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When this spell is cast, it will improve the ability of the caster to detect any hidden or invisible people in the room. The caster will also have more acute perceptions for a short time. This improved perception can be beneficial to the caster in a variety of activities.
Detecting a hidden or invisible character simply reveals that they are present. The exact location of the hidden or invisible character is not disclosed, therefore they remain hidden or invisible and the caster cannot direct actions against them.
Use Presence (402) to receive a bonus in spotting traps while utilizing the DISARM command on treasure boxes.
Duration: 30 seconds + 1 second per level; cumulative
Type: Utility
Lock Pick Enhancement assists the spell's target in manual and magical lockpicking attempts.
For manual lockpicking, success factors include the caster's level, the caster's [LINK]http://www.play.net/gs4/info/skills.asp#picklocks Pick Locks[/LINK] skill, the caster's Minor Elemental spell ranks, and the target's [LINK]http://www.play.net/gs4/info/stats.asp#dexterity Dexterity[/LINK] bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.
For magical lockpicking, the target of the Unlock spell receives a bonus based on their own Minor Elemental spell ranks and [LINK]http://www.play.net/gs4/info/stats.asp#aura Aura[/LINK] bonus, regardless of who cast Picking Enhancement upon them.
If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.
Additional casts will extend the duration of the spell (stackable), but does not change the bonus.
Rangers may have their imbued items imbedded with Picking Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.
Duration: 30 seconds + 1 second per level; cumulative
Type: Utility
Disarm Enhancement assists the target in manual and magical disarming attempts.
For manual disarming, success factors include the caster's level, the caster's [LINK]http://www.play.net/gs4/info/skills.asp#disarmtraps Disarm Traps[/LINK] skill, the caster's Minor Elemental spell ranks, and the target's [LINK]http://www.play.net/gs4/info/stats.asp#intuition Intuition[/LINK] bonus (if the character is not currently working on a trap) or [LINK]http://www.play.net/gs4/info/stats.asp#dexterity Dexterity[/LINK] bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.
For magical disarming, the caster of the Disarm spell receives a bonus based on their own Minor Elemental spell ranks and [LINK]http://www.play.net/gs4/info/stats.asp#aura Aura[/LINK] bonus, regardless of who cast Disarm Enhancement upon them.
If the caster does not have personal knowledge of the spell (for example, casting it from a scroll), the bonus is reduced by 10% to 50%, depending on the caster's ability to activate the item with the spell. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.
Disarm Enhancement not only aids with disarming, it is also a useful tool for the [LINK]http://www.play.net/gs4/info/armory/missileweapons.asp ranged weapon[/LINK] user. The spell's calming and focusing nature can provide a small aiming bonus. The bonus can be applied by the archer himself or by another caster.
Additional casts will extend the duration of the spell (stackable), but does not change the bonus.
Rangers may have their imbued items imbedded with Disarm Enhancement to receive a bonus. This bonus is available to the Ranger who imbued the item only and has the potential to be as powerful as the self-cast bonus, with the appropriate amount of Magic Item Use training.
When cast on a person or creature, the spell may reveal the nature of any spells that may currently be in effect. When cast on an object, this spell may reveal the nature and an estimate of the number of charges stored in an item. This spell will not reveal the enchantment of weapons or armor, but for wizards it will aid them in determining if an item is treated with tempering potions prior to enchanting. It will also give them some basic information concerning the enchanting project if they are the one who tempered it. In addition, a wizard will also be able to detect if an item has been duplicated. See Wizard spell Duplicate (918) for details.
The amount of information provided by this spell is directly related to the number of elemental spells known by the caster. The caster will not be able to identify spells of a higher level than his/her own level. Some magics are so potent or complicated as to be resistant to this spell.
This spell disarms most traps found on containers or doors.
The chance of success is primarily based on the caster's level and [LINK]http://www.play.net/gs4/info/stats.asp#aura Aura[/LINK] bonus.
An unsuccessful attempt to cast this spell may set off any resident traps. A successful cast on a trapped mechanism will provide positive indication that a trap has been disarmed, but a successful cast on a mechanism free of traps, or a failed cast will not necessarily reveal the presence of or lack of a trap.
This spell is an attack against the target using pure elemental power.
The target character or creature that fails a warding check is subjected to an injury. The severity of the injury is based on the degree of the warding failure.
This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area.
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone.
A successful elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds. The spell cannot affect flying creatures while inflight and some creatures are immune to its affects.
This spell adds a magical +20 bonus to a weapon and provides that weapon with the ability to inflict intermittent blasts of special types of damage.
The weapon this spell is to be cast upon must be free of any other magical or holy enchantments. The exact nature of the special damage imparted to the weapon will vary depending on the element the caster is attuned to. Some will find that the spell imparts blasts of heat, others will impart blasts of cold, and others will impart blasts of electricity.
The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
Duration: 60 seconds + (5 * difference in level between caster and target) (not cumulative, minimum 60 sec.)
