[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Back to Main]
Casting phase will momentarily cause some portals to "fade" from existence, allowing the Sorcerer to pass through them briefly. Using CHANNEL on a container allows the sorcerer to reach into closed containers and possibly remove an item.
When cast at a non-corporeal creature, the Phase spell will turn it into a corporeal creature for 20 seconds + 3 seconds per warding failure. If cast at a creature with the ability to phase out of existence (banshees & Ithzir, for example) it will be prevented from doing so for the duration of 20 seconds + 3 seconds per warding failure. This only applies to creatures with unnatural hiding ability. Creatures with ?natural? hiding abilities like forest bendiths will not be prevented from hiding while under the effects of phase.
Phase can also be used on items in the sorcerer's inventory that are not worn. When cast at an item under 10 pounds that the sorcerer is carrying or has in their inventory, the Phase spell will make it weightless for 10 minutes + 6 seconds per sorcerer spell rank. Any items over 10 pounds will require training in Sorcerous Lore, Demonology, increasing by an additional 2 pounds with 3 ranks to a maximum additional weight increase of 34 pounds at 187 ranks (seed 3 of the summation chart). The maximum amount that anyone will be able to phase will therefore be 44 pounds. When cast at locked containers the spell will take into account the weight of the container and all its contents rather than just the weight of the container itself.
Casting Phase, Elemental Dispel, or Spiritual Dispel at an item that has been phased will dispel the phase. If the sorcerer drops the item that has been phased, this will also dispel the effects.
Note: Phased gear, such as weapons or wands, cannot be activated while in a phased state. Also, the self-cast version of this spell is intended to provide protection against creature maneuver attacks. This portion of the spell, however, will be going live concurrently with the maneuver system overhaul.
Successful Cast:
The finger-bone becomes somewhat insubstantial and appears lighter.
Unphased:
Your yellowed finger-bone flickers in and out of existence for a moment but then stabilizes. It seems heavier.
[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Top]
The story surrounding 712 can be found here
Duration: 600 seconds +60 seconds for every Sorcerer spells known
Type: Defense/Attack
Cloak of Shadows does two things. Firstly it acts as a defense to the caster, cloaking him or her in shadows by providing the caster +25 Defense Strength (DS), +1 DS per Sorcerer spell ranks over 712, max at level. Additionally, Cloak of Shadows provides +20 Sorcerer Target Defense (TD), +1 for every 10 Sorcerer spells know over 712, max at level.
Due to the increasing bonuses of this spell, the mana cost is a base of 12, +1 for every 3 additional DS.
The second benefit of this spell is its retribution effect. The Sorcerer must cast Cloak of Shadows at themselves, then CHANT RETRIBUTION <spell number>, which causes the chanted spell to be cast at the target if the Sorcerer endures a physical attack. This retribution effect is a result of Demonology, which is not a sure science. The Sorcerer will not be able to always ensure that this retribution will be willing to strike the attacker for him.
Increased training in Sorcerous Lore, Demonology will aid the Sorcerer in ensuring the demon does his bidding. The Sorcerer well-versed in Demonology Lore may also find that this retribution is more easily able to strike his attacker. If the retribution is used in conjunction with a spell that does not allow the Shadow to strike out against a target (such as 130), it may still feel the need to do so and will turn upon its master.
Area affected spells, such as Quake or Major Elemental Wave, will not work with this spell.
Overtraining in Sorcerer spell ranks does not yield additional bonus past the caster's level.
A garrote attacker is subject to the Cloak of Shadows chant retribution effect when the victim wearing CoS is stunned.
Of note is that 50 ranks of demonology lore is what is needed to reduce 712 to is minimum failure of 5%. The higher level of spells you chant into your cloak, the more it will lash back so this is not allows a 5% failure rate. But when using low level spells, you will see that the failure rate is around 5%.
[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Top]
Type: Attack
This spell allows a Sorcerer to summon a demonic force to do battle with the target of the spell. The demonic force, however, seeks some source for its rage and will turn on its summoner if it cannot successfully attack its target.
Control of this demon requires concentration in order to keep the demon's rage focused on the target. This concentration is enhanced by stance (the more offensive the better) and a sleeping or stunned target. All of these factors can decrease the Target Defense (TD) of the target.
The caster's concentration can be broken by their stance (more difficult to concentrate in defensive stances), injuries, being asleep or stunned, and having a spell prepared. Leaving the area the target is in can also lead to breaking the Sorcerer's concentration. All of these factors can increase the Target Defense (TD) of the target, which can create a potentially dangerous situation for the Sorcerer.
A Sorcerer with increased knowledge of Sorcerous Lore, Demonology will more easily be able to undertake spell preparation while controlling this force. If the Sorcerer does not have a spell in preparation, his skill may result in an increase in damage when the demon strikes.
The demon will remain in a raged state until either the target or the summoner is killed. It will then return to its demonic plane.
Also of note is that 100 ranks in demonology lore will fully train down the penalty for having a spell prepared to 0
[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Top]
Duration: 600 seconds + 20 seconds per Sorcerer spell known + 30 seconds per Sorcerous Lore, Demonology rank known
Minor and relatively weak, but chaotic, creatures from a demonic plane will be able to be summoned with this spell. Minor Summoning is the stepping stone in a Sorcerer's study of the demonic valences. The creatures summoned generally pose very little threat to the Sorcerer calling upon them and are usually summoned for menial tasks.
In order to summon a demon from the demonic plane, the Sorcerer must get a demon runestone and cast Minor Summoning at the runestone. The valence of demon summoned is dependant upon the type of runestone used. In order to see what kind of demon runestone you are using, use the READ RUNESTONE command. It is possible to summon a specific type of demon within that valence, but it is much more difficult.
Increased training in Sorcerous Lore, Demonology will allow the Sorcerer to have better command of the demons he or she summons. Demonology training will also allow Sorcerers to instruct their demons to carry more coins for them, hold more mana for them, and to perform several other tasks.
Additionally, 50 ranks of Demonology Lore allow a Sorcerer to summon a demon by just specifying valence without a chance of failure. 100 ranks of Demonology Lore allow a Sorcerer to summon a demon by specifying valence and demon arche-type without chance of failure.
Succesful Summoning:
Your trace an arcane sigil over your runestone while incanting. Your runestone glows momentarily and you succeed in opening an interplanar rift from which you manage to pull a skinny chalky white imp.
Summoning to soon after failure or Succesful Summoning:
You trace an arcane sigil over your runestone while incanting but you feel weak from your recent forays into interplanar summoning so nothing comes of it.
Failure to Summon:
You trace an arcane sigil over your runestone, in an attempt to summon a demon from Grik'tyr but something goes wrong resulting in the explosion of forces beyond your control over your runestone.
... 20 points of damage!
Arm jerked painfully upward.
You are stunned for 2 rounds!
Cast Roundtime 3 Seconds.
Third person Failure to Summon:
Hakwea traces an arcane sigil over his runestone, but something goes wrong, causing an explosion over his runestone.
... 15 points of damage!
Elbow wrenched.
He is stunned!
[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Top]
This summary is thanks to zombie hunter irvine. I yoinked it =p
-Type: Utility
-Duration: Immediate, pending completion of preparation
-Components: Chalks and a Rune Book
-Description: By manipulating the fabric oof 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-
[Phase][Cloak of Shadows][Torment][Minor Summoning][Planer Shift][Top]
Simutronics® is a registered trademark and service mark of Simutronics Corporation. All rights reserved. The GemStone ® IV game is copyright © 1987-2005 Simutronics Corp. All rights reserved. GemStone ® is a registered trademark of Simutronics Corp. All rights reserved.