Minor Spiritual/saved posts
Saved posts regarding the Minor Spiritual spell circle.
>>So I recently got my Cleric's First Aid to fully doubled (I'm level 46, so 96 ranks in First Aid). I kneel, I use a dagger, and I'd say 80% of the time I still get pricked, and I can only skin about 60% of the critters, while the Adventurer's Guild asks me for exceptional quality skins. Maybe one in 30 of my skins is exceptional.
>>What is up with this? Why is this stuff so difficult to skin. I've trained pretty heavily for it, everything I can do except get Survival. Is 2x FA 1x Survival, or for Empaths 3x FA, just required to skin these guys well or what?? And if so, I think that's a bit crazy since the only form of cash that one can make from the snakes is their fangs.
The pricking oneself mechanic is not based on First Aid. Survival training and the Skinning spell will provide protection against it. Once you've been pricked, you are subjected to a (hidden) poison check, which incorporates things like First Aid, CON, Physical Training, the Poison Resist (105) spell, etc. Getting pricked or not has no bearing on chance to skin or the quality of the skin.
- GM Oscuro -
>> This is really annoying, that anyone with stealth or good hiding skills cannot stay hidden by hiding. It really doesnt make practical sense either. If I am magically hidden by the fog, and wish to stay hidden there should be no reason I cant at least try to. It would be very nice to see that changed so that there is at least a roll to determine when the fog clears if I can stay hidden because I tried to hide while it was in effect. ~GILBERTJ26
It's now possible to try to HIDE while under the effects of the fog concealment. If you succeed, you will not be removed from hiding when the fog clears. If you fail, others may notice your attempt and can POINT you out, but you'll stay hidden in the fog until it clears and you're otherwise free to try to hide again.
Re: Swimming · on 10/17/2006 3:19:03 PM 2734
Water Walking (112) will provide a bonus in some situations in and around the new hunting area, including the swim to the temple and resistance to the triton drown attacks. The rationale is that the spell assists with maneuverability in the water. All standard swims in the game were given the same update.
Locate Person (116) has been updated to now provide unique visions to the caster when their target is out of range based upon the realm the caster is in.
Thanks to GameMaster Thandiwe for providing the awesome descriptions!
Locate Person (116) and Vision (1217) have been updated so that casters with 90 ranks or more of the appropriate lore can now reach players in quest areas, assuming those rooms are not specifically flagged to block such magic. e.g. A Cleric with 90 ranks of Spiritual Lore, Spirit Summoning can now locate someone within Duskruin Arena from anywhere in the game.
It looks like Locate Person (116) was giving "realm visions" based on the caster's location, rather than the target's location. I've now updated the spell to give the realm vision based on the target's location. It should be working as of this post.
VANKRASN39: How does summoning lore decrease the random range of the landing location?
When Spirit Guide (130) is cast, there are 15 possible locations (with many repeating) for each realm where you can land. The locations are ordered so the more desirable locations are at the top of the list (lower number being better). First, it randoms between the first 7 rooms. If a Wizard or Bard is casting the spell, 5 is added to the result, while everyone else gets -1 for every 30 Minor Spiritual spell ranks they know. Clerics with Prayer (313) active get a random 0 to 3 modifier removed from their result. If the result is ≤ 0, it randoms again from 0 to 4. Lastly, a ((seed 10 summation of your Spiritual Lore, Spirit Summoning ranks) / 2) is subtracted from the result. The resulting number is the room location on the list where you land.
RATHBONER: According to the wiki SMC doesn't do anything at the high end, just reduces the low end, so that looks just random luck that you didn't get high ones.
I'm not sure where that information came from, but it's wrong and actually the opposite. Specifically, SMC ranks lower the ceiling, not the floor, thus with enough training, you will never get the 60 second RT wave of nausea.
Developed initially by the Council of Mages for defense of The Citadel during its fall to the troll and krolvin alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside River's Rest that once again unlocked the knowledge for the spiritualists of Elanthia to harness.
Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell. An enormous flash of brilliant light fills the area subjecting all beings not grouped with the caster to a warding check. Failure results in light to moderate plasma damage, and for those targets that can see, blinding flash burns to their eyes. This blinding effect causes the target to lose any prepared spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.
Duration: 10 seconds + 1 second per 5 warding margin; capped at 20 seconds
- GM Oscuro -