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	<updated>2026-05-15T23:35:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Moonbeam_(611)&amp;diff=162141</id>
		<title>Moonbeam (611)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Moonbeam_(611)&amp;diff=162141"/>
		<updated>2022-02-17T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: The immobilization formula had unbalanced parentheses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = MOONBEAM&lt;br /&gt;
 |duration = up to 60 seconds via {{boldmono|CAST}}&amp;lt;br&amp;gt;Instantaneous via {{boldmono|EVOKE}} + special&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[SMRv2|Maneuver]] (SMRv2) via {{boldmono|CAST}}&amp;lt;br&amp;gt;[[Bolt]] via {{boldmono|EVOKE}}&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = Bolt version: special&lt;br /&gt;
 |dtype = Bolt version: [[Health]]&lt;br /&gt;
 |ctype = [[Cold_critical_table|Cold]] (Nature)&lt;br /&gt;
 |status = [[Immobilized]]&lt;br /&gt;
 |navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
When casting Moonbeam, a [[ranger]] chooses to stop a target&#039;s movement for up to sixty seconds (SMRv2) or injure it with [[Cold_critical_table|cold]] nature damage with a beam of light (bolt).&lt;br /&gt;
;As a [[SMRv2|Maneuver]]&lt;br /&gt;
When {{boldmono|[[CAST]]}}, the ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success.  [[Ranger Base|Ranger]] spell ranks are the primary success factor for this version of the spell.&lt;br /&gt;
&lt;br /&gt;
;As a [[Bolt]]&lt;br /&gt;
When {{boldmono|[[EVOKE]]d}}, the ranger may also focus the beam into [[bolt]] spell attack, chilling the target with cold Nature damage. &lt;br /&gt;
&lt;br /&gt;
Upon a successful hit, the bolt has a chance to flare with an [[SMRv2]] roll (same factors as the standard {{boldmono|CAST}} version) to [[Immobilized (status)|immobilize]] the target for up to 6 seconds. If the target is [[disoriented]] by [[Sun Burst]], the flare chance is increased by 50%. &lt;br /&gt;
&lt;br /&gt;
On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in [[Spiritual Lore, Blessings]] will apply bonus immobilization cycles.&lt;br /&gt;
&lt;br /&gt;
{{Usage-evoke|&lt;br /&gt;
|s=611&lt;br /&gt;
|2=the [[bolt]] version of the spell.}}&lt;br /&gt;
&lt;br /&gt;
== Lore Benefits == &lt;br /&gt;
===[[Spiritual Lore, Summoning]]===&lt;br /&gt;
Summoning lore ranks factor into the [[Immobilized (status)|immobilization]] flare chance of the [[bolt]] version as follows: &lt;br /&gt;
&lt;br /&gt;
{{Equation box&lt;br /&gt;
|1 = &#039;&#039;[[SMRv2]] immobilize flare % chance&#039;&#039; = &#039;&#039;&#039;30 + (Summoning ranks / 2) +/- ([[level]] differential)^2&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Summoning also increase the bolt version&#039;s [[damage factor]] (DF) according to the table below:&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summoning&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks SL, Summoning lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
===[[Spiritual Lore, Blessings]]===&lt;br /&gt;
For the [[bolt]] version of Moonbeam, training in Blessings will cause the 4-second immobilization effect from a successful [[Sun Burst]] disorient interaction to recur every 6 seconds at a rate of 1 bonus cycle per 30 ranks.&lt;br /&gt;
&lt;br /&gt;
== Bolt Spell Table ==&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Moonbeam|DFcloth = .515|DFleather = .410|DFscale = .315|DFchain = .280|DFplate = .185&lt;br /&gt;
|AvD1=68&lt;br /&gt;
|AvD5=58|AvD6=57|AvD7=56|AvD8=55&lt;br /&gt;
|AvD9=49|AvD10=47|AvD11=45|AvD12=43&lt;br /&gt;
|AvD13=41|AvD14=38|AvD15=35|AvD16=32&lt;br /&gt;
|AvD17=34|AvD18=30|AvD19=26|AvD20=22}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Ranger Base/saved posts|Ranger base saved posts]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Planar_Shift_(740)&amp;diff=105130</id>
		<title>Planar Shift (740)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Planar_Shift_(740)&amp;diff=105130"/>
		<updated>2018-04-19T19:38:17Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: Updated for Phase 2 Transportation Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Planar Shift&lt;br /&gt;
