Implementation:
      This spell circle is implemented to level 30 as of 9/20/1998.
      
901
      
      Minor Shock
      A bolt of intense, charged light is shot from the palm of the caster. This
      is an elemental attack spell and uses the Spell Aiming skill.
      NOTE: Shocks inversely affected by armor, which means that wearing plate
      armor would leave you entirely defenseless if struck by this spell.
      
902
      
      Minor Elemental Edging
      DURATION: 1 attack per level
      This spell magically enchants a weapon, giving it a +15 bonus for the
      number of attacks equal to the level of the caster. The spell is cast on
      the weapon. The effects are not cumulative and this spell will not work on
      magic, cursed, holy, or critted weapons.
      NOTE: Anyone may use the weapon so enchanted. The spell only dispels when
      the number of attacks is exceeded. (Remember, even misses count as
      attacks!)
      
903
      
      Minor Water
      A bolt of highly compressed water is shot from the palm of the caster.
      This is an elemental attack spell and uses the Spell Aiming skill.
      NOTE: It is not as easy to hit a target with this spell as with Minor
      Shock; however 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.
      
904
      
      Minor Acid
      DURATION: Immediate
      Minor Acid, a bolt spell similar to the one found in crystal wands. Simply
      CASTing it will result in hurling a stream of acid at yourself.
      
905
      
      Elemental Refraction
      DURATION: 20 seconds per level self cast or 10 seconds per level otherwise
      Causes the caster to appear to be offset slightly from where he/she/it
      actually is. The illusion is imperfect, but it does provide enough
      confusion to be worth a +20 DS.
      NOTE: When (and if) the engagement system is implemented, a combatant who
      is under the effect of displacement will have a significant advantage in
      engagement and disengagement rolls as well as the DS bonus.
      
906
      
      Minor Fire
      A bolt of fire is shot from the palm of the caster. This is an elemental
      attack spell and uses the Spell Aiming skill.
      NOTE: This is a very powerful elemental attack spell, but is not inversely
      affected by armor.
      
907
      
      Major Cold
      A 1' ball of cold is shot from the palm of the caster, exploding on
      impact. This is an elemental attack spell and uses the Spell Aiming skill.
      NOTE: Ball attacks 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.
      
908
      
      Major Fire
      A 1' ball of fire is shot from the palm of the caster, exploding on
      impact. This is an elemental attack spell and uses the Spell Aiming skill
      .NOTE: Ball attacks 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. This spell is a bit easier to aim and does more damage
      than the cold version, but some creatures are elementally more resistant
      to one form of attack than another.
      
909
      
      Tremors
      Causes the earth in the area to begin shaking in a very minor earthquake.
      Everyone in the area must make a roll to remain standing. Note that the
      effect is actually an illusion, the disruption is not in the earth but in
      the magical aura. As such no structural damage will result and the caster
      is completely immune to the effect. The tremors may then result in several
      aftershocks with similar effects.
      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.
      
910
      
      Major Shock
      A bolt of lightning is shot from the palm of the caster. This is an
      elemental attack spell and uses the Spell Aiming skill.
      NOTE: 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 also do about
      twice as much damage. Like minor shocks, major shocks are inversely
      affected by armor.
      
911
      
      Mass Blur
      DURATION: 30 seconds per level
      Causes all characters in the caster's group to appear blurred to
      attackers, thus giving a +10 to DS. This is cumulative with other
      defensive effects.
      NOTE: The caster must be the leader of the group, thus all who have JOINed
      the caster (or the caster did HOLD HANDS with) will benefit from this
      spell. Note that the effect remains on everyone even if the group breaks
      up, until the duration is reached. The spell does not affect dead
      individuals in the group.
      
912
      
      Call Wind
      Causes a vicious wind to erupt in the area. All in the area must make a
      roll to remain standing. Items on the ground may be swept away by the
      wind. The violent, swirling wind will also cause all combatants to lose
      their positioning, which causes their stance to become less defensive. The
      caster is unaffected.
      NOTE: Very effective at rendering a foe vulnerable to attack.
      
913
      
      Death Cloud
      DURATION: 10 rounds
      This spell produces a much more potent version of the Stun Cloud (904)
      which delivers a Rank 9 injury on rounds 1 and 2, a Rank 7 on rounds 3 and
      4, a Rank 5 on rounds 5 and 6, a Rank 3 on rounds 7 and 8 and an Rank 1 on
      rounds 9 and 10.
      NOTE: The rules for the stun cloud apply for the death cloud as well. The
      death cloud, however, is more unpredictable than the stun cloud and is
      more likely to move into an adjacent area. The cloud is also borderline
      unstable and many times will disperse prematurely in a dazzling, but
      harmless, light show. However, the death cloud delivers the most severe of
      injuries in its early stages that can kill most anything outright if it
      connects; use with extreme caution!
      
