Author: GS4-NAOS
Date: 7/11/2008 8:55:29 PM
Dateline 7/11/2008: DOUBTS, DISPELLED?
Perhaps, or perhaps not. Time will tell. Magic, on the other hand, certainly can be!
Powered by reworked core magic dispelling mechanics, 'new' mass dispel spells have been added to the Major Elemental and Major Spiritual spell circles. These, named Elemental Disjunction and Spiritual Abolition respectively, fill the previously empty 30th level slots.
Spells 530 and 230 will dispel a random number of spells from a target, favoring spells from the same sphere before out-of-sphere spells. Diligent training in the appropriate spell circle (Major Elemental for spell 530, Major Spiritual for spell 230) helps to increase the minimum number of spells dispelled. Caster and target levels are also factored in determining the number of spells dispelled. At minimum one spell will always be dispelled.
For the purposes of in-sphere and out-of-sphere designation, spells from hybrid spell circles are considered to be in-sphere for both (e.g. Sorcerer Base spells are considered in-sphere for both Elemental and Spiritual dispels, Empath base spells are considered in-sphere for both Spiritual and Mental dispels, etc.).
The mana cost for these mass dispel spells is a static 30 mana.
With these new spells, and new core dispel mechanics, come some enhancements to spells 417 and 119, Elemental Dispel and Spiritual Dispel.
The mana cost for these spells is now reduced by one (1) mana per seventy-five (75) skill bonus in the mana control skill appropriate for the spell. Additionally, a chance to inflict nerve damage has been added when dispelling a prepared spell from a target as an added benefit.
The mana costs for dispelling a prepared spell or burning a target's mana remain a flat 17 mana, and are NOT affected by mana control skill training. The sphere interference cascade effect, triggered when single dispel spells of different spheres are used on the same target in combination, remains intact.
With the addition of spell 230 Spiritual Abolition, the 40th level Empath Base spell slot, previously home to the Empathic Dispel spell, has been freed for future development.
This message was originally posted in Magic Spells and Systems, Magic Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=15&message=2630
This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
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Showing posts with label empaths. Show all posts
Showing posts with label empaths. Show all posts
Regeneration (1150)
Author: GS4-ESTILD
Date: 4/29/2008 10:28:14 PM
Regeneration (1150):
Just as Kuon, the Green, once aided the lesser beings through the creation of healing herbs, it was through his patronage that Empaths were gifted with the Regeneration spell. Furthering his goal of allowing the races to help themselves, this skill came at a critical time in Empath history and allowed the healers to overcome a devastating malady that threatened their ability to transfer wounds from others.
Once activated, the Empath is surrounded in a cocoon of energy that greatly amplifies the body's healing process while also providing a small amount of protection. Specifically, this spell will instantly, then periodically, heal the Empath of all wounds, scars, and blood loss. While active, the caster takes reduced damage from critical attacks and the amount of protection can be increased by training in Mental Lore, Manipulation.
This spell can be used once per day, with extra uses granted at 50, 125, and 200 ranks of Mental Lore, Transformation. The regenerating effect lasts for 30 seconds and has a base interval of 6 seconds, reduced by 1 second for every 100 Spirit Mana Control skill.
This ability can also be activated with the REGENERATE verb while stunned, immobilized or webbed; although, this does not remove the status condition.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3575
Date: 4/29/2008 10:28:14 PM
Regeneration (1150):
Just as Kuon, the Green, once aided the lesser beings through the creation of healing herbs, it was through his patronage that Empaths were gifted with the Regeneration spell. Furthering his goal of allowing the races to help themselves, this skill came at a critical time in Empath history and allowed the healers to overcome a devastating malady that threatened their ability to transfer wounds from others.
Once activated, the Empath is surrounded in a cocoon of energy that greatly amplifies the body's healing process while also providing a small amount of protection. Specifically, this spell will instantly, then periodically, heal the Empath of all wounds, scars, and blood loss. While active, the caster takes reduced damage from critical attacks and the amount of protection can be increased by training in Mental Lore, Manipulation.
This spell can be used once per day, with extra uses granted at 50, 125, and 200 ranks of Mental Lore, Transformation. The regenerating effect lasts for 30 seconds and has a base interval of 6 seconds, reduced by 1 second for every 100 Spirit Mana Control skill.
This ability can also be activated with the REGENERATE verb while stunned, immobilized or webbed; although, this does not remove the status condition.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3575
Troll's Blood (1125)
Author: GS4-ESTILD
Date: 4/23/2008 8:26:31 AM
Troll's Blood (1125) has been updated to share the same lore benefit as other healing spells. Specifically, when it heals a wound, there is a chance, based upon skill in Spiritual Lore, Blessings, that it will also heal the scar. Group members will also receive this benefit based upon the Empath's skill.
For more information on the exact formula, please review the announced updates of the Spiritual Lore Review at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3563
Date: 4/23/2008 8:26:31 AM
Troll's Blood (1125) has been updated to share the same lore benefit as other healing spells. Specifically, when it heals a wound, there is a chance, based upon skill in Spiritual Lore, Blessings, that it will also heal the scar. Group members will also receive this benefit based upon the Empath's skill.
For more information on the exact formula, please review the announced updates of the Spiritual Lore Review at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3563
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 4/11/2008 10:50:06 PM
The Empath spell circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2559
Date: 4/11/2008 10:50:06 PM
The Empath spell circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2559
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 4/6/2008 11:49:38 AM
The Major Spiritual circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2528
Date: 4/6/2008 11:49:38 AM
The Major Spiritual circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2528
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 3/25/2008 8:00:35 PM
The Minor Spirit lore updates are now live. The Major Spirit, Cleric and Empath circles are in QC and should be following suit within a few weeks. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
In addition, the following, unmentioned changes will be included with their respected circles:
Call Lightning (125):
The cloud will now dissipate when the caster dies or logs out.
Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.
Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.