| number = 740&lt;br /&gt;
| mnemonic = SHIFT&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Travel&lt;br /&gt;
| skill = None&lt;br /&gt;
| components = See left&lt;br /&gt;
| availability = Single or Group&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Through [[SENSE (verb)|sensing]] and then [[DRAW (verb)|re-drawing]] unique patterns, sorcerers are able to &#039;&#039;&#039;Planar Shift&#039;&#039;&#039; themselves and possibly others, travelling instantaneously to almost any point in [[Elanthia]]. The focus of this magic is a basic [[valence|valential]] [[summoning circle]], which is then detailed with the particular [[rune]]s corresponding to a unique [[flow pattern]] identifying a location within [[Elanith]]. The sorcerer then [[CAST (verb)|casts]] their magic upon the circle, causing a [[planar rift|rift]] to open, which can then be traversed as a normal portal. With sufficient skill, a sorcerer trained in [[#Lore Benefits|Demonology]] can travel locally, or, if highly skilled, then within the same [[teleportation zone|teleportation zone]], without creating a summoning circle, though the dangers of such transport are doubled.&lt;br /&gt;
&lt;br /&gt;
Planar Shift has a base success rate of 90% and is dependent on [[Discipline]], [[Aura]], and [[Wisdom]] stats.  Training in [[#Lore Benefits|Sorcerous Lore, Demonology]], the [[Sorcerer Base]] spell circle, and [[SMC|Spiritual]] and [[Elemental Mana Control]]s will further improve the success rate up to a maximum of 99% (or a maximum of 98% when not using a summoning circle).&lt;br /&gt;
&lt;br /&gt;
If a cast is unsuccessful, the sorcerer will be struck with backlash energy causing [[damage]] and [[wounds]]. Injuries are typically mild, though extreme failures can cause death and even the possibility of accidentally [[demonic summoning|summoning a demon]] into this plane, which can be hazardous in its own right.&lt;br /&gt;
&lt;br /&gt;
Planar Shift cannot be used to transport into or out of rooms that prevent teleportation.  If the runes on a summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location.  For example, if in [[Ta&#039;Vaalor]], the caster must leave the city.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
;* [[Rune book]]&lt;br /&gt;
:To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries each, and each book must be bonded to in order to record runes.  A sorcerer may bond to only one rune book at a time. To bond to a rune book, go to any sorcerer guild summoning chamber and rub the [[latticed yellow crystal]].  Sorcerers may borrow another&#039;s rune book to draw patterns, but cannot record or erase patterns from any book but the one to which they are bonded.&lt;br /&gt;
;* A [[flow pattern|rune pattern]] of the desired destination&lt;br /&gt;
:Most rooms have a unique pattern of magical flows (rooms which cannot be teleported into will not). [[SENSE (verb)|SENSE]] PATTERN records them into the book, and then they may then be drawn from it. The patterns are expressed as a colored series of runes within the book. The color represents the [[realm]] from which the pattern originates.  It is recommended to keep rune book pages organized by realm (i.e. rooms of a locale having the same color pattern).&lt;br /&gt;
;* Chalk&lt;br /&gt;
:Chalks of the same type can be [[Phase (704)#Chalk|bundled using Phase]].&lt;br /&gt;
:WARNING: Do not mix and match chalks when drawing, results could be disastrous&lt;br /&gt;
:&#039;&#039;&#039;Cross-realms transport:&#039;&#039;&#039;&lt;br /&gt;
::Crystalline chalks are high quality and cost about 30,000 silver for one transport, or made via [[Alchemy]].  Using crystalline chalk on same-realm transport will have no failure.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Same-realm transport:&#039;&#039;&#039;&lt;br /&gt;
::Long (or rough) chalks are lesser quality and cost about 1,000 silver for 100 transports, and can be made via Alchemy. With enough skill, as explained below, a sorcerer can attempt inter-realm intra-[[teleportation zone|zone]] transports using low quality chalk.&lt;br /&gt;
&lt;br /&gt;
== Cross-realms Mechanics ==&lt;br /&gt;
&lt;br /&gt;
