Wizard's Guide

- By Rasideen Maelstar

Well hello brave adventurer. I would first like to start out by telling you that all material in this guide is strictly my opinion. Please feel free to hinder from any info in this guide. I also urge you to read other guides. I am pretty sure I have read every other guide on the net , so this info will be a compilation of all of them and my knowledge. I am currently 13 years old(level 13). I may not be as old as most people who write guides, but i belive i have the knowledge it take to make an impact in your choices.

So you have decided to be a wizard. Well i commend you on your choice, and I call you crazy. I believe wizards are the hardest profession in the lands...except maybe empaths but i dont know. Alot of people will tell you sorcerers will be the hardest in the lands but i say BS. The sorc's main attack spell through age 20 is Mana Disrupt. It is a very powerfull spell, being it that it works on crits. If you roll around 80 or more its an instant kill if you hit with it, and the chaser is that it only cost 2 to cast. Our main attack spell costs 6. Then our powerfull spell costs 10. I will tell you that wizards are very frustrating. I was around level 10 and bought another character slot..rolled a sorc..got to level 2, rerolled a rogue, got to level 2, rerolled a sorc, got to level 2 and then a warrior to level 1, but i always came back to my wizard. They are a fun class though. I will now get to the point of my guide.

Stats

Well stats are what in a way, make or break your character. There are 10 stats. You should always chose full generation for your character,as quick generation will not let you reroll stats. Stats are as so: The first 3 are for 60-90, next 3,50-70, next 3 20-50, and the last 0-100. So the max for each would be 90-90-90-70-70-70-50-50-50-100. Im pretty sure about all that. You want your rolls to be as so. At least 1 roll of 90, 3 rolls of 80, 3 in the high 50's or 60's and the other 3 hopefull no lower than 40 but 30 will work...dont go into the 20's unless the others are great. I look the good rolls then if i have them i generally add them all up...if ye have around 630 your in great shape..if you have been rolling for a long time, and have around 615, and are super SUPER bored, go ahead. But remember you are gonna be playing around 500 hours to become a Lord so spend a few rolling. The order you want your stats in to be an effective wizard is this: Aura(i dont know for sure what this needs to be to get 3 mana per level , so make it 100..you get +10 to it for being a wizard, so make it 90 or so..if ye have a few over its ok.). Make your next highest stat Disciplin- this helps with mental and physical training points. Next Dextarity-the bonus you get from this adds directly to your casting attack strength. Next i would suggest reflexes. That will help your defense strength and thats a major problem of wizards at low levels. That will take care of your high rolls. Then go with strength..this will help you swing your swords at low levels. Im 13 and am a pretty good swinger.Then logic, inteligence, constitution, and finely charisma. Explaination-- Logic and Inteligence are rumored to affect exp but no one realy knows what they do. From what i have found out after writing this guide, i believe it effects exp absorbsion rates. I rolled a warrior up and these stats were extremely low, and my rate was so slow it took me forever to unload my mind. Please keep this in mind as you roll. So put them there for Training points mainly..then constatution really doesnt do to much but effects hit points and bonus for that. Charisma doesnt do anything as far as we know. So there are your stat orders. After that you will have your character rolled up.

Race

Your race in a way is just as important as your stats. Here is a list of races and there modifiers:

 

ST RE CH WI AU CO DE DI LO IN HPF Max HP

Human +5 0 0 0 0 0 0 0 +5 +5 6 150

Giant Man +15 -5 +5 0 -5 +10 -5 0 0 -5 7 200

Half-Elf 0 +10 +5 0 0 0 +5 -5 0 0 5 135

Sylvan Folk 0 +5 +5 0 +5 0 +5 -5 0 0 5 130

Dark Elf 0 +5 -5 +5 +10 -5 +10 -10 0 +5 5 120

Elf -5 +15 +15 0 +5 0 +5 -20 0 0 5 130

Dwarf +10 -5 -10 0 -10 +15 0 +10 +5 0 6 140

Halfling -20 +10 -15 0 -5 +10 +15 -5 +5 +10 4 100

There are the races. The best races for wizards are Half-Elven which i am, and halfling. I sometimes wish i would have picked halfling 'cause they are the best bolt casting wizards. Bolts are our main attack spells. But halflings swing a sword terrible and i still use my sword so i would still recommend hald elf, but pick whatever race you want.

*HPF refers to the number of hit points you will gain each time you train in phsyical training.

Training

Well you now have your race and stats selected lets talk about training.

