Magic

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Revision as of 16:11, 9 April 2015 by ZHOUY1 (talk | contribs) (Revised article for the New Player category as there wasn't a general magic guide.)
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Magic is the manipulation of forces in the universe through rituals, incantations, or sheer willpower. From the sorcerer transporting across realms to the warrior wielding enchanted weapons, there are a variety of ways that magic manifests itself.

Hierarchy of magic

The three major spheres of magic are Elemental, Spiritual, and Mental. Each sphere draws its power from a different source: the unceasing conflict between the elements that shapes the natural world, the powers of spirits ranging from the local animus of a tree or lake to the greater deities of Elanthia, and the innate psychic energies of the mind.

Spell circles are collections of incantations, known as spells, designed to evoke specific changes in the world. Each spell circle belongs to at least one of the spheres, and there are hybrid circles that mix two of the spheres. Each individual spell has a spell number which consists of a reference to the circle it belongs to and the rank of the spell within that circle. For example, the spell Minor Shock has the spell number 901, because it is the 1st spell of the Wizard spell circle and all Wizard spells have a '9' prefix. (For this reason, the Wizard spell circle is commonly referred to as the '900s'.) Each spell also has a mnemonic phrase that may optionally aid in casting it: for example, for the aforementioned Minor Shock spell, the mnemonic is 'MINORSHOCK'.

Every adventurer can learn spells, but they are limited by their profession in which spell circles they have access to.

Casting spells

To cast a spell, one must first have learned it by training in the appropriate spell circle. The list of known spells can be viewed with 'SPELL ALL'.

One must also be able to harness enough magical energy, known as mana. The more powerful a spell, the more mana that must be harnessed to use it. Increasing one's mana is achieved by training in Harness Power. Attempting to cast a spell without sufficient mana can cause injury or death.

There are two ways to cast: either by preparing it ahead of time then casting, or by incanting it spontaneously.

Prepare and cast

Use the PREPARE verb with the spell number or mnemonic to ready the spell. For example, a wizard can 'PREPARE 901' or 'PREPARE MINORSHOCK' to ready the Minor Shock (901) spell. The spell will stay prepared for 30 seconds or until using the CAST verb at a viable target, for example: 'CAST RODENT'.

Using CAST without a target will, by default, cast the spell back at the caster. Be careful not to do this with offensive spells.

To cancel a readied spell without casting it, use the RELEASE verb.

Incant

The INCANT verb prepares and casts a spell in a single action. For example, 'INCANT 901' or 'INCANT MINORSHOCK' to prepare and cast Minor Shock. INCANT automatically selects a target, unless the target has been set with the TARGET verb.

Magic items

Spells and other enchantments are often embedded into various items that can be found as treasure or created by skilled artificers.

Common magic items include a number of types of wands, as well as the commonly found items in the treasure system such as small statues, white crystals, black crystals and ruby amulets.
Occasionally one finds items in the treasure system that are magic items. Brooches, statues, rings, and buckles are examples of some that may be found. These may contain spells already, or may be able to have a spell imbedded into them using Magic Item Creation (420). Additionally, some of these may be able to be recharged by a wizard using the Charge Item (517) spell. The spells found in these items generally will not exceed 20th level spells, and certain spells (such as Call Familiar (920) will not be found in such items.
  • Created magic items
Some professions create magic items. Rangers can create rods, amulets, and wands which may be imbedded by any other profession capable of learning the Magic Item Creation (420) spell. Wizards can enchant a weapons and armor to make them more effective in combat, and sorcerers are capable of creating crimson salt crystals that can be used to animate dead creatures or characters.
Gems that have been properly purified, or are simply previously orb gems are magic items, and may have spells imbedded them using Magic Item Creation (420) if treated with a grot t'kel potion; additionally, they may be turned into orbs for use with the Charge Item (517) spell or treated with the Holy Receptacle (325) spell that can bless deity powers into gems.
Scrolls are printed materials with the magic of one or more spells written upon them. Success with scrolls is increased with training in Arcane Symbols.

Reference