent boils. Whether it hits depends on the opponent’s dexterity and skill in combat maneuvers. If it hits, it will deal significant damage to the opponent’s legs and knock them down.

918-duplicate. Not only does duplicate split the matter of an item and create two of them, it looks really cool in the process. Remember that this does not usually work on magic metals and silvers (awwww).

919-wizard shield. This spell gives the target +50 to the DS. Yes, I said + 50. It also lasts for 30 seconds times the caster’s level.

920-call familiar. This spell will give you some respect. It will also make people wonder why an owl is speaking with them. You gain control of an animal in the area. The species varies for the area. You can see through their eyes and control what they do. You can also project your voice through the creature. Be careful with your creature because if it dies, you will go into shock. Your familiar remains linked to you for 1 minute times your level.

925-enchant item, what wizards are famous for. You can raise the bonus (or create one) on weapons, armor, and shields by +5. This process is complicated enough for guides to be written. I will write one if I receive E-mail telling me to.

930-familiar gate. You can create a portal to your familiar. It will stay there until one of several things happens. A) The time limit is reached. B) The maximum number of people passes through. C) You pass through.

The Minor Elemental Circle

401-elemental defense I. The target gains +5 to his DS for one-minute times the level of the caster.

402-presence. It lets you know about any hidden or invisible players or creatures in the room. You just know they are present, not where they are.

403-picking enchantment enhances the target’s picking ability. Give +10, and +1 for every level when cast on yourself. +5, and +1 for every two levels of the caster when cast on someone else.

404-disarming enchantment, same deal except with disarming instead of picking.

405-elemental detection. When cast on a creature, player, or item, you gain knowledge of any spells that may be in effect on the target. You learn more with each level.

406-elemental defense II, same deal with 401, except you gain +10 to DS.

407-unlock. Unlocks chests, doors, and most other locked things (the graveyard gate). This spell depends on your aura and level.

408-disarm. Disarms those chests that will hurt you otherwise. If there is not a trap, or you did not disarm the trap, this spell will appear to have no effect, it will not tell you if there is a trap.

*409-elemental blast. This is like mana disrupt. A spiritual warding will apply, and if it works you will deal some damage.

410-elemental wave. A wave of elemental energy sweeps through the area knocking down and pinning all that it hits. Its chances of hitting you depend on your dexterity and skill in combat maneuvers.

411-elemental weapon (E-blade). This is like 902, but more powerful. The weapon gets a +20 for swings equal to 3 times the caster’s level. The icing on the cake is that your weapon will emit blasts of either cold, fire, or lighting. Each wizard gets the same element every time (cold, fire, or lighting).

*412-weapon deflection. The target gets —25 AS to all attacks for 10 seconds times the caster’s level.

*413-elemental saturation. The target gets —25 TD to all spiritual wardings. The target’s defense against this spell is a spiritual warding without the —25.

414-elemental defense III, same deal as 401, except you gain +25 to DS.

*415-elemental strike. This is like 409, but much more powerful.

416-piercing gaze. You can see through closed doors, chests, and the like. Some items are resistant to this spell and you will not see them.

*417-elemetal dispel. This can have several results:

    1. The target loses any spell he was preparing.
    2. The target loses mana.
    3. The target will lose magic effects on him (blur...).

When cast on an item, it will lose enchantments on it or charges in it.

418-Mana focus. This spell will create a mana focus like there is in Town Square Central for one minute times the level of the caster. This spell has the potential to blow up if not properly cast. May the caster beware.

419-mass elemental defense. This is the spell that will make you friends. This casts 414 on everyone in your group including yourself for 30 seconds times the caster’s level. Many people cast this in Town Square Southwest in the landing and you should tip them though they are almost never tipped. Remember, if someone is casting massies, do not be afraid to join in.

420-magic item creation. This spell will allow you to put one of your spells of a lesser level into a specially prepared item. You can create staves, rings, wands, etc. with this spell.

425-elemental targeting. The target will get a bonus his AS = to the caster level for 30 seconds times his level.

430-elemental barrier. The target will gain a bonus to his DS = to the caster’s level for 30 seconds times his level.

450-minor elemental. The group of the caster will be transported to the nearest mana focus.

 

The Major Elemental Circle

*501-sleep I. The result depends on how badly the target failed its spiritual warding. If the target fails its warding by 10 or lower, it will shrug off the effects. If it fails the warding by 11-25 it will become dazed for about 10 seconds. Any greater a failure, and it will fall asleep for 5 seconds times the caster’s level. Creature above level four and all undead will not be effected.

502-spell store. Once cast, you will have 30 seconds to prepare another spell. Once that spell is prepared, you will have it prepared for a very long time. The time limit is not infinite, but you will use the spell before the time limit is reached 99% of the time.

503-blur. The target gains +10 to his DS for 1 minute times the caster’s level.

504-Slow I. The target’s actions all take 3 seconds longer than usual for 1 minute.

*505-Sleep II. The spell works as sleep one except on creatures up until level 12. If the warding is failed by 12 or less, the creature is unaffected. The creature will become groggy for 10 seconds if it fails by 13-29. 30+ and the creature will fall asleep for 8 seconds times the level of the caster.

506-Haste I. All of the target’s actions will take 3 seconds less for 1 minute.

507-Elemental deflection. The target gets +20 to DS for 20 seconds times the level of the caster.

508-Elemental bias. The target gets +20 to TD for 30 seconds times the caster’s level.

509-Strength. The target gets +15 to AS for 30 seconds times the level of the caster. Elemental attacks and ranged attacks are not given this bonus.

510-Unpain. The target gets up to +50 HP for five minutes. At the end of those 5 minutes the target will lose all the HP gained by this spell.

511-Floating Disk. This is a great moneymaker because people pay about 1k silvers to have this cast on them. A disk will appear and follow the target of this spell. The disk will carry all of the items put in it without the owner being weighed down. When a person logs off the disk will disappear and drop all of its contents.

512-Slow II. Same exact thing as slow I, but actions take 6 seconds longer.

*513-Sleep III. This spell works on creatures up to and including level 18. If the target fails by 14 or less there is no effect. If it fails by 15-33 it will be groggy for about 10 seconds. 34+ and it will fall into a slumber for 10 seconds times the caster’s level.

514-Haste II. The target’s actions take 6 seconds less for one minute.

515-Rapid fire. Lasts for 5 seconds times caster’s level. If you prepare a spell and cast it the same exact spell will be prepared immediately once cast. To switch to another spell you release the current one and prepare the new one.

*516-Life leech. The target loses 1 HP per 2 points of failure and the caster gains the same amount.

517-Charge item. You can charge a specially treated gem worth over 1k silvers. When the spell is cast on a gem, the mana will begin to build up. The level of success is based upon the spell being recharged and your level. Recharging costs 1 mana X the level of the spell being recharged.

518-Cone of lightning (CoL). This spell casts major shock on everyone in the room who is not in your party.

519-Telekenetic disarm. Whatever the target is holding in his right hand is torn from him and placed in your right hand. If your right hand is holding something the item will fall onto the ground.

*520-Major sleep. This will put anybody but undead to sleep and works as sleep I otherwise. The target gets —25 TD while this is being cast on him.

525-Meteor storm. The caster throws his arms in the air. 20 seconds later meteors will come down. If you are inside, debris may fall and harm people in the area.

If this guide helped at all, I am content. Please E-mail me at Hodis@AOL.com for questions, comments, criticisms more guides you would like and such.

I know that most people do not E-mail the guide writers, but I cannot improve anything if I do not know what to improve. What more would you like to know about the game?

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