Empathy (1108):
This spell was incorrectly using Mental Lore, Manipulation and Spiritual Lore, Spirit Summoning for its lore bonus. It has been corrected to use Mental Lore, Telepathy.
Troll's Blood (1125):
Spiritual Lore, Blessings will no longer reduce the interval of this spell's effect. It will now be determined by Spirit Mana Control at the rate of (SMC skill / 25).
Lore Application
Lastly, a new standard is being applied to all lore benefits. When calculating lore ranks, it will now use effective lore ranks, which is calculated by determining if the spell is native to the caster. If the spell is not, then Major spell circles will apply a divisor of 2 and Profession spell circles will apply a divisor of 3. Mana Controls will also test nativity and apply a divisor of 2 to all outside casters (although Raise Dead (318) is exempt from this rule). Minor spell circles are not subject to this design. For example, if a Sorcerer was casting Bless Item (304) from a scroll, only 1/3 of their Spiritual Lore, Blessings lore ranks would count for the lore benefit. Enhancive items which grant spell knowledge do consider the caster as knowing the spell, so full lore ranks do count. The Major Spiritual, Cleric, and Empath spell circles have all been updated to this design and other circles will be following suit in the coming month.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2416
Date: 3/25/2008 8:00:35 PM
The Minor Spirit lore updates are now live. The Major Spirit, Cleric and Empath circles are in QC and should be following suit within a few weeks. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
In addition, the following, unmentioned changes will be included with their respected circles:
Call Lightning (125):
The cloud will now dissipate when the caster dies or logs out.
Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.
Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.
Empathy (1108):
This spell was incorrectly using Mental Lore, Manipulation and Spiritual Lore, Spirit Summoning for its lore bonus. It has been corrected to use Mental Lore, Telepathy.
Troll's Blood (1125):
Spiritual Lore, Blessings will no longer reduce the interval of this spell's effect. It will now be determined by Spirit Mana Control at the rate of (SMC skill / 25).
Lore Application
Lastly, a new standard is being applied to all lore benefits. When calculating lore ranks, it will now use effective lore ranks, which is calculated by determining if the spell is native to the caster. If the spell is not, then Major spell circles will apply a divisor of 2 and Profession spell circles will apply a divisor of 3. Mana Controls will also test nativity and apply a divisor of 2 to all outside casters (although Raise Dead (318) is exempt from this rule). Minor spell circles are not subject to this design. For example, if a Sorcerer was casting Bless Item (304) from a scroll, only 1/3 of their Spiritual Lore, Blessings lore ranks would count for the lore benefit. Enhancive items which grant spell knowledge do consider the caster as knowing the spell, so full lore ranks do count. The Major Spiritual, Cleric, and Empath spell circles have all been updated to this design and other circles will be following suit in the coming month.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2416
Major Sanctuary (220) Updated!
Author: GS4-OSCURO
Date: 2/23/2008 4:17:51 PM
Major Sanctuary (220) has been updated to include 39 new sanctuary options corresponding to natural lesser spirits (the same as the subtypes for spirit servants). Additionally, a caster can select which natural sanctuary they will arrive in by using a runestone inscribed with the appropriate common rune (use the RUNE command for more information on how to create runestones). If the caster is not converted to a deity, then a cast of Major Sanctuary will result in him arriving in a sactuary created by lesser spirits local to the realm.
The Luukos sanctuary has been renamed from "Cavern Sanctuary" to "Underground Sanctuary" to not be confused with the "Cavern Sanctuary" associated with cavern spirits.
A huge "thank you" to GM Thandiwe for writing the descriptions for these rooms.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1884
Date: 2/23/2008 4:17:51 PM
Major Sanctuary (220) has been updated to include 39 new sanctuary options corresponding to natural lesser spirits (the same as the subtypes for spirit servants). Additionally, a caster can select which natural sanctuary they will arrive in by using a runestone inscribed with the appropriate common rune (use the RUNE command for more information on how to create runestones). If the caster is not converted to a deity, then a cast of Major Sanctuary will result in him arriving in a sactuary created by lesser spirits local to the realm.
The Luukos sanctuary has been renamed from "Cavern Sanctuary" to "Underground Sanctuary" to not be confused with the "Cavern Sanctuary" associated with cavern spirits.
A huge "thank you" to GM Thandiwe for writing the descriptions for these rooms.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1884
Spirit Servant (218) Updated
Author: GS4-OSCURO
Date: 2/18/2008 7:25:31 PM
The spell Spirit Servant (218) can now be used to summon a new type of servant: snow servants (also with "glacier" and "alpine" sub-varieties).
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1874
Date: 2/18/2008 7:25:31 PM
The spell Spirit Servant (218) can now be used to summon a new type of servant: snow servants (also with "glacier" and "alpine" sub-varieties).
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1874
Recipe Adjustments
Author: GS4-NAOS
Date: 2/10/2008 11:07:10 AM
The following recipes have been adjusted to be taught at rank 50 and to include the CHANNEL process to support training at and beyond rank 50 in the Trinkets skill. All players will be assigned to see a skilled master at rank 50 in Trinkets to receive one of these recipes. Skilled masters will update old versions of these recipes in recipe tomes as usual.
a blue crystal
The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered snake-head cowrie shell, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.
The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered pale water sapphire, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.
a slender mithril wand
The recipe given is as follows: add crystalline solution, add tufted hawk-owl ear from giant hawk-owls, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.
The recipe given is as follows: add crystalline solution, add 4 doses of shelfae crest from shelfae chieftains, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.
Additionally, to address the same issue in the Potions skill, a new recipe has been added at rank 50 for Wizard and Sorcerer. A similar recipe is forthcoming for Clerics and Empaths. All players will be assigned to visit the skilled masters at rank 50 in Potions to receive this recipe.
a glowing brilliant silver potion
The recipe given is as follows: add water, add 3 doses of ayana leaf, simmer, add 3 doses of centaur hide from centaurs, boil, add powdered yellow sapphire, infuse mana, add t'ayanad crystal, channel lifeforce and chant the Mass Elemental Defense spell.
