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701
Blood Burst

When cast at a healthy target that bleeds will begin to bleed at at least 1p/round

702
Mana Disrupt

Target suffers tissue and bone damage

703
Forget
15 sec
Target will forget the spell they have or are casting

704
Phase

An object fades from view allowing the Sorcerer to pass through it

705
Break Limb

One of the target limbs will break off

706
Mind Jolt
1 sec/ 1 fail
Causes the targets mind to be jolted by a charge

707
Eye Spy
30 sec/lev <max 10 mins>
One of the caster's eyes grows tiny batlike wings and is able to fly away from the caster. Can be controlled.

708
Pain Inflictin
30sec/5 failure
Target takes 25% of its remaining health points, they are healed at the end of the duration

709
Quake

A minor quake is caused in the caster's location, and all adjacent rooms.

710
Energy Maelstorm
Variable
The caster summons dark energy to swirl around him or her, creating a storm which will blast through everyone and everything in the room.

711
Limb Disruption

Causes one of the target's limbs to explode and fall to the ground.

712
Throes of Pain

Target takes 25% of its remaining health points permanently.

713
Nightmare
1 sec/ 1 fail <max 90 sec>
Each person and creature has its own specific worst nightmare

714
Lifeburst
Not Implemented
The Life Burst spell attacks the life force of each creature, using it against them to tear at their body.

715
Curse
Variable
Curses tend to be specific to the caster. Most sorcerers will have curses which will modify AS, DS, casting ability, spell warding ability, etc.

716
Disease
Variable
This spell inflicts an extremely debilitating disease on the target based on how badly the spirit warding has failed.

 

717
Evil Eye

The target of this spell will believe this to be the case, as the sorcerer summons the power to instill fear to the very root of the target's being.

718
Torment
Variable

This spell will last for as long as the caster is able to concentrate on it. Each round that it is maintained, the target must make a Spirit warding. If the target fails the spirit warding, it takes damage in relation to how much it failed by. However, if it successfully makes its spirit warding, the caster must then make an spirit warding roll, or suffer up to 25% of his/her total health points in damage, but may still be able to maintain the spell.

719
Dark Catalyst

Targets of this spell will have their magical energy, be it elemental or spiritual, ripped from them and converted into raw force which will damage them in the form of heat, cold, and/or electricity.

720
Implosion

This spell will destroy all the air around the target(s) in a specific area, subjecting them to 'vacuum' injuries. As the air rushes back into the area (a second later), the target(s) will not only be subjected to the force of the returning air, but as well it is likely that light objects will fly at them from the room in which it was cast, as well as adjoining rooms, potentially striking them and doing added damage.

725
Demonic Summoning
Not Implemented
This spell will allow the caster to summon specific, unique demons to (hopefully) do the caster's bidding.

 

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