You have 2 types of training points: Mental, which is derived from Aura, DI, LO, IN, CH and WI stats. And physical which are from: Aura, ST, RE, DI, DE and CO stats. With what i had you roll you should have around 40 mental and 40 physical. Here is what you should train in:

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Armor Use(14,1)----Train in this now and then until you have 4 ranks--This will allow you to wear full leather with no Round time penalty. * Full leather is the most any wizard will want to wear to ensure you have no spell penaltys.

Shield Use(8,1)----You will want to train in shield use once per level for life. When in stance defensive the skill you have in this adds directly to your DS.

Edged/Blunt Weapons (9,1)----Edged or Blunt weapons are the most common skills for weapons. They are they only ones really affordable(training points wise) by casters so pick one you like. Edged are what i have trained in because they are the most common so there are alot around to pick from. Edged have good crits, like slicing off legs and other limbs. While Blunts are less common and there aren’t as many of them, they are cool to. There crits deal with knock downs, which can be good because a foe on the ground loses 50 to there DS/AS. Pick one of these and i suggest traing every level until 20 or so. This will help you swing when young and the same as shield use, adds directly to DS when in stance defensive.

Climbing(6,2)----Climbing is a skill that is not that big of a deal. I am training in it because most other guides tell you it comes up when your older. Train in this every now and then until you have around 50 and the stop. Thats a nice round number. Try for at least 25 by time you reach lord(level 20).

Swimming(3,1)----Basicly the same as climbing.

Perception(0,3)----Perception is basicly what you see. This will help you spot hidden passages, see people hide, and mainly keep those thieves out of your pockets. This skill is not that important. I only have about 20 total in it. Some guides tell you it helps with finding treasure on monsters but, same as with logic and intelegence, no one really knows...just rumors. This is a good skill to train in if you have some left over points.

Scroll Reading(0,1)----This is an amuseing skill. Not to usefull but its so cheap i train in it almost every year.

Magic Item Use(0,2)----This is a good skill. Any item you have to wave generally takes magic item use. You will want to try and get once a level with this skill. I am just starting to use wands alot and they are needed at older levels.

Mana Sharing(0,7)----This is a great skill to have. Generally after you stop training in armor you should have enough to get this. Get this skill to 100 as soon as you can, i am 13 and mine is 50, so i wont even have 100 till after lord. This helps out in mass spell casting.

Spell Aiming(2,1)----This is one of the most important skills for wizards. This is like weapons training for our spells. It directly determines spell AS. Double train in this EVERY level for life.

Physical Training(8,0)----This skill is important as well. This is what give you your hit points(blood). Depending on what race you pick you will get a set ammount of hp’s every time you train in this skill. I am a half elf so i gain 5 every time i train. Train in this every level till you have your max hp’s.

Spell Training(0,10)----Spell training is the most important thing. Train twice in this EVERY level for life, even a third time if you have enough to spare. I will cover what spells to train in now.

 

Spells

Spells are what make you a wizard. Wizards gave 3 spells list so train from. Minor elemental, Major elemental, and Wizards base. You will wand to train in wizards base every level until you get your familiar at level 20. I strongly encourage you to train in minor elemental until 414, elemental defense III. Then from there its your choice to go with major or minor the rest of the way. I have major up to 511 and minor to 404 and i am suffering major ds problems. The only time to deviate is level 1 and 2. You get to train on level 0 so train in minor elemental twice, then level 1 train wizard and major. Then level 2 train wizard and major again. That will give you level 2 in all the lists. Then follow the other par t of the guide.

Wizard 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

This spell circle is implemented to level 25 as of 12/18/1992.

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1 Minor Shock (901) MNSHOCK

A bolt of intense, charged light is shot from the palm of the caster.

This is an elemental attack spell and uses the Spell Aiming skill.

Notes:

Shocks inversely affected by armor, which means that wearing plate armor

would leave you entirely defenseless if struck by this spell.

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2 Minor Elemental Edging (902) Duration: 1 attack/lvl MNEDGE

 

This spell magically enchants a weapon, giving it a +15 bonus for the

number of attacks equal to the level of the caster. The spell is cast

on the weapon. The effects are not cumulative and this spell will not

work on magic, cursed, holy, slaying or mithril weapons.

Notes:

Anyone may use the weapon so enchanted. The spell only dispels when the

number of attacks is exceeded. (Remember, even misses count as attacks!)

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3 Minor Water (903) MNWATER

A bolt of highly compressed water is shot from the palm of the caster.

This is an elemental attack spell and uses the Spell Aiming skill.