Again, this issue remains OPEN for Clerics and Empaths at or beyond rank 50 in Potions, but a recipe is currently in the works. Hopefully, we'll have it for you ASAP. :)
--
Naos
This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=6361
Date: 2/10/2008 11:07:10 AM
The following recipes have been adjusted to be taught at rank 50 and to include the CHANNEL process to support training at and beyond rank 50 in the Trinkets skill. All players will be assigned to see a skilled master at rank 50 in Trinkets to receive one of these recipes. Skilled masters will update old versions of these recipes in recipe tomes as usual.
a blue crystal
The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered snake-head cowrie shell, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.
The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered pale water sapphire, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.
a slender mithril wand
The recipe given is as follows: add crystalline solution, add tufted hawk-owl ear from giant hawk-owls, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.
The recipe given is as follows: add crystalline solution, add 4 doses of shelfae crest from shelfae chieftains, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.
Additionally, to address the same issue in the Potions skill, a new recipe has been added at rank 50 for Wizard and Sorcerer. A similar recipe is forthcoming for Clerics and Empaths. All players will be assigned to visit the skilled masters at rank 50 in Potions to receive this recipe.
a glowing brilliant silver potion
The recipe given is as follows: add water, add 3 doses of ayana leaf, simmer, add 3 doses of centaur hide from centaurs, boil, add powdered yellow sapphire, infuse mana, add t'ayanad crystal, channel lifeforce and chant the Mass Elemental Defense spell.
Again, this issue remains OPEN for Clerics and Empaths at or beyond rank 50 in Potions, but a recipe is currently in the works. Hopefully, we'll have it for you ASAP. :)
--
Naos
This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=6361
Spiritual Lore Review - Preview
Author: GS4-ESTILD
Date: 12/7/2007 7:28:16 AM
The conversion to GemStone IV brought many new things to our gaming environment and one important aspect was the inclusion of lores. The intent and design has always been that these skills would offer diversification between characters of the same profession. To further enhance this aspect of Spiritual magic, we have performed a review of the spiritual lores to identify new lore applications. Listed below are some of our planned updates. Please read carefully, as even though this is a lore review, some spells such as Spirit Guide (130) are receiving other updates.
If a spell is not listed and currently has a lore benefit, the benefit will remain as is. If a spell is not listed and currently has no lore benefit, then no new benefit is planned. If a spell is listed, the new benefit will replace the existing benefit unless noted otherwise.
Disease Resist (104):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a disease. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
Poison Resist (105):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a poison. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
Spirit Fog (106):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 40 ranks to cause the fog, when cast, to gather around the caster, concealing their form. After thirty seconds, the fog will dissipate, revealing the caster.
* The fog will continue to provide a bonus to hiding and defense while present, regardless of the lore benefit.
* The duration of this spell will be updated to be 1200 + 60 seconds per Minor Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Spirit Warding II (107):
Training in Spiritual Lore, Blessings provides a chance to temporarily experience a +25 boost in a warding attempt. The chance of success is 1% at 10 lore ranks, and has a maximum of 12% at 186 lore ranks.
Locate Person (116):
Training in Spiritual Lore, Spirit Summoning allows the caster to locate others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim. In addition, at 30 ranks of lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.
Spirit Strike (117):
Training in Spiritual Lore, Blessings allows for a chance for the spell to remain active for an additional attack. The chance is 3% at 5 lore ranks, and has a maximum of 48% at 200 lore ranks. Each subsequent attack reduces the chance by half.
Call Lightning (125):
In addition to the existing benefit, at 80 ranks of Spiritual Lore, Spirit Summoning, the spell is able to be cast indoors. Rangers with Nature's Touch (625) active can reduce this number to 40 to cast indoors.
Spirit Guide (130):
Training in Spiritual Lore, Spirit Summoning decreases the random range of the landing location.
* This spell will also be updated to factor in Physical Fitness to reduce the number of cycles of the nausea. Spirit Mana Control will reduce the severity of the sickness.
Light (205):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Darkness (206):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Living Spell (208):
* Training in Spirit Mana Control will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.
Untrammel (209):
Training in Spiritual Lore, Blessings unlocks an ability at 10 ranks to create a persistent effect upon the caster. The duration is 600 + 30 seconds per Major Spiritual spell rank. While active, the caster will receive a second attempt (warding or maneuver) to avoid being webbed.
Silence (210):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 20 ranks which allows the caster to silence multiple targets with a single cast. Each additional target beyond the first requires an additional 20 lore ranks.
Bravery (211):
Training in Spiritual Lore, Blessings unlocks an ability at 50 ranks to cast a group version of the spell which lasts 60 seconds.
Interference (212):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
Heroism (215):
In addition to the existing benefit which boosts the self-cast bonus, training in Spiritual Lore, Blessings unlocks an ability at 65 ranks to cast a group version of the spell which lasts 60 seconds.
Frenzy (216):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward this spell at a rate of +1 at 1 lore rank, and has a maximum of +19 at 190 lore ranks.
Mass Interference (217):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
Spell Shield (219):
Training in Spiritual Lore, Blessings unlocks an ability at 80 ranks to cast a group version of the spell which lasts 120 seconds.
Prayer of Holding (301):
Training in Spiritual Lore, Religion increases the spell's strength when a target is held.
Smite/Bane (302):
Training in Spiritual Lore, Religion increases the minimum and maximum damage when mana is infused.
Holy Bolt (306):
Training in Spiritual Lore, Religion unlocks an ability at 30 ranks which causes an acidic degeneration against undead when the target is hit.
Benediction (307):
Training in Spiritual Lore, Blessings, provides for a chance for the group to receive a +15 AS bonus on a given attack. The chance of success is 1% at 6 lore ranks, and has a maximum of 15% at 195 lore ranks.
Well of Life (308):
In addition to the existing benefit, training in Spiritual Lore, Blessings decreases the Cleric's recuperation period by one second per rank.
