Sorcerer Spell Circle

Implementation:
As of Sept 2002, All spells in this circle are implemented except for 712, 714, 725, 730 and 750 which are under design review.

701 Blood Burst
When cast upon a healthy target (which has failed its spirit warding), this will result in bleeding of at least 1/round, if the target does in fact bleed. Each successive casting will increase the bleeding by at least 1/round.
NOTE: Due to the nature of some creatures, such as undead and golems, they may be immune to this spell as they do not bleed.

702 Mana Disruption
Causes the target to suffer bone and tissue damage as if it had fallen a long distance. The greater the target fails it spirit warding failure, the greater the damage. There is additional internal damage done (hidden), which will be relative to the severity of the injury. Other factors can affect the damage done.

703 Forget
DURATION: 15 seconds
The target will forget whatever spell it is presently preparing or has prepared (prior to casting) and will not be able to cast again for the duration of the spell. If the target does not have a spell warmed (or warming) when the forget spell is cast, then the target will be incapable of casting for the duration of this spell.
This spell is extremely hard to resist.

704 Phase
This will momentarily cause an object to 'fade' from existence, allowing the sorcerer to pass through it briefly. This allows the caster to pass through most forms of doors, reach into closed containers and perhaps remove the contents, and in some cases will allow passage through magical portals.
NOTE: Due to the extremely short duration of this spell, only the caster will be able to manipulate the phased objects.

705 Disintegrate
When the target fails its warding this spell causes the target's flesh to literally melt away, causing some very serious wounds on higher rolls. The spell also works on beings who have no flesh to disintegrate, melting away their ethereal form. Other factors may yield greater results in damage.

706 Mind Jolt
DURATION: 1 sec per 1 failure
Causes the target's brain to be jolted by a minor electrical shock whose phase is in opposition to the synaptic network communication causing the target to be stunned. The Mind Jolt stun effect is not stackable, however it is refreshable.

707 Eye Spy
DURATION: 30 seconds per level Maximum duration: 10 minutes
One of the caster's eyes grows tiny batlike wings and is able to fly away from the caster. The caster has complete control over the eye and will be able to see through it. The eye is controlled similarly to the familiar (wizard base, level 20) spell. If the eye is not in the same room with the caster when the spell's duration expires, the caster will lose the eye and take 3 to 30 points of damage.
The flying eye is, in reality, an illusion, and therefore cannot be attacked, webbed, affected by cloud spells, etc. Its movements, though, are restricted to what it can see. It cannot go through closed doors, or other areas where vision is limited.

708 Limb Disruption
DURATION: Immediate

A most painful spell. Depending on the warding failure, this can cause one of the target's limbs to break and/or explode, and make the target fall to the ground. If the caster has enough skill at aiming spells they can even focus the spell at and hit a specific limb on their target.

709 Quake
A minor quake is caused in the caster's location, and all adjacent rooms. Everyone in the area of effect must make a moderate saving roll to remain standing. Note that the effect is actually an illusion, the disruption is not in the ground but in the minds of everyone in the area of effect. As such no structural damage will result and the caster is completely immune to the effect.
NOTE: Attacking a fallen opponent lowers their AS and DS by 50. This is an easy way to get a big advantage over an opponent. This spell is more likely to cause victims to fall down than the wizard base Tremors spell.

710 Energy Maelstrom
DURATION: 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. A most potent spell which can be very dangerous to bystanders. Can also be aimed at a single target, with minimal chance of harm to anyone else in the room.
If the caster has enough skill at aiming spells they can even focus the spell at and hit a specific limb on their target.

711 Pain Infliction
DURATION: Immediate
Target takes between 20% and 35% of total health in damage on successful warding failures. More extreme successes may induce a roundtime in the target. Casters trained in first aid will know how to cause pain as well as relieve it.