Notes:

It is not as easy to hit a target with this spell as with Minor Shock;

however it does more damage when it does hit. This spell is not inversely

affected by armor so it can be much more effective against lightly armored

opponents.

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4 Minor Acid (904) Duration: Instant MINORACID

This spell was just implements as of 11-1-98 or around there. It is a decent spell, better than water on some targets but still not to great. Just another weak spell you wont use at older levels. I dont know about young levels because i did not have it till i was 12. Sends a hissing stream of acid towards the target.

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5 Elemental Refraction (905) Duration: 10 sec/lvl EREFRACT

Causes the caster to appear to be offset slightly from where he/she/it

actually is. The illusion is imperfect, but it does provide enough

confusion to be worth a +20 DS.

Notes:

When the combat system is implemented, a combatant who is under the effect

of displacement will have a significant advantage in engagement and

disengagement rolls as well as the DS bonus.

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6 Minor Fire (906) MNFIRE

A bolt of fire is shot from the palm of the caster. This is an elemental

attack spell and uses the Spell Aiming skill.

Notes:

This is a very powerful elemental attack spell, but is not inversely

affected by armor.

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7 Major Cold (907) MJCOLD

A 1' ball of cold is shot from the palm of the caster, exploding on

impact. This is an elemental attack spell and uses the Spell Aiming

skill.

 

Notes:

Ball attacks are much easier to hit with than bolt attacks due to the

added explosion at the end. However they tend to deliver less damage

as the trade-off.

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8 Major Fire (908) MJFIRE

A 1' ball of fire is shot from the palm of the caster, exploding on

impact. This is an elemental attack spell and uses the Spell Aiming

skill.

Notes:

Ball attacks are much easier to hit with than bolt attacks due to the

added explosion at the end. However they tend to deliver less damage

as the trade-off. This spell is a bit easier to aim and does more

damage than the cold version, but some creatures are elementally more

resistant to one form of attack than another.

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9 Tremors (909) TREMORS

Causes the earth in the area to begin shaking in a very minor earthquake.

Everyone in the area must make a roll to remain standing. Note that the

effect is actually an illusion, the disruption is not in the earth but in

the magical aura. As such no structural damage will result and the caster

is completely immune to the effect.

Notes:

Attacking a fallen opponent lowers their AS and DS by 50. This is an easy

way to get a big advantage over an opponent.

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10 Major Shock (910) MJSHOCK

A bolt of lightning is shot from the palm of the caster. This is an

elemental attack spell and uses the Spell Aiming skill.

Notes:

These are much easier to aim than minor shocks since they have a tendency

to arc to their target even if the aim is off. They also do about twice

as much damage. Like minor shocks, major shocks are inversely affected by

armor.

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11 Mass Blur (911) Duration: 30 sec/lvl MASSBLUR

Causes all characters in the caster's group to appear blurred to

attackers, thus giving a +10 to DS. This is cumulative with other

defensive effects.

Notes:

The caster must be the leader of the group, thus all who have JOINed the

caster (or the caster did HOLD HANDS with) will benefit from this spell.

Note that the effect remains on everyone even if the group breaks up,

until the duration is reached. The spell does not affect dead individuals

in the group.

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12 Call Wind (912) CALLWIND

Causes a vicious wind to erupt in the area. All in the area must make

a roll to remain standing. Items on the ground may be swept away by the

wind. The violent, swirling wind will also cause all combatants to lose

their positioning, which causes their stance to become less defensive.

The caster is unaffected.

Notes:

Very effective at rendering a foe vulnerable to attack.

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13 Death Cloud (913) Duration 10 rounds DEATHCLD

This spell produces a much more potent version of the Stun Cloud (904)

which delivers a Rank 9 injury on rounds 1 and 2, a Rank 7 on rounds

3 and 4, a Rank 5 on rounds 5 and 6, a Rank 3 on rounds 7 and 8 and an

Rank 1 on rounds 9 and 10.

Notes:

The rules for the stun cloud apply for the death cloud as well. The death

cloud, however, is more unpredictable than the stun cloud and is more

likely to move into an adjacent area. The cloud is also borderline

unstable and many times will disperse prematurely in a dazzling, but

harmless, light show. However, the death cloud delivers the most severe

of injuries in its early stages that can kill most anything outright if it

connects; use with extreme caution!

 

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14 Fire Storm (914) Duration: 10 sec/lvl FIRESTORM

Causes a rain of fire to fall in the area for the duration of the

spell. Each combatant in the room must make a roll to avoid being struck

by one of the fire balls. If hit, a Rank 3 heat injury results. The

firestorm requires 1 round to form.