Neutralize Curse (309):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to neutralize a curse.
Remove Curse (315):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to remove a curse.
Curse (715):
Training in Spiritual Lore, Spirit Summoning increases the spell strength of a curse when used on items.
Healing spells (1102 - 1105, 1111 - 1115):
Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a rank 1 wound is cured. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
In addition, the formula of Mental Lore, Transformation reducing healing roundtime will be revisited. Level will no longer be a factor; it will now use Empathic spell ranks (capped at level). The previous reduction based upon level, and now spell ranks, will be slightly less than what it was before. However, the reduction based upon Transformation lore will increase to one second for every three ranks.
Adrenal Surge (1107):
Training in Spiritual Lore, Blessings unlocks an ability to restore lost stamina when cast. At 15 lore ranks, 25 stamina is stored. At 35 lore ranks, 50 stamina is restored. At 65 lore ranks, all stamina is restored. There is a cooldown period of 5 minutes when using this benefit.
Empathic Assault (1110):
* The current benefit when using Mental Lore, Divination will be replaced by Mental Lore, Manipulation. The current benefit when using Mental Lore, Manipulation will be replaced by Mental Mana Control.
Cry for Help (1116):
Training in Mental Lore, Telepathy will unlock an ability at 30 ranks so that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the area in which the Empath cast this spell.
Herb Production (1118):
Training in Spiritual Lore, Spirit Summoning allows the caster to specify an herb for an attempt to produce it. The rarity of the herb affects the chance of success.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1982
Date: 12/7/2007 7:28:16 AM
The conversion to GemStone IV brought many new things to our gaming environment and one important aspect was the inclusion of lores. The intent and design has always been that these skills would offer diversification between characters of the same profession. To further enhance this aspect of Spiritual magic, we have performed a review of the spiritual lores to identify new lore applications. Listed below are some of our planned updates. Please read carefully, as even though this is a lore review, some spells such as Spirit Guide (130) are receiving other updates.
If a spell is not listed and currently has a lore benefit, the benefit will remain as is. If a spell is not listed and currently has no lore benefit, then no new benefit is planned. If a spell is listed, the new benefit will replace the existing benefit unless noted otherwise.
Disease Resist (104):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a disease. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
Poison Resist (105):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a poison. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.
Spirit Fog (106):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 40 ranks to cause the fog, when cast, to gather around the caster, concealing their form. After thirty seconds, the fog will dissipate, revealing the caster.
* The fog will continue to provide a bonus to hiding and defense while present, regardless of the lore benefit.
* The duration of this spell will be updated to be 1200 + 60 seconds per Minor Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Spirit Warding II (107):
Training in Spiritual Lore, Blessings provides a chance to temporarily experience a +25 boost in a warding attempt. The chance of success is 1% at 10 lore ranks, and has a maximum of 12% at 186 lore ranks.
Locate Person (116):
Training in Spiritual Lore, Spirit Summoning allows the caster to locate others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim. In addition, at 30 ranks of lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.
Spirit Strike (117):
Training in Spiritual Lore, Blessings allows for a chance for the spell to remain active for an additional attack. The chance is 3% at 5 lore ranks, and has a maximum of 48% at 200 lore ranks. Each subsequent attack reduces the chance by half.
Call Lightning (125):
In addition to the existing benefit, at 80 ranks of Spiritual Lore, Spirit Summoning, the spell is able to be cast indoors. Rangers with Nature's Touch (625) active can reduce this number to 40 to cast indoors.
Spirit Guide (130):
Training in Spiritual Lore, Spirit Summoning decreases the random range of the landing location.
* This spell will also be updated to factor in Physical Fitness to reduce the number of cycles of the nausea. Spirit Mana Control will reduce the severity of the sickness.
Light (205):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Darkness (206):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.
Living Spell (208):
* Training in Spirit Mana Control will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.
Untrammel (209):
Training in Spiritual Lore, Blessings unlocks an ability at 10 ranks to create a persistent effect upon the caster. The duration is 600 + 30 seconds per Major Spiritual spell rank. While active, the caster will receive a second attempt (warding or maneuver) to avoid being webbed.
Silence (210):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 20 ranks which allows the caster to silence multiple targets with a single cast. Each additional target beyond the first requires an additional 20 lore ranks.
Bravery (211):
Training in Spiritual Lore, Blessings unlocks an ability at 50 ranks to cast a group version of the spell which lasts 60 seconds.
Interference (212):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
Heroism (215):
In addition to the existing benefit which boosts the self-cast bonus, training in Spiritual Lore, Blessings unlocks an ability at 65 ranks to cast a group version of the spell which lasts 60 seconds.
Frenzy (216):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward this spell at a rate of +1 at 1 lore rank, and has a maximum of +19 at 190 lore ranks.
Mass Interference (217):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.
Spell Shield (219):
Training in Spiritual Lore, Blessings unlocks an ability at 80 ranks to cast a group version of the spell which lasts 120 seconds.
Prayer of Holding (301):
Training in Spiritual Lore, Religion increases the spell's strength when a target is held.
Smite/Bane (302):
Training in Spiritual Lore, Religion increases the minimum and maximum damage when mana is infused.
Holy Bolt (306):
Training in Spiritual Lore, Religion unlocks an ability at 30 ranks which causes an acidic degeneration against undead when the target is hit.
Benediction (307):
Training in Spiritual Lore, Blessings, provides for a chance for the group to receive a +15 AS bonus on a given attack. The chance of success is 1% at 6 lore ranks, and has a maximum of 15% at 195 lore ranks.
Well of Life (308):
In addition to the existing benefit, training in Spiritual Lore, Blessings decreases the Cleric's recuperation period by one second per rank.
Neutralize Curse (309):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to neutralize a curse.
Remove Curse (315):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to remove a curse.
Curse (715):
Training in Spiritual Lore, Spirit Summoning increases the spell strength of a curse when used on items.
