Old Spell List: on 05/17/2008 07:18 AM CDT
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I found a disk filled with old log files, and some of the old spell lists from when I started were also there. I figured not everyone has seen what they used to be, so this may be interesting to some:

Wizard Spell Circle


Important Policy Note


Implementation

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



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.




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!)




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.




4 Stun Cloud (904) Duration: 6 rounds STUNCLOUD

Creates a small cloud of charged gas particles: delivers a Rank 5
Electricity injury on 1st and 2nd rounds, a Rank 3 on rounds 3 and 4, and
a Rank 1 on rounds 5 and 6. It drifts in the wind and affects all in the
area on a random basis. The cloud takes one round to form.

Notes:

A caster is wise to leave the area after casting this spell. It is
especially useful when a given enemy is immobilized. Note that although
it is rare, a stun cloud can sometimes drift out of a room, so keep an
eye out for it following you. When the cloud nears a combatant, an
automatic roll is made to determine if he/she/it avoids the cloud.




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.




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.




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.




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.




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.




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.




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.




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.




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!





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.




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.




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.





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.





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.




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.




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.




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.




30 Unknown (930)

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




50 Unknown (950)

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





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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Re: Old Spell List: on 05/17/2008 07:34 AM CDT
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The wizard list is the least modified of all the spell circles out there. Good times.




You kick Jenovadeath!
>
Jenovadeath seems a bit less imposing.
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Re: Old Spell List: on 05/17/2008 07:54 AM CDT
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Forgot about this one:

Major Elemental Spell Circle


Important Policy Note


Implementation

As of 4/5/94, spells 1-25 have been implemented.




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 will cast you the amount of mana egual to the affected target, until a maximm of 20. If you do not have the required amout of mana the spell atomatticly fails, and i beleive you lose no mana.




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.




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.




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.



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.




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.




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.




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.




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.

my note: a new change has it where strength will only add the bonus for melee combat, ie. no added bonus for spells which use elemental targeting, or for any ranged weapons.



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.




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.



512 Slow II Duration: 1 minute SLOW2

This works as Slow I but increases the actions/round-times by 6
seconds instead of 3.




513 Elemental Focus Duration: 30 sec/level

This spell will add 20 to your bolt as (spells that use the spell aiming skill
to use) but subtract 40 to you mellee as..your sword swing.




514 Haste II Duration: 1 minute HASTE2

This spell works as Haste I but decreases actions/roundtimes by 6
seconds instead of 3.




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.




516 Mana Leech Duration: Instantaneous LIFELEECH






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.




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.




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.




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.





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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Re: Old Spell List: on 05/17/2008 10:49 AM CDT
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I miss our old cloud spells {Sad face}.

And unpain and disarm... way charge used to work.

Xatier

Richard the Mayor of a Little Village up the Coast "I'm a Bearlock now."
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Re: Old Spell List: on 05/17/2008 01:24 PM CDT
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I miss Death Cloud and Fire Storm. But more than anything I wish we had telekinetic disarm back.



Bacl surreptiously wipes a stray crumb of chocolate cake from one corner of his mouth.

Opening his robe very slightly, Bacl lifts the rim of a champagne flute to his lips and takes a furtive sip.
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Re: Old Spell List: on 05/17/2008 01:35 PM CDT
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I don't miss being bugged constantly to give people four hours of 919.

Other than that, good memories!

-Sea Wizard
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Re: Old Spell List: on 05/17/2008 02:29 PM CDT
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The wizard list is the least modified of all the spell circles out there. Good times.




Only name-wise. In my opinion, nearly every spell on it has been nerfed in some fashion or other. With a few exceptions.

Dgry


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Re: Old Spell List: on 05/17/2008 10:24 PM CDT
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Gosh, I wish we had the clouds, and unpain back. Clouds were awesome. (Didn't like firecloud so much, cause, if I remember correctly, it would target PC's too.)


Reallia's Roleplaying Ramblings

http://www.angelfire.com/rpg2/rp1/GemstoneRp.html

>Hey, you've gotta know all the rules first before you can start to break them. -Alisaire
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Re: Old Spell List: on 05/19/2008 02:26 PM CDT
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You did too much editing in that file (changing DB to DS, et cetera), because you totally overwrote SleepIII/513 (effective against targets <=18th level) with Elemental Focus.