Type: Attack
This spell will cause the target to suffer a -25 AS penalty. The spell is not subject to a warding attempt, making it virtually impossible for foes to defend against (unless the target is immune to magic).
This spell is a powerful attack against the target using pure elemental power.
The target character or creature that fails a warding check is subjected to damage from the initial strike, and if the target is not slain outright from this strike injury, they are subjected to a powerful elemental flare for additional damage. The severity of the flare is based on the degree of the warding failure, and is more powerful than Elemental Blast. The sheer force of this spell will typically knock a target to the ground.
The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
This spell allows the caster to see into, behind or under containers of all types. When doing so, they stand a chance of spotting any traps.
Factors that contribute to the success of finding a trap include training in the [LINK]http://www.play.net/gs4/info/skills.asp#perception Perception[/LINK] skill, Minor Elemental spell ranks, [LINK]http://www.play.net/gs4/info/stats.asp#intuition Intuition[/LINK] bonus, [LINK]http://www.play.net/gs4/info/stats.asp#logic Logic[/LINK] bonus, and the spell Disarm Enhancement, which takes [LINK]http://www.play.net/gs4/info/stats.asp#aura Aura[/LINK] bonus into account.
Many containers carry natural resistance to the power of this spell based on the material used in the construction of the container. This spell can also cause some traps to be set off, which will strike the spell caster.
When cast on a character or creature, this spell will have one of the following effects:
1. Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell. Losing a spell in this manner will sometimes cause the target to suffer nerve damage.
2. Cause a magical effect in force on the target to be canceled. The mana cost for this version of the spell can be reduced by one point for every 75 skill bonus in the [LINK]http://www.play.net/gs4/info/skills.asp#manashare Elemental Mana Control[/LINK] skill.
3. Cause the target to lose a portion, or all, of their mana.
When cast on an item, this spell has a chance to drain charges, dispel any stored spells, or remove some other special quality. When cast on a weapon or ammunition, it will remove the Elemental Blade or Minor Elemental Edge.
There is no warding check for this spell. The effect of casting on a character or creature is in the order given above. When cast on items, the chance of failure and the results depend on the level of the caster and the level and type of stored spell or enchantment.
Combining this magic with either Spirit Dispel or Mental Dispel has been known to cause negative and potentially dangerous effects on the target.
Duration: 60 seconds per level; not cumulative or refreshable
Type: Utility
This spell allows the caster to temporarily gather the local elemental forces, creating a minor Mana Focus. Note that this is not an earthnode.
When handling raw elemental power, there is always a chance of failure, and a chance that the power will break free from control with chaotic and catastrophic results. This can potentially be very deadly to the spell caster, especially an unskilled one. Learning a spell is not the same as mastery of a spell. The mana focus should remain for the duration of the spell, or until shortly after the spell caster leaves the location of the focus.
Duration: 1200 seconds + 60 seconds for every Minor Elemental spell rank known; cumulative
Type: Defense
+20 to all Defense Strength (DS) types, +15 to Elemental Target Defense (ETD) to all characters joined to the caster.
If cast on a target other than the caster, this spell operates as a normal defense spell, and will not radiate effects to characters joined to that target. This spell is much like Elemental Defense III, except that it will affect a group joined to the caster. It does not add an additional defensive bonus when cast with Elemental Defense III, it will simply extend the duration of Elemental Defense III.
This spell allows the caster to imbed a known spell into a specially prepared object. Some very powerful spells cannot be imbedded.
This spell allows for placing spells into magical Wands, Rings, Rods, Amulets, etc. Objects that are to receive the spell must be specially prepared or forged under stringent conditions and the component objects are typically only available from special merchants. Some rangers also have the ability to imbue this capability into sticks which will become wands, or staves that are useful for imbedding. See the IMBED command in game for further assistance. This spell is very tricky for most novice spell casters, so follow the directions carefully.
Duration: 1200 seconds + 60 seconds for every Minor Elemental spell rank known; cumulative
Type: Offense
This self-casting spell provides a bonus to attacks:
To the Attack Strength it gives a base of +25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.
To the Elemental Casting Strength it gives a base of +25, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 2. The maximum bonus allowed is 50.
This spell affords no benefit to Spirit Casting Strength. It does provide a bonus to all other spell Casting Strength (+13, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 4), to a maximum of +25.
Overtraining in Minor Elemental spell ranks does not yield additional bonus past the caster's level.
Duration: 1200 seconds + 60 seconds for every Minor Elemental spell rank known; cumulative
Type: Defense
This self-casting spell provides a bonus to all types of defense.
The amount of the bonus is +15 Defense Strength (Melee, Ranged, and Bolt DS) as well as Elemental Target Defense (TD), +1 for every 2 Minor Elemental spells known over 30.
Overtraining in Minor Elemental spell ranks does not yield additional bonus past the caster's level.
This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone. If the player or creature's failure is sufficiently severe damage may also be incurred.
A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while inflight and some creatures are immune to its affects.
The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.