Healing spells (1102 - 1105, 1111 - 1115):
Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a rank 1 wound is cured. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Scar Rank - | Wound Location - | Required Lore Threshold |
1 | Limbs | 10 |
| Nerves | 20 | |
| Head/Neck | 30 | |
| Body | 40 | |
2 | Limbs | 50 |
| Nerves | 60 | |
| Head/Neck | 70 | |
| Body | 80 | |
3 | Limbs | 90 |
| Nerves | 100 | |
| Head/Neck | 110 | |
| Body | 120 |
In addition, the formula of Mental Lore, Transformation reducing healing roundtime will be revisited. Level will no longer be a factor; it will now use Empathic spell ranks (capped at level). The previous reduction based upon level, and now spell ranks, will be slightly less than what it was before. However, the reduction based upon Transformation lore will increase to one second for every three ranks.
Adrenal Surge (1107):
Training in Spiritual Lore, Blessings unlocks an ability to restore lost stamina when cast. At 15 lore ranks, 25 stamina is stored. At 35 lore ranks, 50 stamina is restored. At 65 lore ranks, all stamina is restored. There is a cooldown period of 5 minutes when using this benefit.
Empathic Assault (1110):
* The current benefit when using Mental Lore, Divination will be replaced by Mental Lore, Manipulation. The current benefit when using Mental Lore, Manipulation will be replaced by Mental Mana Control.
Cry for Help (1116):
Training in Mental Lore, Telepathy will unlock an ability at 30 ranks so that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the area in which the Empath cast this spell.
Herb Production (1118):
Training in Spiritual Lore, Spirit Summoning allows the caster to specify an herb for an attempt to produce it. The rarity of the herb affects the chance of success.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1982
Alchemy Recipe Updates
Author: GS4-NAOS
Date: 11/17/2007 10:11:45 AM
A large number of Alchemy recipes have been updated.
The core of this update addresses the difficulty of collecting the large numbers of gems requried for training Potions and Trinkets skills. The majority of Alchemy recipes that previously used whole gems have been changed to use powdered versions of the same gem.
Additionally, the Alchemy shops in pure guilds will now stock a selection of powdered gems for sale. The gems available in a given guild are dependant on realm, and the requirements that profession has. If there are powdered gems that seem to be missing, and yet required in an Alchemy recipe, please post here and I will be happy to look into it.
Along with this update, the previously missed changes to Minor Spiritual recipes should now be live, including boil or simmer in many recipes that lacked either before.
As usual, ASK the skilled masters in your local guild hall to UPDATE your recipes books to have any recipes you have written updated.
--
Naos
This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5424
Date: 11/17/2007 10:11:45 AM
A large number of Alchemy recipes have been updated.
The core of this update addresses the difficulty of collecting the large numbers of gems requried for training Potions and Trinkets skills. The majority of Alchemy recipes that previously used whole gems have been changed to use powdered versions of the same gem.
Additionally, the Alchemy shops in pure guilds will now stock a selection of powdered gems for sale. The gems available in a given guild are dependant on realm, and the requirements that profession has. If there are powdered gems that seem to be missing, and yet required in an Alchemy recipe, please post here and I will be happy to look into it.
Along with this update, the previously missed changes to Minor Spiritual recipes should now be live, including boil or simmer in many recipes that lacked either before.
As usual, ASK the skilled masters in your local guild hall to UPDATE your recipes books to have any recipes you have written updated.
--
Naos
This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5424
Cure
Author: GS4-ESTILD
Date: 11/16/2007 1:57:28 PM
The Empath verb CURE has been updated. Previously, the caster would have to prepare the necessary healing spell, then would use this verb to specify which exact location to heal. Now, you can skip right to targeting the location and the verb will prepare the necessary spell automatically.
>cure right leg
You concentrate while murmuring the simple, mystical chant for Limb Repair...
Your spell is ready.
Your right leg feels better.
Cast Roundtime 3 seconds.
The Stormfront Injuries Panel has also been updated to make use of this new mechanic, instead of just preparing a spell. If a user clicks on a specific wound and knows the appropriate healing spell, it will act as though the user typed CURE. If you are currently logged in the game, you will need to log out and back in to make use of this new Stormfront feature.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1573
Date: 11/16/2007 1:57:28 PM
The Empath verb CURE has been updated. Previously, the caster would have to prepare the necessary healing spell, then would use this verb to specify which exact location to heal. Now, you can skip right to targeting the location and the verb will prepare the necessary spell automatically.
>cure right leg
You concentrate while murmuring the simple, mystical chant for Limb Repair...
Your spell is ready.
Your right leg feels better.
Cast Roundtime 3 seconds.
The Stormfront Injuries Panel has also been updated to make use of this new mechanic, instead of just preparing a spell. If a user clicks on a specific wound and knows the appropriate healing spell, it will act as though the user typed CURE
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1573
Empath Design Direction
Author: GS4-WARDEN
Date: 11/14/2007 8:29:17 PM
At the start of GS4, we announced that Empaths, as Mental-Spirit hybrids, would eventually be losing access to the Major Spirit list and gaining access to the Minor Mental list. At the time, Empaths were a strong service class with weak combat abilities, and our intention was that access to the Minor Mental list would help not only by emphasizing their hybrid Mental nature, but also by providing additional combat options to the class.
As part of our continued development of Empaths and looking forward to the Minor Mental list, we have re-evaluated the design direction and have decided to no longer pursue converting Empaths from Major Spirit to Minor Mental. This decision was not made lightly; it is based on a review of the current state of Empaths and the ramifications of the change in lists.
As we have continued development of Empaths in the years since the release of GS4, we have made substantial improvements to their combat abilities. Empaths can now hold their own in combat using spells such as Bone Shatter, Wither, Empathic Assault, and Harm. With Empaths no longer needing the Minor Mental list to address their shortcomings in combat, the need for and benefits of the conversion diminished substantially. The class is in good shape currently, and with the upcoming lore review, guild skills, and a handful of remaining open spell slots available for enhancing the class further, we consider making a foundational change to the class to be unwarranted. In a nutshell, we're following the maxim: if it ain't broke, don't fix it.
