Magic is the manipulation of mana, one of the fundamental forces of the universe. There are two primary means to do so. Elemental casters use the powers of nature, the elements, to shape mana. Spirit circlists bend bend mana through intermediaries, ranging from nonsentient local spirits to the gods themselves. There are rumoured to be other means of using mana, as well.
Spell circles are groups of spells that are similar in function or base application. They are grouped into categories depending on professions and circles of power -- spirit and elements. Spell circles order spells in a hierarchy based on the potency and intricacy of the spell. You learn the spells in a circle in numerical order, starting at the bottom.
Spell circles are divided into three types: Minor, Major and Profession based. The Minor Spell lists are the easiest concepts to master in each circle of power, thus pure, multi, and even non-circles can study them. Major Circles are the deepest and most powerful concepts common to each circle of magic, and they may be mastered only by pure users. Finally, all professions except the fighter and rogue have unique circles only they may study.
The professions have the ability to learn the following spell lists:
Warrior: Minor Elemental, Minor Spirit Rogue: Minor Elemental, Minor Spirit Wizard: Minor Elemental, Major Elemental, Wizard Cleric: Minor Spirit, Major Spirit, Cleric Empath: Minor Spirit, Major Spirit, Empath Sorcerer: Minor Elemental, Minor Spirit, Sorcerer Ranger: Minor Spirit, Ranger Bard: Minor Elemental, Bard
Once a spell circle is known up to a given level, a spell user can cast all the
spells he has learned thus far. He cannot, however, cast a spell of a level
greater than his own. To cast a spell, you must first PREPARE it. All
spells have numbers an mnemonics. Therefore, you prepare a spell with
PREPARE
Once the spell is ready, you may cast it. If it is an attack spell, cast it
at your foe (CAST TROLL). A defense spell may be cast at the recipient
(CAST BARDON). You may also use the cast verb with no target. If the
spell is a defensive one, it will be cast on you. If the spell seeks
information, it will be cast on the surrounding area. You should not
generally cast attack spells without specifying a target, however.
Casting a spell costs mana points in an amount equal to the spell's level.
Casting a spell without sufficient mana will injure you. If you decide
not to cast a prepared spell, simply use the RELEASE command. Releasing
a spell can also result in a minor loss of mana points.
To power a spell, you use mana points. The number of mana points you have
is determined by your statistics. For Wizards and Bards, the Aura stat
is the important one. Clerics, Empaths and Rangers use Wisdom. Sorcerers
use an average of Aura and Wisdom. The following formula determines mana:
Character Level * ((statistic - 70)/10). Therefore, a 5th level mage
with a 100 Aura would be earning 3 mana points per level, so he would have
15 total. Your total mana points are recalculated using this formula
each time you gain a level.
Expended power points return slowly over time. The rate depends on your
maximum number of mana points and your location. At certain places, known
as Mana Foci, you will regain mana much more quickly.
This will inhibit how successful a spell is cast based on the circle of the
caster and the type of armor worn by the caster.
For Elemental users, anything over light leather will give an increasingly
higher chance of failure. For Spirit users, any metal armor will cause
increasing degrees of hindrance. Adding protection to the arms and legs
(greaves), or wearing a helm, will also increase spell hindrance from
armor.
The use of spells by your character is the main form of magical offense and
defense. But items imbued with magical properties also are an important part
of life in Elanthia. Enchanted weapons and armor impart extra attack and
defense bonuses, as well as creating unusual effects.
Enchanted weapons are rare and precious finds in GemStone
III. Weapons with
magical properties give the wielder specific bonuses in combat. They can give
extra attack bonuses when used to attack or extra defense bonuses when
held. They can inflict certain powerful critical strikes which may be beyond
the normal capabilities and level of the user. Unusual effects, such as
shocks or charges, may also be generated by magic weapons.
Enchanted armor affords magical protection in terms of additional bonuses
that lessen the severity of our foes' attacks. Magical armor can make you
more difficult to hit, or it can reduce the severity of critical results
you take in combat.
Magical items also give the bearer special powers. Enchanted rings, helms,
bracers, or amulets, for instance, may be imbued with spells that operate
continuously while worn, or that may be fired by manipulating the item.
Just as items can be imbedded with useful spells, so they also be cursed to
cause harm, injury or evil to the wearer or user of the cursed item. Cursed
items cannot be dropped or removed without the aid of magic.
Magical potions, herbs and salves may have increased healing, strengthening
or magic-giving effects, as opposed to the usual properties of non-magic
herbs or draughts. Use of these items does not require skill. For a
potion that makes you invisible, you would DRINK it, while a piece of magic
waybread would be eaten.
Potions, herbs and salves do not last forever, and they contain a limited
number of "charges" or doses, and usually cannot be renewed or recharged.
You may find that after drinking five sips of a potion, for example, it gets
used up, or that five applications of an herb exhausts the supply.
Wands and staves are enchanted tools that any profession can use to cast
imbedded spells with. Training in the Magic Item Use skill enables you to
use those items. To use the item, you WAVE
Scrolls are magical items that have spells inscribed on them. The most
common form is a piece of paper or parchment with a written spell that
must be examined and read to be used.
The scrolls skill enables you to decipher scrolls effectively. Your chance of
success at deciphering a scroll Paper is determined by your scroll skill rank
bonus, a bonus based on your degree of familiarity with the circle of magic,
the level of the spell written on the scroll itself, all modifying the roll of
a 100-sided die. If you read the scroll successfully, you will have the spell
ready, as if you had prepared it. You may then cast the spell at the
appropriate target. If you fail to read the scroll, the spell could backfire
on you or those around you.
A scroll must be used carefully. If you wish to attempt to determine the type
of spell the scroll will cast, you must READ the scroll paper. Once you have
determined that, you INVOKE the spell on the scroll in order to actually use
the magic. When the scrolls's charges are exhausted, it vanishes.
Continue on to Treasure and Booty.
Go back to Combat.
Return to The GemStone III User
Documentation Index
If you have problems, comments, questions, or complaints about the
GemStone III pages you can
send mail to Nora Melton (ntm@tamcon.com) aka Wanton Destruction.
Last modified 29 April 1996.
Mana Points
Spell Hindrance
Magic Items
Magic Weapons
Magic Armor
Magic Trinkets
Magic Potions, Herbs and Salves
Magic Wands and Staves
Scrolls