Notes:

Unlike stun/death cloud, this effect is much more predictable. Anyone

caught in the area is likely to be affected (unlike the clouds which

drift so much they sometimes affect no one). A caster is wise to

leave the area immediately after casting this spell.

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15 Weapon Fire (915) WEAPONFIRE

Causes the target's weapon-in-hand to burst into flame and be destroyed.

This causes a Rank 1 heat injury on the target.

Notes:

This spell does not always work on magic, mithril, holy or cursed

weapons.

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16 Invisibility (916) Duration: 30 sec/lvl INVISIBLE

The caster becomes nearly invisible. So long as no sudden move is made,

such as an attack, the caster is immune from detection except by magical

means. This spell does not cloak smells or sounds, so some creatures will

have no difficulty finding an invisible combatant, but will be confused

by the conflict of senses.

Notes:

Invisibility allows easy, undetected movement and positioning. When

the combat rules are in effect, being invisible can give you a decided

advantage in picking your fights.

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17 Boil Earth (917) BOILEARTH

The ground beneath the target suddenly becomes molten. The target will

immediately fall if standing and then receive a Rank 3 heat injury. There

is a 10% chance of doing immediate damage to the leg area in addition to

the injury result.

Notes:

Although other spells can achieve similar ends, Boil Earth is more

difficult to cast because it requires precise control to affect a single

selected target instead of the more diffuse targets of area spells which

affect friend and foe alike.

 

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18 Duplicate (918) DUPLICATE

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. Objects that are made from rare-earth elements (such

as gems, silver, or gold) usually do not duplicate. Magical items,

mithril, holy and cursed items are also resistant to this spell. On some

occasions, when the Forces are especially powerful, such a duplication

will succeed. When this spell fails, there is usually nothing to show for

the effort -- sometimes a useless hunk of material will result and

sometimes a very unstable version of the object will be created. However

when it succeeds (as it usually does on simple objects), you will have an

exact duplicate of the item.

Once an item is duplicated, the mass of the two objects is divided

leaving both incapable of being reduplicated. Attempts to do so will

result in a pyrotechnic failure.

Notes:

To find out what will duplicate and what won't requires trial and

error; research on this is unreliable since it seems some wizards are

better at duplication of certain items than others.

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19 Wizard Shield (919) Duration: 30 sec/lvl WIZSHIELD

The most powerful of defensive spells in the Wizard Circle. The Wizard's

Shield will grant a +50 bonus to the target's DS.

Notes:

Duration is cumulative.

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20 Call Familiar (920) Duration: 1 min/lvl FAMILIAR

Once a wizard has obtained 20th level, he/she is usually expected to be

seen with a familiar, though this often takes longer since learning this

spell requires quite an investment in research. The Call Familiar spell

will summon forth a small animal (such as a falcon, wolf, etc.) at random

to be the familiar of the caster for the duration of the spell. The type

of creature which appears is dependent on the local inhabitants of the

area the caster is in.

A familiar can be commanded to perform a few simple tasks, and the wizard

can see through the eyes of the familiar at any time. Although a

familiar is not useful as a weapon, it can be used for information

gathering and as a messenger. Different types of familiars have

different types of abilities, strengths and weaknesses.

The premature death of a familiar can stun a wizard. However if the

wizard should die, a familiar will attempt to seek help on its own, though

this is not always effective. Sometimes a familiar will find a character

and try to get him/her to come to your aid, sometimes the familiar will

even find other folk who can help.

Notes:

For details on how to command a familiar, see the information at the end

of this article. Note that if you log off GemStone, either by QUIT or

by disconnection, the familiar will still stay in the world and wait

for a short time. Sometimes the hold on a familiar will be broken for

some unfathomable reason. This type of break will not stun your

character, however you will have to call a new familiar. This usually

happens when random elemental forces interfere with the relationship.

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25 Enchant Item (925) ENCHANT

This spell, when cast upon a properly tempered weapon, armor, or

shield, will enchant the item to +5 of its former bonus. The tempering

process is one requiring great skill on the part of the wizard, and will

require a special potion. Many different potions are available, of

varying qualities, so the wizard must choose the type of potion with

care in order to ensure a successful enchantment.

To temper an item, the wizard should POUR POTION ON <item>. Tempering

can take time, and different potions will cure at different rates. The

time required for the tempering process to complete, will become clear

at the time that the potion is applied. Once tempered, an Enchant Item

spell should be cast directly at the item to be enchanted. Casting

of the spell should not be delayed too long after the tempering has

cured, otherwise there may be unexpected results.

