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Release

Category: Magic Spells/Systems
Topic: Magic Systems
Message #: 374
Author: GS4-ESTILD
Date: 09/10/2012 09:40 PM EDT
Subject: Mana Control and Spell Duration Updates

Mana Controls have been updated to provide new benefits for casters: Multi-cast, PULSE, and SPELLUP.

Multi-cast: It is now possible to multi-cast defensive spells to more quickly stack durations. It still takes the same amount of mana as if you had cast the spell separately, but it multiples the duration by the amount of multi-casts. Every 25 ranks of the appropriate Mana Control allows one multi-cast. The appropriate Mana Control is dictated by the spell being cast (Spirit Mana Control for the Minor Spiritual circle, etc). When hybrid casters multi-cast a spell, the spell circle will dictate the primary Mana Control and their secondary Mana Control is counted at half ranks. Hybrid spell circles will count the higher of the two Mana Controls as the primary (full ranks) and the secondary at half ranks. For example, when a Sorcerer multi-casts Spirit Warding I (101), it will use their Spirit Mana Control ranks plus half of their Elemental Mana Control ranks. And vice versa when casting Elemental Defense I (401). When casting Cloak of Shadows (712), it will use the higher of their two Mana Controls and count the other one at half ranks.

For example, if you multi-cast Spiritual Warding I (101) 3 times, you pay 3 mana and get 3x the normal duration. The syntax to multi-cast is just to specify the number of multi-casts when you “CAST <soandso> #” or “INCANT <spell> #”.

>incant 101 3
You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A light blue glow surrounds you.
Cast Roundtime 3 Seconds.

When calculating the number of multi-casts, you always start with 1 (since you can cast every spell at least once). So with 50 Mana Control ranks, you can multi-cast a spell 3 times.

Pulse*: MANA PULSE allows the caster to manually invoke a mana pulse as if they were off a node. Every Mana Control rank allows you to perform this action 1 second sooner than when the actual pulse would happen. In other words, if you have 50 Mana Control ranks, you can only use this ability when the natural mana pulse would trigger in the next 50 seconds. However, using this ability also causes the next natural mana pulse to skip you and you cannot use the ability again until then. Overall, casters will not gain additional mana with this ability, but they can control when they get it. It should be useful for getting a final pulse before starting a hunt or if you run out of mana while trying to finish off a creature.

Spellup*: MANA SPELLUP allows the caster to instantly invoke all of their known persistent buff spells. This ability can be utilized once per day for every 75 Mana Control ranks.

On a related note, Spirit Barrier (102) and Elemental Focus (513) can now be STOPped when you cast the spell on yourself.

  • Hybrid casters: it will calculate the caster’s Mana Control ranks by looking at their highest Mana Control, then counting half of the ranks in their secondary Mana Control.

The MANA and POWER verbs are synonymous. The verb was also updated to display the amount of mana the caster will gain on and off a node.

Spell Durations:

Many spells were updated to a new standard spell duration of 1200 seconds + 60 seconds per additional spell rank. When self-cast, they will have a cumulative (stackable) duration, but remain refreshable only when cast at others (if they were previously refreshable only). Activating these spells from magical items or scrolls will provide half of the normal duration (600 + 30 seconds for every rank). The list of updated spells include:

Spell Notes
Spirit Defense (103) Lowered duration to 1200 + 60. Cumulative when self-cast, refreshable when cast on others.
Fasthr's Reward (115) Increased duration to 1200 + 60 when self-cast and remains 2 minutes when cast on others. It still dissipates early once it has successfully caused avoidance.
Spirit Shield (202) Cumulative when self-cast, refreshable when cast on others.
Unpresence (204) Cumulative when self-cast, refreshable when cast on others.
Purify Air (207) Cumulative when self-cast, refreshable when cast on others.
Untrammel (209) Lore bonus effect duration increased to 1200 + 60.
Bravery (211) Updated to have a cumulative duration.
Heroism (215) Updated to have a cumulative duration.
Spell Shield (219) Updated to have a cumulative duration.
Prayer of Protection (303) Increased duration to 1200 + 60.
Benediction (307) Increased duration to 1200 + 60 and is now cumulative. Still requires the Cleric to be present when used by others.
Warding Sphere (310) Increased duration to 1200 + 60 and is now cumulative. Still requires the Cleric to be present when used by others.
Prayer (313) Increased duration to 1200 + 60.
Relieve Burden (314) Increased duration to 1200 + 60.
Elemental Targeting (425) Increased duration to 1200 + 60 and is now cumulative.
Elemental Barrier (430) Increased duration to 1200 + 60 and is now cumulative.
Elemental Deflection (507) Increased duration to 1200 + 60.
Elemental Bias (508) Increased duration to 1200 + 60.
Strength (509) Increased duration to 1200 + 60.
Elemental Focus (513) Increased duration to 1200 + 60.
Stone Skin (520) Increased duration to 1200 + 60 and is now cumulative.
Temporal Reversion (540) Increased duration to 1200 + 60 and is now cumulative.
Natural Colors (601) Increased duration to 1200 + 60.
Whispering Willow (605) Increased duration to 1200 + 60.
Phoen's Strength (606) Increased duration to 1200 + 60.
Mass Colors (611) Increased duration to 1200 + 60.
Sneaking (617) Increased duration to 1200 + 60.
Mobility (618) Increased duration to 1200 + 60.
Nature's Touch (625) Increased duration to 1200 + 60 and is now cumulative.
Wall of Thorns (640) Increased duration to 1200 + 60. Environmental randomness of the duration has been removed.
Cloak of Shadows (712) Increased duration to 1200 + 60.
Curse (715) Increased Curse of the Star duration to 1200 + 60 seconds per level of creature.
Prismatic Guard (905) Increased duration to 1200 + 60.
Mass Blur (911) Increased duration to 1200 + 60.
Call Familiar (920) Increased duration to 1200 + 60. Refreshing it costs the full amount of mana for the full duration now.
Empathic Focus (1109) Increased duration to 1200 + 60.
Strength of Will (1119) Increased duration to 1200 + 60.
Troll's Blood (1125) Increased duration to 1200 + 60 and is now cumulative.
Intensity (1130) Increased duration to 1200 + 60 and is now cumulative.
Blink (1215) Increased duration to 1200 + 60 when self-cast and remains 2 minutes when cast on others. It still dissipates early once it has successfully caused avoidance.
Mantle of Faith (1601) Increased duration to 1200 + 60.
Arm of the Arkati (1605) Increased duration to 1200 + 60 and is now cumulative. Still requires the Paladin to be present when used by others.
Dauntless (1606) Increased duration to 1200 + 60.
Divine Shield (1609) Increased duration to 1200 + 60 and is now cumulative. Still requires the Paladin to be present when used by others.
Higher Vision (1610) Increased duration to 1200 + 60.
Patron’s Blessing (1611) Increased duration to 1200 + 60.
Champion's Might (1612) Increased duration to 1200 + 60.
Guard the Meek (1613) Increased duration to 1200 + 60 and is now cumulative. Still requires the Paladin to be present when used by others.
Vigor (1616) Increased duration to 1200 + 60.

The SPELL ACTIVE verb has been updated to list actual spell durations. In addition, the list is sorted so that most of the miscellaneous effects (cooldowns, combat maneuvers, etc) are always listed first then spells by if they’re a positive or negative effect and finally by spell #. Negative spell effects will be monsterbolded. The Active Spells dialog box in StormFront was also updated to graphically display durations. You can right-click on individual spell durations to customize the colors of the progress bars. You may need to relog into the game if you’re already logged on and not seeing the new Active Spells dialog box in StormFront.

GameMaster Estild

Q&A

Category: Sorcerers
Topic: Developer's Corner - Sorcerers
Message #: 1760
Author: GS4-OSCURO
Date: 09/16/2012 09:41 AM EDT
Subject: Re: Whispers in the Shadows

>>Perhaps I should keep my mouth shut in case this is a bug, but i was floored to find out that the new MANA SPELLUP verb didn't actually USE any mana. This is going to be so incredibly useful for non-Voln members after they die to throw up their spells, or if you're in the middle of an invasion etc. Very, very, very cool. Thanks again

Working as intended.

GameMaster Oscuro


Category: Discussions with Simutronics
Topic: The Bad, and the Ugly (general complaints)
Message #: 5932
Author: GS4-ESTILD
Date: 09/18/2012 04:04 AM EDT
Subject: Re: New Mana abilities unfair to hybrids

Brian, Sepher's player:
Random question: I am not a hybrid class, but because I'm such a nice friggin' guy, I have trained in Mana Control skills outside my sphere of influence (e.g. I am a ranger with ranks of EMC). Do those ranks count towards the new abilities?


They do not.

GameMaster Estild

Mana Spellup Updates

Category: Magic Spells/Systems
Topic: Magic Systems
Message #: 841/845
Author: GS4-CYRAEX
Date: 08/29/2015 05:09 PM EDT
Subject: HSN: Mana Spellup Update Released!

The following update has been made to Mana Spellup. The number of mana control ranks required per use has been lowered from 75 ranks to 25 ranks. All other functionality remains the same.

I also forgot to mention that I also revised the messaging of Mana Spellup to prevent the massive screen scroll that occurred when a player invokes it. The invoking player will still see all of the messaging for the various spells, however, the surrounding players will only see one message now.

GameMaster Cyraex

Category: Magic Spells/Systems
Topic: Developer's Corner - Spell Systems
Message #: 476
Author: GS4-ESTILD
Date: 11/07/2015 03:44 PM EST
Subject: Re: MANA SPELLUP - Please Add 112

MANA SPELLUP will now include Water Walking (112), Purify Air (207), and Untrammel (209) (the latter only if the caster has enough lore ranks for the bonus). In addition, if you know Faith's Clarity (1603) (mostly just applicable to Paladins), it will cast that spell first before all others to help avoid armor hindrance. Lastly, spell knowledge enhancives will also work with it now.

GameMaster Estild