712 Unknown
Not yet implemented

713 Nightmare
DURATION: 1 second per 1 failure, Maximum 90 seconds.
Each person and creature has its own specific worst nightmare, which the sorcerer is able to summon with this spell. For most players, it will be a certain creature which will suddenly shimmer into view and begin to battle them. Just as one cannot battle their nightmares, the target will be unable to battle this creature. It will seem to them as if every second they are about to die in some hideous manner.
NOTE: The spell may not begin until a few seconds after it has been cast in order for the illusion to develop.
NOTE: The unfortunate player or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, and sometimes take damage.

714 Will Enhancement
Not yet implemented.

715 Curse
DURATION: Variable
There are six known curses at the disposal of all Sorcerers. Some curses affect the target's combat abilities including AS, DS, and warding ability. Other curses torment the target with annoying and sometimes damaging effects. Items may also be targeted, which will store a dormant version of the curse cast upon it, awaiting the touch of a hapless creature or adventurer. 
All curses have inherent spell strengths based upon the abilities of those who cast them, which provide resistance against attempts to remove them, such as with the clerical Remove Curse spell. While this may make removal of the curse more difficult, the curse can still be removed or neutralized with enough effort or if the strength of the uncurse spell is greater than that of the curse.
NOTE: This spell may be neutralized by the clerical spell 'Remove Curse'. As well, when this spell is cast upon items, it will curse them. Sorcerers may not curse holy items.

716 Disease
DURATION: Variable
This spell inflicts an extremely debilitating disease on the target based on how badly the spirit warding has failed. The disease will cause 1 point of damage for every 3 levels of the caster, plus 1 point for every 5 points the spirit warding was failed each round. The disease has a dissipation rate of 1.

717 Evil Eye
They say the eyes are the window to the soul. Certainly 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. Sometimes the target will run from the room, or freeze, unable to move because of fright. Other times, if the target is a player, s/he may not stop running from the caster until they reach the safety of town.
NOTE: This spell has an interesting side ability - when coupled with the floating eye spell, the caster will be able to target creatures and players in the room with him or her, or in the room with the sorcerer's floating eye (although the power of the spell diminishes when cast remotely).

718 Torment
DURATION: 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.
Examples of things which might break the caster's concentration would be: movement, being attacked, being stunned by the recoil of this spell, etc. Sometimes when the caster loses control of the force active in this spell, it will remain sensing that either the caster or the target is near death and hoping one last attack on one or both will finish them off, much to its delight, whatever 'it' is.
Often times this spell will not end until either the caster or the target is dead.

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. The amount of damage taken is dependent on the target's current amount of magical power and the failure of their spirit warding. Targets with little magical energy will not be significantly affected by this spell. Part of the magical energy drained from the target is transferred directly to the sorcerer - the amount the sorcerer receives is dependent on the amount taken, as well as his/her Mana Transfer skill.

720 Implosion
This spell will destroy all of the air around the target(s) in a specific area, subjecting them to 'vacuum' injuries. As the air brushes back into the area (a moment later), the target(s) will not only be subjected to the force of the returning air, but it is likely that surrounding objects will fly at them, potentially striking them and doing added damage. This spell can be truly devastating.

There are two versions of this spell, focused (single target) which requires skill training in Spell Aiming and the unfocused version. While both can be useful the unfocused version can harm innocent bystanders in the caster's room and in surrounding rooms, so skill and training are useful if one wishes to live in harmony with other adventurers.

725 Ensorcell
Not yet implemented.
DURATION: variable
This spell will allow the caster to summon specific, unique demons to (hopefully) do the caster's bidding.  Woe to the caster who loses control of this type of demon. The immediate effects would most likely include something extremely unpleasant.

730 Animate Dead
Not yet implemented.

750 Demonic Control
Not yet implemented.
Duration: Variable
This spell will allow the caster to summon specific, unique demons to (hopefully) do the caster's bidding. Woe to the caster who loses control of this type of demon. The immediate effects would most likely include something extremely unpleasant.