Tempered items undergo extreme changes to their structure, and cannot

be used in combat while they are in this state, lest they shatter.

Armor too will become very stiff and brittle while tempered, and

will not be wearable.

Enchanting is an intricate process requiring great involvement on the

part of the wizard. A wizard must always do the tempering for him or

herself. One wizard cannot enchant an item which has been tempered by

another wizard, without re-tempering it first.

Most armor and weapons can be enchanted, even if they already have

some magical ability from another source. Such previous magical

items, however, will prove to be more difficult to temper, and some

items will not be enchantable. Similarly, it will be somewhat

more difficult for one wizard to temper an item which has been worked

on by another wizard. For best results, an item should be enchanted

by one wizard only.

The chances of enchantment are directly related to the wizard's own

level, along with the current bonus of the item being enchanted, and

the quality of its tempering. A failure of this spell can result

in the destruction of the item, so it should not be attempted in

crowded areas, lest injuries to local bystanders be a result.

The wizard must decide how far they are willing to push their luck

when trying to get an item to a very high bonus. Each tempering

and enchantment cycle incurs time, expense and a certain amount

of risk. As a wizard grows in level, his or her ability to enchant

to higher levels "safely" will also increase. A wizard can make

certain trade-offs on tempering time (which can vary from pretty

short to REALLY long) and risks, by choosing a potion that best fits

his or her requirements. Learning how potions affect the enchantment

process will make a big difference in the wizard's ultimate success.

The maximum bonus attainable by this spell is +50.

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30 Unknown (930)

(This spell must be discovered by the advanced Wizard.)

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50 Unknown (950)

(This spell must be discovered by the advanced Wizard.)

 

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Commanding a Familiar

A familiar can be controlled with some simple commands. Because the creature

is not intelligent, it can only perform a limited number of actions. The

communication path is mental, so contact is maintained even if your familiar

is in another area. A familiar can speak with your voice (albeit poorly).

General format:

TELL FAMILIAR TO {command sequence}

 

TELL FAMILIAR TO LOOK

You will see what the familiar sees regardless of where it is.

 

TELL FAMILIAR TO GO NORTH

The familiar will travel in a given direction if possible.

 

TELL FAMILIAR TO GO THROUGH DOOR

The familiar will travel through the door if possible.

 

TELL FAMILIAR TO FIND Reline

The familiar will attempt to find a given character. This can take some

time, and some creatures are suited to outdoor searches (like hawks). If

they find the character, they will follow him/her and you will be notified.

Otherwise they will continue to search forever until you either give

them another command, tell them to return, or the spell wears off.

Note that certain areas are inaccessible to some (or all) familiars.

 

TELL FAMILIAR TO RETURN

Causes the familiar to try and return to your location. Because of the

mental bond, this is usually easier for the familiar to do than to seek

another character. The familiar will follow you until instructed otherwise.

 

TELL FAMILIAR TO SAY Bardon, come to the gates!

You channel your voice through the familiar. This is a difficult thing to

accomplish and may incur a roundtime.

 

TELL FAMILIAR TO WATCH

With this command your mind will be linked with that of your familiar,

allowing you to see what the creature sees. If the familiar is in a

different room/area than you are, anything that happens will appear on your

screen as well. To help differentiate the messages, those events which are

being seen by the familiar will be in ANSI underline mode IF you have the

MonsterBold flag set and have a terminal program which can display ANSI (AOL

MEMBERS DO NOT AT THIS TIME). Note that some terminal programs use bold for

underline.

To break this link, simply tell the familiar to STOP WATCHING. Keep in mind

that if the familiar is in the same room/area with you, then you will not

receive both points of view (because they would be identical).

Note: For GEnie members additional support for the Familiar view is supported

by Simutronics Graphics Front End software for GemStone III, via the

alternate Familiar Window. This puts messages from your familiar in one

window, while messages in your room or area are in another window.

 

TELL FAMILIAR TO GET THE WAND

Some creatures are capable of picking up an item (usually in their mouth)

and carrying it for you. Most will avoid sharp objects that might hurt

them if they tried to pick it up with their mouth, and telling an animal

to pick up food usually doesn't last long. Simply tell the familiar to

DROP the item when you want it back. You can use some familiars to

courier objects to other players in this way.

 

TELL FAMILIAR TO SLEEP

If a familiar is getting on your nerves, tell it to sleep and it will

hush up and snooze a bit. Telling it to do anything else will wake

the familiar back up.

