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Hunting With Magic Guide

My name is Lady Mirare Mirar, and I'd like to share a bit of what I've learned about hunting with magic. I have several family members and friends that have contributed to this research, so while I am a sorcerer, much of this information will apply to others as well. Wizards and sorcerers have the most attack spells at their disposal, bards and rangers have access to some strong attack spells as well, and even an empath or cleric can use some of these techniques.

Let me start first of all with a disclaimer, that this information is true to the best of my knowledge, but I would appreciate a note to Mira@prodigy.net if you have any comments or anything to add. I am also assuming that you are not brand new to the ways of magic, and are already familiar with the basic terminology and the basic spells. I've also written a defensive spell guide, and I have compiled some basic information on the societies for ready reference.

There are two main ways to fight with magic. The first is the 'warder' type of magic user, this caster stays in a guarded stance and uses twisted wands or casts spells that directly affect the target's spirit, hence the term 'spirit warding.' The second way is the 'elemental attack' type of caster, these are the people waving the crystal, blue, gold, silver, and iron wands. It is similar to swinging a blade as in it uses AS and DS. For specifics on numbers and equations, please see my calculations guide.

Warder Fighters

Most sorcerers are the 'warder' type of fighter. They stay in a guarded stance and cast mana disrupt (702) or wave a twisted wand at everything in sight, which causes injuries as if the target had fallen from a great height and can cause critical damage and instant death. As they get older, they can use a slate wand which casts disintegrate, or they can use dark catalyst (719) to get some mana back, depending on the caster's mana share skills and the target. Dark catalyst is the most forceful attack spell, and targets of this spell will have their magical energy, be it elemental or spiritual, ripped from them and converted into a damaging force.

However, wizards and bards can also be 'warder' fighters. I know of quite a few wizards who stay in guarded stance and cast elemental strike (415) at critters. This spell is a powerful attack of pure elemental power and can do hundreds of points of damage, for it has no cap, while mana disrupt has a cap of about 70 damage. Another spell they can use is elemental blast (409), which subjects the target to a crushing injury, although it is not as effective as elemental strike. Wizards or Voln masters can also sleep their opponent in order to further disable them.

Rangers can also fight in a guarded stance, when they cast their vines and thorns. The weeds will stay around for a while depending on the level of the caster. A spike thorn (616) is good only for a one-time shot, although it can do quite a bit of damage in that one. Tangle weed (610)and killer weed (620) will cause a vine to grow in a particular area and begin to lash about at all those not joined to the caster. The vine is likely not only to attack, but also knock over any targets if it strikes them. Of course, killer weed does a great deal more damage. Without the nature's touch spell (625), killer weed acts as a tangle weed indoors, and tangle weed cannot be cast at all.

I have also seen empaths who fight by casting unbalance (110) at a target. Although this acts like an elemental attack spell, it is not subject to physical laws and is not aimed. These injuries tend to cause a foe to fall (and then you or your group can follow up with an attack), however it can do significant damage of its own. Clerics, and rangers have access to this spell as well, but usually rely on a weapon or other spells as their chief means of attack, while I know some empaths who hunt with wands exclusively.

A warder type of fighter does not rely on a weapon, but training is still important, because the idea is you parry attacks with a weapon. Most sources suggest that sorcerers should train in edged and shield to about 140 each because it adds to your defensive capabilities. Wizards should train in shield use once per year forever and train in weapons according to what philosophy they want to follow, some suggest never training in weapons and some suggest you should.

Elemental Attack Fighters

Elemental attack hunters may use their spells if they are a wizard, or may use the crystal, blue, gold, silver, and iron wands with sufficient training in spell aiming and magic item use. An elemental attack is similar to swinging a blade as it uses AS and DS, and you must parry your attack accordingly.

I have seen these attack spells or wands used very effectively by a fighter who stays in stance defensive, and once a creature has attacked, switches to stance offensive and fire. The drawback to using wands is that you have to put away either your blade or your shield to wave wands, which lowers your defense. Iron and silver wands are pretty much capped at about sixth level.

Some of these spells are ball attacks, which are much easier to hit with than bolt attacks due to the added explosion at the end. However they tend to deliver less damage as the trade-off. Some of these spells are a bit easier to aim and do more damage, but some creatures are elementally more resistant to one form of attack than another so it is best to experiment.

Minor shock (901) is a bolt of intense, charged light is shot from the hand of the caster. This is cast by iron and silver wands. This spell is most effective against armored opponents because metal makes it a bigger hit. Minor water (903) or aqua wands cause a bolt of highly compressed water to be shot from the hand of the caster. It is not as easy to hit a target with this spell as with Minor shock, but it does more damage when it does hit. This spell is not inversely affected by armor so it can be much more effective against lightly armored opponents.

Minor Acid (904) or crystal wands are a bolt of acid and Minor Fire (906) or gold wands are a bolt of fire which is shot from the hand of the caster. This is a very powerful elemental attack spell, but is not inversely affected by armor.

Major Cold (907) or metal wands cause a one foot ball of cold to be shot from the hand of the caster, exploding on impact. This is an elemental attack spell and uses the Spell Aiming skill, and blue wands cast a stronger version of this. Major Fire (908) A one foot ball of fire is shot from the hand of the caster, exploding on impact. Major Fire is easier to hit with than Minor Fire, with an avd about 9 higher, but it does less damage.This is also an elemental attack spell and uses the Spell Aiming skill.

Major Shock (910) is a bolt of lightning shot from the hand of the caster. This is an elemental attack spell and uses the Spell Aiming skill. These are much easier to aim than minor shocks since they have a tendency to arc to their target even if the aim is off. They can also do a great deal more damage. Like minor shocks, major shocks are inversely affected by armor. Major shock is the strongest attack spell available to this type of fighter. Crystal wands cast acid and are also in this class.

Clerics may also use Holy Bolt (306) or a blessed aqua wand as an aimed attack spell with sufficient training in spell aiming and magic item use.

I would greatly appreciate any comments on the above. It is by no means a comprehensive guide, and I am forever gathering new information to keep up to date. Most of this information is from the GSIII spell documentation. Please send me any contribution or comment, feel free to use my scroll and quill...

Quill

To obtain your very own crystal amulet, please see my amulets. Also, take a look at my portrait page.

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