[740 credits][740 release info][740 spell info][740 info]
This summary is thanks to zombie hunter irvine. I yoinked it =p. However it is a not needed anymore as the spell is released and new information is available. I'm just keeping it linked to just for record keeping and purposes like that.
-Type: Utility
-Duration: Immediate, pending completion of preparation
-Components: Chalks and a Rune Book
-Description: By manipulating the fabric of space, through the use of Planar Shifting (740) a Sorcerer will be able to create a rift through which the Sorcerer can immediately travel to "any" place in the known world. Yes, you heard me, anywhere. That includes interrealm travel. With the exception of teleport restricted rooms and other such spatial anomalies (The Rift, Major Sanct, etc), the Sorcerer will be able to travel to any individual room in Elanthia, instantaneously. For future reference, interrealm travel is travel between various realms, and intrarealm travel is within a single realm.
The transportation rift is dangerous, and the only way a Sorcerer will be able to pass through one is by creating a defensive runic summoning circle which will protect him or her from the dangerous energies of the rift. These will be drawn in special chalks, which range in quality. Only the most high quality chalks can be used to travel between realms, and they run a cost of 50k per chalk. Fortunately, these chalks are so high quality that most, if not all of the associated risks and dangers of Planar Shifting are negated. As far has been implied, the only failure of Interrealm is that the teleportation fails, and you lose 50k worth of chalk. For intrarealm teleportation, cheaper chalks can be used, but many other failures are now possible, because the cheaper chalks do not protect the Sorcerer from these failures as the expensive ones did. To the untrained eye, many would say that intrarealm seems more dangerous than interrealm, but this is due to the chalks, not the actual travel. It seems to have been implied that a Sorcerer can use the high quality chalks for intrarealm to negate failure rates, but that it would be economically illogical. There will be no interrealm transporting of groups, but intrarealm transportation of groups is possible.
The system for which the Sorcerer decides the location is a rune system. Each room in the game has an individual rune. A sorcerer must go to this room, and SENSE to learn the room. He or she does not learn it per say, but records it in a special book for logging these runes. This may or may not be the Enchiridion Valentia. If it isn't, it will be purchasable at the Guild. From the book, this rune is drawn into the summoning circle, taking a minimal amount of RT, about or less than 10. A sorcerer will be able to borrow and use a book made by another sorcerer, should the other feel the first is trustworthy. These books must be bonded to in order to ?sense? a new rune into the book. Once bonded, no other Sorcerer can bond to the book, but anyone can use the runes already in the book. Also, should a Sorcerer unbond with the book, it becomes permanently unbondable in the future, but still usable by anyone. An unbonded book cannot have runes added to it. Bonding with books will not be hard, lengthy or annoying, but that is all we know at this point. You can own as many unbonded books as you like, but can only be bonded to one at a time, so as to prevent mass marketing of rune books.
As stated, chalks will be used to create the defensive circle. These chalks so far will exist in two qualities, high and low. High quality is REQUIRED for interrealm transport, and cost 50k per use. Low quality and apparently high quality can both be used for intrarealm, and the low quality will cost what Nilven called a ?trivial amount.? Should Nilven?s words be true, this means that the cost for using the intrarealm portion will not be significantly draining in cost at all. These chalks will be purchasable at standard magic or alchemist stores, and probably at the Guild Stores. Whether there is a range of quality further than just low and high has not been specified, but it seems possible. These chalks can be purchased in a multiuse form, to save on space. This will mean the components for this spell will be limited to a book and two pieces of chalk, one for interrealm and one for intrarealm, which should alleviate concerns of adding too much bulk to our already filled component satchels.
The actual process of this spell is the following. The defensive circle is drawn with the chalks. The locational rune is to be included within the defensive circle, but Nilven has not stated that if this is done simultaneously, or as a secondary step. Either way, drawing of the defensive circle will take a minimal RT, estimated around 10 seconds by Nilven. Once the circle is completed, the Sorcerer must merely cast 740, and the spell will take effect. It is assumed that, after entering the command to cast the spell and succeeding, the Sorcerer will then immediately be in the new location.
Success factors have been released for both Inter and Intra versions of this spell. Interrealm will have a base 90% chance of success. This can only be increased further in one way, through Demonology training. Failure of interrealm hasn?t been specifically stated, but it seems as though it will simply fail outright, with no other consequences. As for intrarealm, factors for success include: sorcerer spell ranks, discipline, aura, wisdom, and elemental and spiritual mana control ranks. Sorcerer spell ranks will have significant importance to the success of the spell, and mana control ranks have been stated as having a much less important role comparatively, but no word on the importance of the various stats. Demonology will not aid in success for intrarealm, rather, it will allow group transport as an option, but how exactly this will occur has not been specified. The failures for intrarealm will most likely be more catastrophic than interrealm, but also have not been specified. Encumbrance will have NO sway on the success of this spell, meaning it can be used to haul large amounts of loot, equipment, junk etc. from place to place in safety. There will be NO Necromancy in this spell.
On an interesting note, the success rate for the intrarealm portion of this spell is identical to that of Wizard?s Gate, with one exception. Level plays no role in this spell, and in its place in the success equation is Mana Controls. A sorcerer 1xed in both controls will effectively be as though his or her level were being added to the spell as if it were Wizard?s Gate. A lower amount will give less of a bonus, and a higher amount giving more. Through this, a Sorcerer can effectively allow level to have an effect on this spell.
-Further Plans mentioned by Nilven:
This spell, being that it precedes Pegasus Transport, will most likely be setting the precedent for cost standards. Pegasus Transport will probably not be instantaneous, while 740 will be. As such, the cost for Peg Transport will likely be lower. But this is no expected to cause 740 to become obsolete. Should Peg Transport cause 740 to become useless, Nilven has stated that he will personally try to have 740 revamped to increase its usefulness, most likely in the form of a cost cut to the interrealm version?s chalks, or to allow group transport, but this is entirely conjecture and based on things that cannot be predicted at this time.
Nilven has basically said that if we WANT chalk making to be part of alchemy/guild alchemy, it can be so. He also said that because the cost of buying the chalks is the balancing factor of the spell, chalk making will not cut a significant portion of their cost off, but that it will cut a little. He also said that the cost of intrarealm chalks is so low, that no one would want to bother. He then said that this may change for 750 chalks. Which means that when 750 comes out, the chalk price for its chalks CAN be significantly reduced through alchemy. Setting the system in place for these chalks would probably make the release of 750?s system easier, but that is just my own guess.
One more note, taken from the Spirit Slayer release-