 

TELL FAMILIAR TO LEAVE

If you tell your familiar to leave, the spell will be broken.

 

Other commands, such as SIT, STAND, FLY, LAND, etc. are also possible.

 

 

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401 Elemental Defense I Duration: 1 min/level ELEMDEF1

+5 to Physical DS

+5 to Spirit wardings

-5 vs Elemental Attacks

 

Notes:

This spell affords some minor protection from all attack types.

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402 Presence Duration: Immediate PRESENCE

When cast on a person, this spell allows the target to detect any hidden

or invisible people or creatures in the same room.

Notes:

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.

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403 Picking Enhancement Duration: 1 min (Not cumulative) PKENHANCE

+10, +1 per level of the caster to the caster's lockpicking skill.

+5, +1 per 2 levels of the caster to another target's lockpicking skill.

Notes:

This spell enhances the lockpicking ability of the target character.

When used upon the caster, the spell has greater potency than when cast

upon another character. Disarm skill is not enhanced by this spell.

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404 Disarm Enhancement Duration: 1 min (Not cumulative) DSENHANCE

+10, +1 per level of the caster to the caster's disarm skill.

+5, +1 per 2 levels of the caster to another target's disarm skill.

Notes:

This spell enhances the trap disarming ability of the target character.

When used upon the caster, the spell has greater potency than when cast

upon another character. Lockpicking skill is not enhanced by this spell.

----------------------------------------------------------------------------

 

 

405 Elemental Detection Duration: Immediate ELEMDETECT

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.

Notes:

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.

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406 Elemental Defense II Duration: 1 min/level ELEMDEF2

+10 to Physical DS

+10 to spirit warding

-10 vs Elemental Attacks

Notes:

This spell affords some moderate protection from all attack types.

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407 Unlock Duration: Immediate UNLOCK

Causes closed and/or locked containers or doors to pop open.

Notes:

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.

This spell is not enhanced by the use of Picking Enhancement.

----------------------------------------------------------------------------

 

 

408 Disarm Duration: Immediate DISARM

Causes a trap on a container or door to be disarmed.

Notes:

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.

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409 Elemental Blast Duration: Immediate ELEMBLAST

This spell is an attack against the target using pure elemental power.

Notes:

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.

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410 Elemental Wave Duration: Immediate ELEMWAVE

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.

Notes:

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.

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411 Elemental Weapon Duration: 3 strikes/level ELEMWEAP

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.

Notes:

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.

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412 Weapon Deflection Duration: 10 sec/level WPDEFLECT

This spell causes the target to suffer a -25 AS penalty.

Notes:

This spell is subject to a Spirit Warding Roll.

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413 Elemental Saturation Duration: 10 sec/level ELEMSAT

This spell causes the target to suffer a -25 penalty to all Spirit

Warding.

Notes:

This spell is subject to a Spirit Warding at normal modifications.

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414 Elemental Defense III Duration: 1 min/level ELEMDEF3

+25 to Physical DS

+25 to Spirit Wardings

-25 vs Elemental Attacks

Notes:

This spell affords powerful protection from all attack types.

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415 Elemental Strike Duration: Immediate ELEMSTRIKE

This spell is a powerful attack against the target using pure elemental

power.

Notes:

A Spirit Warding applies to this spell.

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416 Piercing Gaze Duration: Immediate PIERCEGAZE

This spell allows the caster to see into, behind or under containers of

all types.

Notes:

Many containers carry natural resistance to the power of this spell

based on the material used in the construction of the container.

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417 Elemental Dispel Duration: Immediate ELEMDISPEL

When cast on a character or creature, this spell will have one of the

following effects:

1) Cause the target to lose any prepared spell, along with the

appropriate number of mana points for that spell.

2) Cause a magical effect in force on the target to be canceled.

3) 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.

Notes:

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.

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418 Mana Focus Duration: 1 min/lvl (Not cumulative) MANAFOCUS

This spell allows the caster to temporarily gather the local elemental

forces, creating a small Mana Focus.

Notes:

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.

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419 Mass Elemental Defense Duration: 1 min/level MASSEDEF

+25 to Physical DS

+25 to Spirit Wardings

-25 vs Elemental Attacks

To all characters joined to the caster.

Notes:

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.

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420 Magic Item Creation Duration: Permanent MAGITEM

This spell allows the caster to imbue any known spell of a lesser level

into a specially prepared object.

Notes:

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.

