Tremors (909)

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Tremors (909)
Mnemonic [TREMORS]
Duration Instantaneous
Attack Magic - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Interval {{{interval}}} 
State(s) Inflicted Prone
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility


Tremors causes the ground to begin to shake violently, making it hard to stand. The quake is followed by a series of aftershocks, which function identically. Everyone outside of the caster's group in the area is subject to a (probably level based) warding roll to remain standing.

Although this spells functions similarly to the Sorcerer spell Quake (709), it is less disruptive in that it does not affect adjacent rooms.

Factors Affecting Tremors

  • Level?

Spell Usage

Reference

Official Spell Description: http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#909