Help:Spell templates

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This page is intended to explain which template is to be used for each spell, and what the fields in each spell template represent. The options available for each field are listed, and each potential value has its own definition page. "Special" is a valid value for any field (use sparingly), provided that the article elaborates upon that particular aspect of the spell. If more than one spell shares the same aspect and it does not appear as one of the values or modules listed here, discuss it for the possiblity of creation.

Determining Spell Type

Ask yourself the following questions, in order. If the answer is "yes," the spell belongs to that type. If the answer is "no," move to the next question.

  • Does the spell itself make a combat check (AS vs DS, CS vs TD, or maneuver) whether hidden or not? If so, it is an attack spell.
  • Does it add directly to DS or TD of any kind? Does it add directly to "maneuver defense?" If so, it is a defensive spell.
  • Does it add directly to AS or CS or any kind? Does it add directly to "maneuver attack?" If so, it is an offensive spell.
  • Does it enhance skills or statistics, transport characters, create magical items, add or remove a status effect, heal or expedite regeneration of any kind, summon a 'pet,' or provide another special or unusual ability? Does it simply not apply to any of the previous questions? It must then be an utility spell.

Once a spell is determined to be of a particular type, determine which sub-templates (or "modules") apply. It is possible for a spell template to contain multiple modules and/or modules of types other than the type of spell itself. Refer to each template/module description for which fields apply to the properties of a particular spell.

Attack Spell

An "Attack Spell" is one that results in a direct attack. The magic will either cause damage itself (Elemental Blast), or augment the target's ability to defend themselves (Elemental Wave). Attack spells will use one of the three basic attack types to determine its success.

Type: Bolt | Maneuver | Warding

Which method of attack the spell operates on.

Target(s): Single | Splash | Multiple | Area of Effect | Multi-area

How many creatures and/or players are affected by the spell.

Interval: Instantaneous | Build-up | Damage Over Time

When the magic takes effect or how long its affects are sustained.

Sub-type: Damage | Setup | Disabling

Which specific task in combat this spell accomplishes.

Defensive Spell

A "Defensive Spell" is one which enhances one's ability to defend themselves. Generally, they are spells which add directly to DS, TD, or maneuver defense.

Type: DS (all | melee | ranged | bolt) | Maneuver | TD (all | elemental | mental | spiritual)

Which type(s) of attack(s) wearing this spell will help defend against (enter all that apply).

Base Duration: {in seconds}

The base amount of time each cast of the spell will last.

Added Duration: {in seconds, listing each additional factor on a new line}

How additional factors affect the duration.

Span: Stackable | Refreshable | Solid Block

How the maximum duration is determined.

Availability: All | Group Spell | Self-cast

Whom the spell may be cast upon.

Offensive Spell

An "Offensive Spell" is one which enhances the ability with which one participates in an attack. These are typically spells which add to AS or CS.

Type: AS (all | melee | ranged | bolt) | Maneuver | CS (all | elemental | mental | spiritual)

Which type(s) of attack(s) wearing this spell will empower (enter all that apply).

Base Duration: {in seconds}

The base amount of time each cast of the spell will last.

Added Duration: {in seconds, listing each additional factor on a new line}

How additional factors affect the duration.

Span: Stackable | Refreshable | Solid Block

How the maximum duration is determined.

Availability: All | Group Spell | Self-cast

Whom the spell may be cast upon.

Utility Spell

A "Utility Spell" is basically everything else. It can aid combat indirectly (Animate Dead or Animal Companion), add functionality to combat gear (Enchant Item or Sanctify), aid the caster with mundane tasks (Spirit Guide), or instill them with unique abilities (Scroll Infusion).

Type: Combat Utility | Item Enhancement | Magic Item Creation | Transport

What manner of utility this magic provides.

Duration: Charges | {time in seconds} | Permanent

How long the effect will last.

Components: Yes | No | {may list if reasonable}

If the magic requires other items in order to be cast.

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