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425 Elemental Targeting Duration: 30 sec/level ELEMTARG

This spell provides a plus to the AS of the target equal to the caster's

level.

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430 Elemental Barrier Duration: 30 sec/level ELEMBARR

+ Caster's Level to DS

+ Caster's Level to Spirit Wardings

- Caster's Level vs Elemental Attacks

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450 Minor Elemental Duration: Immediate MNELEMENT

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.

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MAJOR ELEMENTAL

501 Sleep I Duration: 5 seconds/level SLEEP1

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 spiritual warding:

 

If the spiritual warding fails by less than or equal to 10, the creature

is only dazed by the spell (no useful affect, just a momentary pause). If

the spiritual warding fails by less than or equal to 25, then the

creature becomes very drowsy for 10 seconds. Failure by any more than

this will cause the creature to fall asleep (and fall over if

appropriate). Any loud noises or sudden actions can wake the creature.

Creatures which do not normally sleep (such as the undead) are

unaffected by this spell.

*** This spell has been modified. All the sleep spells 501,505, and recently changed 513 were combined into 501. The spell will work on creatures of any level and the cost is half the targets level but the cost being no more than 20 i believe. This spell doesnt work to good till your muchs older as it works on your cs and we dont have a high cs(casting strength). Im 13 and I dont use it. Its more so for fun as your older. 505 has not been changed to a differnt spell so it is just there being pointless.

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502 Spell Store Duration: Special SPELLSTORE

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 indefinite period of

time. The spell to be stored must be cast within 30 seconds after

Spell Store. Note that 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.

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503 Blur Duration: 60 seconds/level BLUR

Although the logic behind this spell is quite simple, its effect is

very potent. With a few quick gestures, the caster can cause his or

her image to become distorted and difficult to focus upon. The

result is that the wizard gains +10 to DS and thus is harder to hit in

combat.

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504 Slow I Duration: 1 minute SLOW1

This spell makes the air surrounding its victim viscous, effectively

slowing down all of its actions. The result is that the target's

actions/round-times take three seconds longer than normal.

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505 Sleep II Duration: 8 seconds/level SLEEP2

 

This spell works as Sleep I (501) but is effective against higher

level creatures up to level 12. The exact effect depends on how

badly the creature fails its spiritual warding:

If the spiritual warding fails by less than or equal to 12, the creature

is only dazed by the spell (no useful affect, just a momentary pause).

If the spiritual warding fails by less than or equal to 29, then the

creature becomes very drowsy for 10 seconds. Failure by any more than

this will cause the creature to fall asleep (and fall over if

appropriate). Any loud noises or sudden actions can wake the creature.

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506 Haste I Duration: 1 minute HASTE1

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 the recipient 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/actions will take three seconds less than normal.

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507 Elemental Deflection Duration: 20 seconds/level DEFLECT

Since it is not always possible to carry a shield, this spell can

be a blessing. This spell creates a minor shield around the body of the

caster which has the affect of adding +20 to DS. This shield does not

affect spells, except elemental attacks. The deflection is sometimes

only enough to redirect how hard the blow hits.

 

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508 Elemental Bias Duration: 30 seconds/level ELEMBIAS

Because Elemental Deflection offers limited spell defense, this 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 non-elemental attack spells by adding

+20 to spiritual warding.

 

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509 Strength Duration: 30 seconds/level STRENGTH

An ancient spell which has long been a part of a wizard's spell book.

The strength spell enables its 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 AS.

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510 Unpain Duration: 5 minutes UNPAIN

While elemental spells do not normally deal with the healing arts, this

one is an exception. The unpain spell provides a temporary restoration

of lost health points for the duration of the spell. The target will get

a maximum of 50 HPs for 5 minutes, the total not to exceed the max of the

target. These points will vanish when the spell ends.

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511 Floating Disk Duration: Special FLOATDISK

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 caster. The disk will follow the caster around for

the duration of the spell and allows for the temporary hauling of

many objects from one place to another. The caster is the only one

able to OPEN or CLOSE the disk.

The spell actually 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 the

caster. When this happens, the disk will vanish and the objects will

fall to the ground. Note that GemStone III will attempt to keep the

disk around for awhile after a disconnect so that the caster can

attempt to reconnect; this duration is only a a couple minutes so get

back online fast. We cannot be responsible for objects lost while

being transported on a disk as this is a fragile and unpredictable

system for object holding.

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512 Slow II Duration: 1 minute SLOW2

This works as Slow I but increases the actions/round-times by 6

seconds instead of 3.