(I know this because my printout, too, is dated as of 5 April 1994, and I still have SleepIII on it. <poke>)

For your records, the part of "Life Leech" that you do not have--you changed the spell name, but not the mnemonic to the right--is:
"When invoking this spell, the caster summons the draining power of the Unlife to do his or her bidding. If the target is unfortunate enough to fail its resistance roll, a dull ray of life-draining power will touch it and drain 1 CP [Concussion Point, what we now call HP/Hit Points] per 2 points of failure. These concussion points are then transferred to the caster. The caster's total concussion points cannot exceed the caster's normal maximum."

Basically, Mages had UnPain to give them temporary hit points, and Life Leech to steal permanent hit points--just like healing--and damage the targets at the same time.
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Re: Old Spell List: on 05/19/2008 02:27 PM CDT
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"(Didn't like firecloud so much, cause, if I remember correctly, it would target PC's too.)" -- Reallia

Each time the FireStorm struck, it tried to hit each target in the room; it was a much more dangerous spell than either of the others.
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Re: Old Spell List: on 05/19/2008 02:31 PM CDT
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Basically, Mages had UnPain to give them temporary hit points, and Life Leech to steal permanent hit points--just like healing--and damage the targets at the same time.




I sure miss unpain.

Dgry
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Re: Old Spell List: on 05/19/2008 04:09 PM CDT
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I sure miss unpain.

Dgry
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I learned the hard way when they changed Unpain to Hurl Boulder....I killed myself. I was so used to casting out a few shots of Unpain when I was low on health that I blasted a hole through my chest when I went to cast Unpain....but forgot that Hurl Boulder was the new spell in that slot.

I hated Hurl Boulder for the longest time....it's my friend now!

-Drumpel


Feel free to browse my shop in Solhaven (http://playershops.com/Kurut)
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Re: Old Spell List: on 05/20/2008 09:36 AM CDT
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519 Telekinetic Disarm Duration: Instantaneous TKDISARM


If I could have one spell back, it would be this one. I never did use unpain but it looks better than hurling rox as Rtune would say.

I wouldn't have survived pyrothags without 519, most awesomest of spells.


Velvette...archer empath extraordinaire!
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Re: Old Spell List: on 05/20/2008 10:10 AM CDT
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519 Telekinetic Disarm Duration: Instantaneous TKDISARM


If I could have one spell back, it would be this one. I never did use unpain but it looks better than hurling rox as Rtune would say.

I wouldn't have survived pyrothags without 519, most awesomest of spells.


Velvette...archer empath extraordinaire!
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I would have to agree that this spell was awesome and when we lost it, it was a sad, sad day for wizards everywhere. I can't even begin to count how many times I would do weapon/shield rescue missions around Solhaven - back when coyotes roamed with mezics and they bit hands or when Shan disarmed folks....I'd show up and just snatch the weapon/shield from the creature with a cast of Telekinetic Disarm and off I'd go. Oh how I miss that spell....it also worked great if you happened across a creature with a feras weapon.

-Drumpel

Feel free to browse my shop in Solhaven (http://playershops.com/Kurut)
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Re: Old Spell List: on 05/20/2008 01:00 PM CDT
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I always found it silly that TKD was not renamed and changed to reflect a more elemental nature. It wouldn't be a far stretch at all to envision the ability as an Air element spell.

Oh well.

I know Hand of Tonis is already one of the best spells in our arsenal, but what if at 50+ lore ranks we could channel it at a target to snatch away gear?

-some mage's hat

"Heroing is one of the shortest-lived professions there is."
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Re: Old Spell List: on 05/21/2008 01:58 PM CDT
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It would be neat if it was added to 915.
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Re: Old Spell List: on 05/23/2008 11:18 AM CDT
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I know Hand of Tonis is already one of the best spells in our arsenal, but what if at 50+ lore ranks we could channel it at a target to snatch away gear?

-some mage's hat


Or at least knock it out of their hands.

Zizzle

The Elementalist
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Re: Old Spell List: on 05/23/2008 02:17 PM CDT
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That would be nice, hand of tonis knock the weapon out of the hand, I mean we have enough spell aiming :)


Velvette...archer empath extraordinaire!
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