914
      
      Fire Storm
      DURATION: 10 seconds per level
      Causes a rain of fire to fall in the area for the duration of the spell.
      Each combatant in the room must make a roll to avoid being struck by one
      of the fire balls. If hit, a Rank 3 heat injury results. The firestorm
      requires 1 round to form.
      NOTE: Unlike death cloud, this effect is much more predictable. Anyone
      caught in the area is likely to be affected (unlike the clouds which drift
      so much they sometimes affect no one).
      
915
      
      Weapon Fire
      Causes the target's weapon-in-hand to burst into flame and be destroyed.
      This causes a Rank 1 heat injury on the target.
      NOTE: This spell does not always work on magic, holy or cursed weapons.
      
916
      
      Invisibility
      DURATION: 30 seconds per level
      The caster becomes nearly invisible. So long as no sudden move is made,
      such as an attack, the caster is immune from detection except by magical
      means. This spell does not cloak smells or sounds, so some creatures will
      have no difficulty finding an invisible combatant, but will be confused by
      the conflict of senses.
      NOTE: Invisibility allows easy, undetected movement and positioning. When
      the combat rules are in effect, being invisible can give you a decided
      advantage in picking your fights.
      
917
      
      Boil Earth
      The ground beneath the target suddenly becomes molten. The target may
      receive damage depending on many factors. They may be knocked down and
      several attacks can occur.
      NOTE: Although other spells can achieve similar ends, Boil Earth is more
      difficult to cast because it requires precise control to affect a single
      selected target instead of the more diffuse targets of area spells which
      affect friend and foe alike.
      
918
      
      Duplicate
      This spell calls upon the elemental forces to replicate an inanimate
      object. This is a very tricky proposition and as such the spell has some
      limitations. Objects that are made from rare-earth elements (such as gems,
      silver, or gold) usually do not duplicate. Magical items, holy and cursed
      items are also resistant to this spell. On some occasions, when the Forces
      are especially powerful, such a duplication will succeed. When this spell
      fails, there is usually nothing to show for the effort -- sometimes a
      useless hunk of material will result and sometimes a very unstable version
      of the object will be created. However when it succeeds (as it usually
      does on simple objects), you will have an exact duplicate of the item.
      Once an item is duplicated, the mass of the two objects is divided leaving
      both incapable of being reduplicated. Attempts to do so will result in a
      pyrotechnic failure.
      NOTE: To find out what will duplicate and what won't requires trial and
      error; research on this is unreliable since it seems some wizards are
      better at duplication of certain items than others.
      
919
      
      Wizard Shield
      DURATION: 30 seconds per level
      The most powerful of defensive spells in the Wizard Circle. The Wizard's
      Shield will grant a +50 bonus to the target's DS.
      NOTE: Duration is cumulative.
      
920
      
      Call Familiar
      DURATION: 1 minute per level
      Once a wizard has obtained 20th level, he/she is usually expected to be
      seen with a familiar, though this often takes longer since learning this
      spell requires quite an investment in research. The Call Familiar spell
      will summon forth a small animal (such as a falcon, wolf, etc.) at random
      to be the familiar of the caster for the duration of the spell. The type
      of creature which appears is dependent on the local inhabitants of the
      area the caster is in.
      A familiar can be commanded to perform a few simple tasks, and the wizard
      can see through the eyes of the familiar at any time. Although a familiar
      is not useful as a weapon, it can be used for information gathering and as
      a messenger. Different types of familiars have different types of
      abilities, strengths and weaknesses.
      The premature death of a familiar can stun a wizard. However if the wizard
      should die, a familiar will attempt to seek help on its own, though this
      is not always effective. Sometimes a familiar will find a character and
      try to get him/her to come to your aid, sometimes the familiar will even
      find other folk who can help.
      NOTE: For details on how to command a familiar, see the information at the
      end of this article. Note that if you log off GemStone, either by QUIT or
      by disconnection, the familiar will still stay in the world and wait for a
      short time. Sometimes the hold on a familiar will be broken for some
      unfathomable reason. This type of break will not stun your character,
      however you will have to call a new familiar. This usually happens when
      random elemental forces interfere with the relationship.
      