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513 Elemental Focus Duration: 30 seconds/level ELEMFOCUS

Another spell recently implemented as of 11-1-98. This is more along the lines of a spell we actually need. Raises our casting as by +20 for 30 seconds a level.

But kind of expensive

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514 Haste II Duration: 1 minute HASTE2

This spell works as Haste I but decreases actions/roundtimes by 6

seconds instead of 3.

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515 Rapid Fire Duration: 5 seconds/level RAPIDFIRE

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.

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516 Life Leech Duration: Instantaneous LIFELEECH

When invoking this spell, the caster summons the draining power of

the Undead to do his or her bidding. If the target is unfortunate

enough to fail its spiritual warding, a dull ray of life-draining

power will touch it and drain 1 HP per 2 points of failure. These

health points are then transferred to the caster. The caster's

total health points cannot exceed the caster's normal maximum.

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517 Charge Item Duration: Up to 15 minutes CHARGEITEM

This spell enables the caster to tap into the mana pool and redirect some

of it 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 the mana. The

wizard must then concentrate completely and continue to cast the spell

until the gem has become sufficiently charged. (Note that this only costs

1 mana point after the initial cast.) At this point, energy from it can

be directed into the desired item. The chance of success is based on the

caster's level, and the level of the spell. Extraordinary failure has

been known to result in loss of mana points, injury to the wizard, and

even destruction of the item. The mana cost to recharge an item is 1

mana point per charge times the level of the spell being recharged.

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518 Cone of Lightning Duration: Instantaneous CONEOLIGHT

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. Anyone or

anything not in the caster's group will be affected by this attack.

 

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519 Telekinetic Disarm Duration: Instantaneous TKDISARM

This spell enables the caster to shape mana into a physical force. By

merely concentrating on a victim, the air will harden around its weapon

or shield and tear it from the victim's hands if it fails a spiritual

warding. If the caster has an empty hand, the force will conveniently

place it there. Otherwise, the item will be torn to the ground. This

spell is ideal for peaceful wizards who still wish to defend themselves.

 

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520 Major Sleep Duration: 10 seconds/level MJSLEEP

This spell works as Sleep I (501) except that it is effective on

creatures of any level. Furthermore, potency of this spell imposes

an additional -25 to the target's attempts to ward against it.

 

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525 Meteor Swarm Duration: 1 to 3 minutes METEORS

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, within 20 seconds after this spell is cast, 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.

 

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Hunting

What to hunt becomes a big problem for wizards. I can take you up to where I’m at. When you start out, use the dir command and visit every place on the list. That will give you enough exp. to get to level 1. Then wander around the inn and find where the Warrior Raging Thrak is hiding. Listen to what he has to say and if you answer his entire quiz right it is very rewarding.

Most guides, if not all, will tell you to run messages till your 4. That will be a great way to never play gemstone again. I saw hunt ants. Not many people know about ants. To get to them, from bank go all the way west and climb hole. Then look around. They are the same as rats with a better ds though so for your first few levels you may have to hunt rats. So I would say hunt rats and ants till 4 or 5, whatever you chose, and run an occasional message here and there just to pay back your debt. ****Forgot to mention if you start in ice mule trace, find a ride to wehnimers landing and don’t forget to pay your debt before you leave****.

After your 4 or 5 go hunt hobgoblins. They are 3 years old and have some good treasure on them compared to the nothing you have been getting. At 8 or 9 or maybe even 7 if you’re brave or with a group, go up to mants and thraks. They are tough but will be better exp. but less treasure. I would say around 10 or 11 got to greater spiders in the mine and crystal golems. Spiders will web ya so if ya get 2 or 3 be careful. Golems will knock ya down so be careful as well.. And to where I am at, NO YOUNGER THAN 12 is what I say, hunt wraiths at the abandoned inn. They are 15 and have great exp. for ya and around 2k boxes, but the cast 910, major shock. So get spelled up and be careful. I am 13 now and will be hunting here till probably 15, 16 or maybe even 17. That’s all I can tell ya so far on hunting.

And a final thought.

To all of you reading this guide I hope you have gained more knowledge about Gemstone III and the world of Elanthia. This can be a very rewarding game and can be lots of fun. But it can also be very frustrating at times, as especially with the wizard, but all classes have their ups and downs. If you see me in the lands and have questions or comments or just wanna say hi, gimmie a whisper.

Your friend and fellow wizard,

-Rasideen Maelstar

 

 

(Spell Lists taken from Lord Morandas Vinewise, The Cackling Cleric’s Website)

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