Some players may be wondering if this means the Minor Mental list is no longer planned for development. It absolutely is. Developing the Minor Mental list is one of our primary projects for 2008, in support of the release of the Monk class, and later, Savants.
This decision also does not mean that we no longer consider Empaths to be hybrids, or that their magic no longer has a Mental aspect to it. The Empath spell list (1100s) will certainly continue to reflect their Mental/Spirit hybrid nature in its spells.
Warden
This message was originally posted in Empaths, Developer's Corner - Empaths. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=2&message=1899
Date: 11/14/2007 8:29:17 PM
At the start of GS4, we announced that Empaths, as Mental-Spirit hybrids, would eventually be losing access to the Major Spirit list and gaining access to the Minor Mental list. At the time, Empaths were a strong service class with weak combat abilities, and our intention was that access to the Minor Mental list would help not only by emphasizing their hybrid Mental nature, but also by providing additional combat options to the class.
As part of our continued development of Empaths and looking forward to the Minor Mental list, we have re-evaluated the design direction and have decided to no longer pursue converting Empaths from Major Spirit to Minor Mental. This decision was not made lightly; it is based on a review of the current state of Empaths and the ramifications of the change in lists.
As we have continued development of Empaths in the years since the release of GS4, we have made substantial improvements to their combat abilities. Empaths can now hold their own in combat using spells such as Bone Shatter, Wither, Empathic Assault, and Harm. With Empaths no longer needing the Minor Mental list to address their shortcomings in combat, the need for and benefits of the conversion diminished substantially. The class is in good shape currently, and with the upcoming lore review, guild skills, and a handful of remaining open spell slots available for enhancing the class further, we consider making a foundational change to the class to be unwarranted. In a nutshell, we're following the maxim: if it ain't broke, don't fix it.
Some players may be wondering if this means the Minor Mental list is no longer planned for development. It absolutely is. Developing the Minor Mental list is one of our primary projects for 2008, in support of the release of the Monk class, and later, Savants.
This decision also does not mean that we no longer consider Empaths to be hybrids, or that their magic no longer has a Mental aspect to it. The Empath spell list (1100s) will certainly continue to reflect their Mental/Spirit hybrid nature in its spells.
Warden
This message was originally posted in Empaths, Developer's Corner - Empaths. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=2&message=1899
Major Sanctuary (220) Updated!
Author: GS4-OSCURO
Date: 11/13/2007 9:59:55 PM
Major Sanctuary (220) has been updated to include deity-specific messaging for casters that are CONVERTed to a particular god. The messaging upon entering and exiting the sanctuary, as well as the room descriptions themselves, are all affected. This is thanks to the talent of GM Thandiwe and GM Xayle.
Additionally, the duration on Major Sanctuary has been changed from 30 seconds per caster level to a base of 10 minutes + 30 seconds per rank in the Major Spiritual Circle.
The new spell description can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1534
Date: 11/13/2007 9:59:55 PM
Major Sanctuary (220) has been updated to include deity-specific messaging for casters that are CONVERTed to a particular god. The messaging upon entering and exiting the sanctuary, as well as the room descriptions themselves, are all affected. This is thanks to the talent of GM Thandiwe and GM Xayle.
Additionally, the duration on Major Sanctuary has been changed from 30 seconds per caster level to a base of 10 minutes + 30 seconds per rank in the Major Spiritual Circle.
The new spell description can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1534
Sanctuary Updates
Author: GS4-OSCURO
Date: 11/13/2007 1:37:54 PM
The spells Minor Sanctuary (213) and Song of Peace (1011) have received some updates. Many general sanctuary mechanics have been updated, as well. These updates include:
- The spells Calm (201), Living Spell (208), Silence (210), Bind (214), Slow (504), Sounds (607), Mass Calm (619), Holding Song (1001), Lullaby (1005) and Song of Noise (1017) are all now considered spells of war and cannot be cast in any form of sanctuary.
- Hiding is now allowed in sanctuaries.
- 213 and 1011 have been given a failure rate when cast in the presence of hostile creatures. All creatures over the level of the caster contribute to the failure rate based on the level difference. All creatures beyond the first that are at least 10 levels below the caster's level add a small amount to the failure rate. Training in Spirit Lore, Spirit Summoning for 213 and Mental Lore, Telepathy for 1011 reduces the failure rate of the spell.
- 213 has been changed to a base 10 minute duration.
- The caster of a 213-created Minor Sanctuary may now STOP 213 to end their sanctuary in 10 seconds.
- Sanctuaries now give a warning to the room shortly before they expire.
- Empaths and Clerics may SENSE a 213-created Minor Sanctuary.
- Scarab creatures (most commonly found when generated by traps) will now leave a sanctuary after they've left the body of the person that triggered the trap.
- Minor Demons previously could only interfere with the creation of 213 sanctuaries. This has been extended to 1011 sanctuaries.
- Abyran'sa demons can (as before) break 213 sanctuaries. Imps can now break 1011 sanctuaries.
- In the breaking and interfering formulas, the defender (sanctuary creator) has been given an opposing d100 roll, unlike before when only the sorcerer got a die roll. Additionally, a bug was fixed where the sanctuary strength was determined by Cleric spell ranks rather than Major Spiritual spell ranks. Previously, failing a break attempt was very unlikely. The new formula more properly examines the opposing casters' strength.
- Creatures now cast the same version of 213 as players rather than their own unique version. That is, they're now subject to the rules of casting, just like any other spell. This includes ability to fail due to armor hindrance as well as having their sanctuary interfered with or broken by a demon.