925
      
      Enchant Item
      This spell, when cast upon a properly tempered weapon, armor, or shield,
      will enchant the item to +5 of its former bonus. The tempering process is
      one requiring great skill on the part of the wizard, and will require a
      special potion. Many different potions are available, of varying
      qualities, so the wizard must choose the type of potion with care in order
      to ensure a successful enchantment.  To temper an item, the wizard
      should POUR POTION ON <item>. Tempering can take time, and
      different potions will cure at different rates. The time required for the
      tempering process to complete, will become clear at the time that the
      potion is applied. Once tempered, an Enchant Item spell should be cast
      directly at the item to be enchanted. Casting of the spell should not be
      delayed too long after the tempering has cured, otherwise there may be
      unexpected results.
      Tempered items undergo extreme changes to their structure, and cannot be
      used in combat while they are in this state, lest they shatter. Armor too
      will become very stiff and brittle while tempered, and will not be
      wearable.
      Enchanting is an intricate process requiring great involvement on the part
      of the wizard. A wizard must always do the tempering for him or herself.
      One wizard cannot enchant an item which has been tempered by another
      wizard, without re-tempering it first.
      Most armor and weapons can be enchanted, even if they already have some
      magical ability from another source. Such previous magical items, however,
      will prove to be more difficult to temper, and some items will not be
      enchantable. Similarly, it will be somewhat more difficult for one wizard
      to temper an item which has been worked on by another wizard. For best
      results, an item should be enchanted by one wizard only.
      The chances of enchantment are directly related to the wizard's own level,
      along with the current bonus of the item being enchanted, and the quality
      of its tempering. A failure of this spell can result in the destruction of
      the item, so it should not be attempted in crowded areas, lest injuries to
      local bystanders be a result.
      The wizard must decide how far they are willing to push their luck when
      trying to get an item to a very high bonus. Each tempering and enchantment
      cycle incurs time, expense and a certain amount of risk. As a wizard grows
      in level, his or her ability to enchant to higher levels
      "safely" will also increase. A wizard can make certain
      trade-offs on tempering time (which can vary from pretty short to REALLY
      long) and risks, by choosing a potion that best fits his or her
      requirements. Learning how potions affect the enchantment process will
      make a big difference in the wizard's ultimate success.
      The maximum bonus attainable by this spell is +50.
      
930
      
      Familiar Gate
      This spell opens a magical portal between the caster and his/her familiar.
      Not all areas accessible by familiars can be accessed using this spell.
      The gate may allow a limited number of people to pass through with the
      caster. After the maximum number of people have crossed the gate, the
      caster crosses, or a short time period passes the gate will close.
      
950
      
      Unknown
      (This spell must be discovered by the advanced Wizard.)
      
Commanding a
      Familiar
      A familiar can be controlled with some simple commands. Because the
      creature is not intelligent, it can only perform a limited number of
      actions. The communication path is mental, so contact is maintained even
      if your familiar is in another area. A familiar can speak with your voice
      (albeit poorly).
      General format:
      TELL FAMILIAR TO {command sequence}
      TELL FAMILIAR TO LOOK
      You will see what the familiar sees regardless of where it is.
      TELL FAMILIAR TO GO NORTH
      The familiar will travel in a given direction if possible.
      TELL FAMILIAR TO GO THROUGH DOOR
      The familiar will travel through the door if possible.
      TELL FAMILIAR TO FIND Reline
      The familiar will attempt to find a given character. This can take some
      time, and some creatures are suited to outdoor searches (like hawks). If
      they find the character, they will follow him/her and you will be
      notified. Otherwise they will continue to search forever until you either
      give them another command, tell them to return, or the spell wears off.
      Note that certain areas are inaccessible to some (or all) familiars.
      TELL FAMILIAR TO RETURN
      Causes the familiar to try and return to your location. Because of the
      mental bond, this is usually easier for the familiar to do than to seek
      another character. The familiar will follow you until instructed
      otherwise.
      TELL FAMILIAR TO SAY Bardon, come to the gates!
      You channel your voice through the familiar. This is a difficult thing to
      accomplish and may incur a roundtime.
      TELL FAMILIAR TO WATCH
      With this command your mind will be linked with that of your familiar,
      allowing you to see what the creature sees. If the familiar is in a
      different room/area than you are, anything that happens will appear on
      your screen as well. To help differentiate the messages, those events
      which are being seen by the familiar will be in ANSI underline mode IF you
      have the MonsterBold flag set and have a terminal program which can
      display ANSI. Note that some terminal programs use bold for underline.
      To break this link, simply tell the familiar to STOP WATCHING.
      Keep in mind that if the familiar is in the same room/area with you, then
      you will not receive both points of view (because they would be
      identical).
      TELL FAMILIAR TO GET THE WAND
      Some creatures are capable of picking up an item (usually in their mouth)
      and carrying it for you. Most will avoid sharp objects that might hurt
      them if they tried to pick it up with their mouth, and telling an animal
      to pick up food usually doesn't last long. Simply tell the familiar to
      DROP the item when you want it back. You can use some familiars to
      courier objects to other players in this way.
      TELL FAMILIAR TO SLEEP
      If a familiar is getting on your nerves, tell it to sleep and it will hush
      up and snooze a bit. Telling it to do anything else will wake the familiar
      back up.
      TELL FAMILIAR TO LEAVE
      If you tell your familiar to leave, the spell will be broken.
      Other commands, such as SIT, STAND, FLY, LAND,
      etc. are also possible.