Phase (704)

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Phase (704)
Mnemonic [PHASE]
Duration Special
Utility Magic  
Subtype {{{subtype}}} 
Skill Enhancement {{{skill}}} 
Components {{{components}}} 
Availability {{{availability}}} 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility


Phase is a utility oriented spell with several individual functions. Each use requires the expenditure of four (4) mana. Items made of mithril, items which are enruned, and items with glyphs (including the glyph trap) will resist this spell. Some items with runes or silver in their description may resist this spell. Some herbs, wands, and scrolls have also be known to resist the effects of this magic.

Phasing For Weightlessness

One may cast Phase at most any basic item to turn it into a ‘shifting’ item of the same type (the adjective will literally be replaced with “shifting”). This shifting item will generally have no weight and therefore not add to one’s encumbrance. Shifting items may be put in other containers, but may not be worn or otherwise used for their intended purpose until the reversal of the spell's effect. Phasing the item again, dropping the item, or casting Spiritual Dispel or Elemental Dispel) at it will end the effect.

  • The duration for this effect is 600 sec + 6 sec per Sorcerer Base spell rank.
  • The weight threshold for items phased in this way begins at 10 pounds or under. It will be increased by training in Sorcerous Lore, Demonology by 2 lbs for every bonus corresponding to Seed 3 of the summation chart (max 44 lbs at 187 ranks).
  • Phasing a locked container (treasure boxes included) will cause the items within to become weightless as well (certain items within locked and phased containers may continue to resist its effects).
  • Common containers such as packs, rucksacks, and satchels can have locks installed on them by a rogue skilled in Lock Mastery. For information on customization and a full list of nouns which can be locked, visit Glimmin's site.
  • Containers will always consider items their original mass when considering its capacity. Thus, the best containers for this purpose are light (5 lbs or less) and have a medium capacity.

Phasing Non-Corporeal Creatures

The combat utility function of Phase. One may cast at non-corporeal undead creatures to temporarily solidify them, making them prone to forms of attack they normally would not be (such as Limb Disruption and Bone Shatter) as well as more susceptible to other spells and attacks. If cast upon a creature with the ability to phase out of existence, it will be prevented from doing so for the duration (creatures with unnatural hiding abilities only, normal hiding abilities will not be prevented).

Phasing Through Items

One may also cast the spell at portals (doors, gates, etc.) or channel at containers (boxes, sacks, etc.). When cast at a portal, it may cause the caster to move through it to the other side. If channeled at a container, the caster attempts to move their hand through the container, grasp an object within, and remove it.

  • Using Phase in this way will always incur a nominal amount of roundtime.
  • WARNING: Channeling Phase at boxes can trigger traps.
  • Extreme failures can cause the caster's hand to be severed and remain within the container.
  • Locked containers can be more difficult to phase through.

Defensive Phasing

Prior to the overhaul of the combat maneuvers system, it was rumored that a self-cast version of Phase was in the works. This function of the spell would have afforded the sorcerer some modicum of protection against maneuver type attacks. Now that the combat maneuver system has received multiple enhancements, however, and no motions have been made to increase sorcerer maneuver defense, it appears increasingly unlikely that defensive Phase will be implemented.

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