- A new item has been introduced; jagged glossy black shards, which have 3 charges (rubs) to break 213 or 1011 sanctuaries. These will start out as being released in small numbers through the treasure feeders, but will become available via Sorcerer Trinkets in Alchemy with GM Naos' next alchemy update, and (perhaps), by other means in the future. These items follow a similar breakage formula as demons, however the Magic Item Use skill increases the chance of breaking rather than sorcerer spells and demonology ranks.
The new spell descriptions for Minor Sanctuary and Song of Peace can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#213
http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1011
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1599
Date: 11/13/2007 1:37:54 PM
The spells Minor Sanctuary (213) and Song of Peace (1011) have received some updates. Many general sanctuary mechanics have been updated, as well. These updates include:
- The spells Calm (201), Living Spell (208), Silence (210), Bind (214), Slow (504), Sounds (607), Mass Calm (619), Holding Song (1001), Lullaby (1005) and Song of Noise (1017) are all now considered spells of war and cannot be cast in any form of sanctuary.
- Hiding is now allowed in sanctuaries.
- 213 and 1011 have been given a failure rate when cast in the presence of hostile creatures. All creatures over the level of the caster contribute to the failure rate based on the level difference. All creatures beyond the first that are at least 10 levels below the caster's level add a small amount to the failure rate. Training in Spirit Lore, Spirit Summoning for 213 and Mental Lore, Telepathy for 1011 reduces the failure rate of the spell.
- 213 has been changed to a base 10 minute duration.
- The caster of a 213-created Minor Sanctuary may now STOP 213 to end their sanctuary in 10 seconds.
- Sanctuaries now give a warning to the room shortly before they expire.
- Empaths and Clerics may SENSE a 213-created Minor Sanctuary.
- Scarab creatures (most commonly found when generated by traps) will now leave a sanctuary after they've left the body of the person that triggered the trap.
- Minor Demons previously could only interfere with the creation of 213 sanctuaries. This has been extended to 1011 sanctuaries.
- Abyran'sa demons can (as before) break 213 sanctuaries. Imps can now break 1011 sanctuaries.
- In the breaking and interfering formulas, the defender (sanctuary creator) has been given an opposing d100 roll, unlike before when only the sorcerer got a die roll. Additionally, a bug was fixed where the sanctuary strength was determined by Cleric spell ranks rather than Major Spiritual spell ranks. Previously, failing a break attempt was very unlikely. The new formula more properly examines the opposing casters' strength.
- Creatures now cast the same version of 213 as players rather than their own unique version. That is, they're now subject to the rules of casting, just like any other spell. This includes ability to fail due to armor hindrance as well as having their sanctuary interfered with or broken by a demon.
- A new item has been introduced; jagged glossy black shards, which have 3 charges (rubs) to break 213 or 1011 sanctuaries. These will start out as being released in small numbers through the treasure feeders, but will become available via Sorcerer Trinkets in Alchemy with GM Naos' next alchemy update, and (perhaps), by other means in the future. These items follow a similar breakage formula as demons, however the Magic Item Use skill increases the chance of breaking rather than sorcerer spells and demonology ranks.
The new spell descriptions for Minor Sanctuary and Song of Peace can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#213
http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1011
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1599
Meditate
Author: GS4-ESTILD
Date: 11/13/2007 11:11:10 AM
Meditate, profession-based or from a chrism effect, has been updated to no longer account for the player's stance in determining the bonuses it provides. In addition, attacks from creatures will now interrupt it.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1555
Date: 11/13/2007 11:11:10 AM
Meditate, profession-based or from a chrism effect, has been updated to no longer account for the player's stance in determining the bonuses it provides. In addition, attacks from creatures will now interrupt it.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1555
Mass Spells and Pets
Author: GS4-OSCURO
Date: 11/12/2007 10:53:58 PM
The spells Mass Elemental Defense (419), Mass Colors (611) and Mass Blur (911) have been updated to have more intelligent logic when dealing with creature casters and creature members of a player's group. When one of these spells is cast by a player or a creature group member, the spell will affect all members of the owner's group, including creatures. Creature group members include animal companions (630), animates (730), sympathetic creatures (1120) and escortees from the Adventurer's Guild tasks.
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1580
Date: 11/12/2007 10:53:58 PM
The spells Mass Elemental Defense (419), Mass Colors (611) and Mass Blur (911) have been updated to have more intelligent logic when dealing with creature casters and creature members of a player's group. When one of these spells is cast by a player or a creature group member, the spell will affect all members of the owner's group, including creatures. Creature group members include animal companions (630), animates (730), sympathetic creatures (1120) and escortees from the Adventurer's Guild tasks.
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1580
Teasure: Magical Items.
Author: GS4-ESTILD
Date: 11/12/2007 8:28:38 PM
The following spells have been added to the random treasure generator: Mass Interference (217), Divine Wrath (319), Empathy (1108), Wither (1115), and Cry For Help (1116).
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1572
Date: 11/12/2007 8:28:38 PM
The following spells have been added to the random treasure generator: Mass Interference (217), Divine Wrath (319), Empathy (1108), Wither (1115), and Cry For Help (1116).
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1572
Empath Spell Changes
Author: GS4-ESTILD
Date: 10/17/2007 9:20:19 PM
A number of significant changes have been made to Empaths' spell arsenal.
These changes include the ability to cast Heal (1101) at a target, causing it to become Harm. This should be a boon to starting Empaths and will provide experienced Empaths with a low mana, finishing attack. Like all war spells, you can INCANT to auto-select a target, but this also prevents you from using it to Heal (to restore blood loss). You can still use the spell in a sanctuary, but you must use CAST. There is pending update which once released will mimic the old functionality of incant.
Bone Shatter (1106) has been revised. Lower level Empaths will seen a significant increase in damage, while higher level Empaths will see a significant decrease in criticals. This will bring the spell more in line with its goal of being a low level attack spell. There is also a negative TD modifier when the spell is used against lower level targets.
Wither (1115) has been released. This is a new high level attack spell which replaces much of the lost effectiveness of the old Bone Shatter. It also removes many previous restrictions Empaths had in their hunting variety, as it is able to affect the undead.
