Buff spells

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Buff spells can be defined a few ways. In the most liberal terms, buff spells are non-attack spells that assist a player in accomplishing a certain task (e.g. hunting). These spells can be cast on a player and will provide that player with an offensive, defensive or utility benefit for a set duration. The usage of buff spells in this guide might not perfectly agree with the mechanics usage for things like MANA SPELLUP.

A guide to Buff Spells

In general, buff spells are very helpful to characters and, in principle, creatures. Often, they are used by players who wish to add additional DS, TD and AS. They can also provide the character with additional abilities, such as the ability to walk on water, the ability to avoid detection or bonuses to foraging, for example.

Some buff spells are self-cast limited (e.g. can only be cast by a character on themselves), others are available as mass spells (e.g. can be cast on an entire group) and others can be individually cast by one character at another.

There are some buff spells which be stacked, allowing a caster to provide up to a 249 minutes and 59 seconds (4+ hours) of a spell, others which can be refreshed (cast once, up to some threshold) others which can be cast once with a short duration. There are also some buff spells which are only available while a character is in the caster's group.

The goal of this guide is to help advise players about which spells their characters should basically always have running if they know how to cast them as well as advising players on the spells that are available and reasonable to ask from other characters. This guide should hopefully be useful not only to new players, who may not know what spells they should continually have up or who are not familiar with the in character nomenclature of spells as well as returning players, who may not be familiar with some of the newer classes and the spells that they can share. Hopefully, this should also help guide players who are concerned about how to ask others for spells politely and in a way that's in character.

Generic spells of interest

This section outlines the defensive and offensive buff spells available to be cast at anyone.

Commonly available buff spells
Spell Other names Buff Stacks? Appearance
Spirit Warding I (101) "blues", "light blues" +10 bolt DS, +10 Spiritual TD Yes A light blue glow surrounds you.
Spirit Defense (103) "powerful look", "look" +10 DS No You suddenly feel more powerful.
Spirit Warding II (107) "blues", "deep blues" +25 bolt DS, +15 Spiritual TD Yes A deep blue glow surrounds you.
Spirit Shield (202) "dims", "dim aura" +10 DS No A dim aura surrounds you.
Elemental Defense I (401) "silver(ies/s)" +5 DS, +5 elemental TD Yes A silvery luminescence surrounds you.
Elemental Defense II (406) "brights" +10 DS, +10 elemental TD Yes A bright luminescence surrounds you.
Elemental Defense III (414) "brills", "guards" +20 DS, +15 elemental TD Yes A brilliant luminescence surrounds you.
Mass Elemental Defense (419) "mass guards" ibid ibid ibid
Thurfel's Ward (503) "Thurfel's" +20 DS Yes Glowing specks of <color> energy begin to spin around you.
Strength (509) "strength" +15 physical AS Yes You feel much stronger.

Mass spells

There are three mass spells available in the game. These are all stackable up to four hours and are sometimes collectively referred to as "massies" or "a full set of massies" when they are all being offered. They are as follows:

A caster will commonly announce that they are going to cast these spells before casting them. If someone announces that they are going to cast, they are encouraging others to join their group. In this case, it is polite to join even if your character has not met the caster before, it should be considered an open invitation. Adding other mass spells (if known) is typically appreciated in such circumstances (though you might want to announce your intention to cast these spells in case another caster has already offered).

Note that if a caster did not announce that they are about to cast a mass spell, they may not wish others to join their group, so you should not necessarily just jump into a group if you observe them to be casting a mass spell.

Magic Items

There are several magic items found as part of the treasure system which can be used by all characters, even if they do not have any ranks in Magic Item Use. These items are all activated by rubbing.

Spell circle specific information

Minor Spiritual

The Minor Spiritual spell circle is available to clerics, empaths, paladins, rangers, rogues, sorcerers and warriors. It includes the following spells which are generally not self-cast limited and can be stacked, except where noted.

Major Spiritual

The Major Spiritual spell circle is available to clerics and empaths. The following spells are stackable and self-cast limited, unless otherwise noted:

  • Spirit Shield (202): +10 DS (additional DS based on MjS ranks). Stackable when self-cast, refreshable on others.
  • Unpresence (204): Helps target remain hidden, prevents detection via Locate Person (116) and Presence (402). Stackable when self-cast, refreshable on others.
  • Purify Air (207): Protects against implosions and poisonous gases. Stackable when self-cast, refreshable on others.
  • Bravery (211): +15 AS, plus phantom levels against sheer fear. Self-cast limited without training in blessing lore (and then it's short duration).
  • Heroism (215): +25 AS, phantom levels against sheer fear. Self-cast limited without training in blessing lore (then limited to group, short duration).
  • Spell Shield (219): +30 bolt DS, +30 spiritual TD. Self-cast limited without training in blessing lore (then limited to group, short duration).

Cleric Base

In addition to the Minor and Major Spiritual buff spells, clerics have access to the following spells from the Cleric Base, which are stackable and self-cast limited unless otherwise noted.

  • Prayer of Protection (303): +10 DS (with addition DS based on cleric base spells known).
  • Benediction (307): +5 AS, +5 non-bolt DS (with additional AS, DS based on cleric spells known). Limited to self-cast and group.
  • Warding Sphere (310): +10 DS, +10 TD (additional bonus based on cleric spells known). Limited to self-cast and group.
  • Prayer (313): +10 DS (additional bonus based on cleric spells known), +10 spiritual TD, maneuver defense.
  • Relieve Burden (314): Reduces encumbrance from silvers in pockets. Can be cast for short duration on others.
  • Soul Ward (319): Provides defensive flares against attacks.

Minor Elemental

The Minor Elemental circle is available to bards, rogues, sorcerers, warriors and wizards. It includes the following buff spells which are generally stackable and not self-cast limited unless otherwise noted:

Major Elemental

The Major Elemental spell circle is available to wizards. It includes the following buff spells which are self-cast limited and stackable, except where noted.

Ranger Base

In addition to the minor spiritual buff spells, rangers have access to the following useful buff spells from the Ranger base. All of these spells can be stacked and should be stacked except where noted. Additionally, these spells are self-cast limited, except where noted.

Sorcerer Base

In addition to the Minor Spiritual and Minor Elemental circles, sorcerers have access to the following buff spell, which is self-cast limited and stackable:

  • Cloak of Shadows (712): +25 DS, +20 TD (with additional benefits based on sorcerer spells known), plus a retribution spell.

Wizard Base

Bard Base

Empath Base

Minor Mental

Paladin Base