Posts are in date order, not spell order. See also Fash'lo'nae's Gift (1750) (saved posts).
Q & A
With these spells that are considered native to a specific circle, will elemental detection cast by an appropriately skilled caster reveal the spell? -LORDKRIP
No, they will sense an unknown spell from a familiar realm of magic. I'll have to check into the issue with coral wands.
With those spells being native to the Wizard circle, will they get spell hindrance as part of the Wizard Circle? Also, is there a hindrance chart for the Arcane Circle on its own, or does it copy another circle? GRANTA
- Does Duplicate still work on the Arcane wands? (If not, why not?)
- Does Duplicate work on any of the other items (bronze squares, cubes, orbs, whatnot)? (If not, why not?)
Duplicate should work on the same items that it worked on before, which does include blue and crystal wands. I'm not sure about expanding that, but I will tell you we're going to be releasing magical trinkets for most all Arcane spells. These trinkets will be wizard rechargeable, including small statues, quartz orbs, etc.
Yes, the Arcane circle is also exempt from spell burst.
Will all Arcane spells be found on scrolls 1701-1750? -SARDINUS
Arcane trinkets can now be found in the treasure system. This makes every spell in the Arcane circle available on scrolls and magical items. Except for bronze squares, all of these items are Wizard rechargeable (via Charge Item, spell 517).
Scrolls will no longer generate exclusively with Arcane spells. Instead, every spell slot on a scroll has the chance of being an Arcane spell.
Spell hindrance for the Arcane circle will mimic that of the Sorcerer spell list, unless the spell is native to another circle. Spell nativity can be found at http://www.play.net/gs4/info/spells/spelllist.asp?circle=14 and Sorcerer spell hindrance can be found at http://www.play.net/gs4/info/armory/armor.asp.
The point of Arcane Decoy is definitely meant to be a defense against dispels, but that doesn't necessarily mean that some things might not be 'more powerful' than it.
That effect on Darkstone was definitely an oversight on my part, but I don't necessarily think it will (or should) be changed.
If the point of contention is the official spell description, we can tweak it if it's really an issue.
I've updated the spell description to replace "any" with "most".
A new level 0 spell called Arcane Blast (1700) has been released. All Pures (Wizards, Clerics, Empaths, Sorcerers, and Savants) will have innate knowledge of this spell and can simply PREPARE 1700 or ARCANEBLAST (or INCANT) to cast it. It requires no mana to cast, but does subject the caster to 5 seconds of roundtime. If cast from stance defensive or guarded, it cast a warding attack at the target. If cast from a higher stance, it will cast a bolt attack at the target. Holy Receptacle (325), Magic Item Creation (420), Haste (506), Rapid Fire (515), Charge Item (517), and Scroll Infusion (714) do not work with this spell.
It is our hope that this new ability will allow our players to play their characters as a caster from the start instead of relying on physical weapons due to mana constraints. We've updated the sprite quest to inform new characters of this new ability.
Arcane Blast (1700) now uses EVOKE to cast the bolt version.
GameMaster EstildQuake has moved to the Arcane spell circle, in slot 1714, and Grasp of the Grave is now 709.
When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their Sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's Sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!
Watch out for the cold hands of the dead, lest you join them!
Just a minor update, but Martial Prowess, the spell currently found in moonstone cubes, is now considered an Arcane spell in the 1705 slot. This update also makes it possible to find the spell on scrolls. F2P players should also now be able to use the spell (due to previously being a non-standard spell, they were not able to).
As a part of this update, a new, rarer version of the moonstone cubes will drop in the treasure system. The newer versions can be recharged.
- >If I remember correctly, 1706 is not supposed to work inside of towns. This is not the case with the Pinefar trading post. I am hoping that this is not by design and can be fixed.
Flaming Aura (1706) has been updated so that when it is cast by a player, it will only flare against creatures (and vice versa for creatures).