More specific details, such as lore impact, of the spells can be read below in their official descriptions. Due to these changes, all Empaths will receive a free FIXSKILLS, which is to follow the normal policy of their application (does not stack with existing, unused FIXSKILLS, must be used before the next festival, etc).
Lastly, a huge thanks to: the Cleric/Empath team (GameMaster Warden, GameMaster Nilven, and GameMaster Oscuro) for their work in design, GameMaster Oscuro's work to convert beetles to BCS which were used in this release event and GameMaster Mestys for his quick review of the code, GameMaster Gyres for her awesome messaging of Harm (1101) and Wither (1115), GameMaster Thandiwe for her messaging work in the release event (you can thank her for the riddle!), and the players for their ideas and patience.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
Heal/Harm (1101)
Type: Utility/Attack
Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood. The amount of blood restored is subject to the Empath's First Aid skill, Empath spell ranks, and their level.
With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood. The duality of this spell is represented by its name - Heal/Harm.
[NOTE: Using the CURE command after preparing this spell will restore more Health Points than using the CAST command, but at a higher Mana Point cost.]
Bone Shatter (1106)
Type: Attack
Study of anatomy reveals the importance of bone structure. By utilizing this knowledge and the perceived state of need from such a mechanism for a number of living beings, Empaths manipulate the bones in their target causing them to instantly, and painfully, shatter. The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Mana Control. Training in Mental Lore, Manipulation provides for a chance to completely abolish the target's bone structure, resulting in instant death.
Bone Shatter will only work on targets that have bones. Less experienced targets have a more difficult time resisting this spell.
[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]
Wither (1115)
Type: Attack
Drawing upon their spiritual connection, an Empath is able to summon the stray spirits within an area. These spirits will surround the Empath's target, causing it to wither. The spirits focus their strength upon a specific body part of the target, until it is no more or the target dies. If the former is reached first, the spirits will attack the next closest location. Training in Mental Lore, Manipulation allows an Empath to assist the spirits in an attempt to completely wither the target, resulting in its death.
Skilled Empaths are able to summon additional spirits for an extra damage cycle, determined by ranks in Spiritual Lore, Spirit Summoning. The percentage chance is ranks / 1.5.
[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3008
Date: 10/17/2007 9:20:19 PM
A number of significant changes have been made to Empaths' spell arsenal.
These changes include the ability to cast Heal (1101) at a target, causing it to become Harm. This should be a boon to starting Empaths and will provide experienced Empaths with a low mana, finishing attack. Like all war spells, you can INCANT to auto-select a target, but this also prevents you from using it to Heal (to restore blood loss). You can still use the spell in a sanctuary, but you must use CAST. There is pending update which once released will mimic the old functionality of incant.
Bone Shatter (1106) has been revised. Lower level Empaths will seen a significant increase in damage, while higher level Empaths will see a significant decrease in criticals. This will bring the spell more in line with its goal of being a low level attack spell. There is also a negative TD modifier when the spell is used against lower level targets.
Wither (1115) has been released. This is a new high level attack spell which replaces much of the lost effectiveness of the old Bone Shatter. It also removes many previous restrictions Empaths had in their hunting variety, as it is able to affect the undead.
More specific details, such as lore impact, of the spells can be read below in their official descriptions. Due to these changes, all Empaths will receive a free FIXSKILLS, which is to follow the normal policy of their application (does not stack with existing, unused FIXSKILLS, must be used before the next festival, etc).
Lastly, a huge thanks to: the Cleric/Empath team (GameMaster Warden, GameMaster Nilven, and GameMaster Oscuro) for their work in design, GameMaster Oscuro's work to convert beetles to BCS which were used in this release event and GameMaster Mestys for his quick review of the code, GameMaster Gyres for her awesome messaging of Harm (1101) and Wither (1115), GameMaster Thandiwe for her messaging work in the release event (you can thank her for the riddle!), and the players for their ideas and patience.
GameMaster Estild
Cleric/Empath Team
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne
Heal/Harm (1101)
Type: Utility/Attack
Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood. The amount of blood restored is subject to the Empath's First Aid skill, Empath spell ranks, and their level.
With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood. The duality of this spell is represented by its name - Heal/Harm.
[NOTE: Using the CURE command after preparing this spell will restore more Health Points than using the CAST command, but at a higher Mana Point cost.]
Bone Shatter (1106)
Type: Attack
Study of anatomy reveals the importance of bone structure. By utilizing this knowledge and the perceived state of need from such a mechanism for a number of living beings, Empaths manipulate the bones in their target causing them to instantly, and painfully, shatter. The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Mana Control. Training in Mental Lore, Manipulation provides for a chance to completely abolish the target's bone structure, resulting in instant death.
Bone Shatter will only work on targets that have bones. Less experienced targets have a more difficult time resisting this spell.
[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]
Wither (1115)
Type: Attack
Drawing upon their spiritual connection, an Empath is able to summon the stray spirits within an area. These spirits will surround the Empath's target, causing it to wither. The spirits focus their strength upon a specific body part of the target, until it is no more or the target dies. If the former is reached first, the spirits will attack the next closest location. Training in Mental Lore, Manipulation allows an Empath to assist the spirits in an attempt to completely wither the target, resulting in its death.
Skilled Empaths are able to summon additional spirits for an extra damage cycle, determined by ranks in Spiritual Lore, Spirit Summoning. The percentage chance is ranks / 1.5.
[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]
This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3008
Ta'Vaalor Empath Guild
Author: GS4-XYNWEN
Date: 9/2/2007 11:28:30 PM
Look for it off Gaeld Var, a brick path set in a herringbone pattern. ;) Open in both Prime and Plat.
--Xynwen--
This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=15&message=7685
Date: 9/2/2007 11:28:30 PM
Look for it off Gaeld Var, a brick path set in a herringbone pattern. ;) Open in both Prime and Plat.
--Xynwen--
This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=15&message=7685
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