For sorcerers with fewer than 75 [[#Lore Benefits|Sorcerous Lore, Demonology]] ranks, high quality chalk must be used for this process. These must be purchased from the local Alchemist shop for 30,000 silvers, or made by a sorcerer alchemist. The success rate is the same as intra-realm transport. A sorcerer cannot bring companions with this version regardless of training, but [[Minor Summoning (725)|demons]] and [[Animate Dead (730)|animated creatures]] will continue to follow as normal. &lt;br /&gt;
&lt;br /&gt;
# Hold the rune book in the right hand, and &#039;&#039;&#039;crystalline chalk&#039;&#039;&#039; in the left.&lt;br /&gt;
# TURN/FLIP the book to the page with the desired pattern.&lt;br /&gt;
# DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)&lt;br /&gt;
# DRAW PATTERN {#}.&lt;br /&gt;
# PREPARE 740|CAST CIRCLE automatically transports the caster.&lt;br /&gt;
&lt;br /&gt;
Sorcerers with 75 or more [[#Lore Benefits|Sorcerous Lore, Demonology]] ranks may attempt to transport inter-realm in the same [[teleportation zone|zone]] using low quality chalk.  Except for a higher failure rate, the mechanics of this process as the same as the mechanics for same-realm transport discussed below, including the ability to take group members.&lt;br /&gt;
&lt;br /&gt;
== Same-realm Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Low quality chalks are used for intra-realm trips.  Once a rift has been opened, it remains for 60 seconds before closing upon itself.  It can be dispelled with [[Elemental Dispel (417)]] or [[Spirit Dispel (119)]].&lt;br /&gt;
&lt;br /&gt;
Should the caster fail, there is a backlash of mild to moderate intensity which can stun and in very rare cases, kill the caster. However, the summoning circle will not be erased, and an additional attempt can be made. In an even rarer scenario, failure may allow a lesser demon to find its way into our world. If this should happen in town, a sorcerer will be charged with demonic summoning and arrested. &lt;br /&gt;
&lt;br /&gt;
# Hold the rune book in the right hand, and &#039;&#039;&#039;long chalk&#039;&#039;&#039; in the left.&lt;br /&gt;
# TURN/FLIP the book to the page with the desired pattern.&lt;br /&gt;
# DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)&lt;br /&gt;
# DRAW PATTERN {#}.&lt;br /&gt;
# PREPARE 740|CAST CIRCLE.&lt;br /&gt;
# GO RIFT &#039;&#039;&#039;All passengers must be members of the casters group, the caster must be the leader of that group, and all passengers must enter the rift first&#039;&#039;&#039; (dragged corpses may be dragged through by anyone, including the caster).  The rift will close once the caster has passed through.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Benefit ==&lt;br /&gt;
Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way. &lt;br /&gt;
&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
Training in [[Sorcerous Lore, Demonology]] provides three benefits:&lt;br /&gt;
&lt;br /&gt;
=== Group Transport ===&lt;br /&gt;
Every 20 ranks of Demonology Lore will allow for one additional group member to enter the rift safely (max 10 passengers at 200 ranks before enhancives).  It is possible to [[DRAG]] characters through a rift as well, with each dragged character being treated the same as an additional group member. Group transport is available only when using low quality chalk, limiting its use to intra-realm transport or, for sorcerers with 75 or more demonology ranks, inter-realm intra-[[teleportation zone|zone]] transport.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Demonology ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|# of group members who can enter rift (excluding caster)||1||2||3||4||5||6||7||8||9||10||11||12&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Gold Ring Function ===&lt;br /&gt;
At 40 ranks of Demonology Lore, a sorcerer may use the &amp;quot;[[gold ring]]&amp;quot; (component-less) function of the spell, eliminating the need for a summoning circle entirely.  Using [[INCANT]], the caster will transport themselves to the last intra-realm location they shifted from, or room where they last used [[SENSE|SENSE  PATTERN]] without holding a runebook.  At 75 or more demonology ranks, a sorcerer may use this ability inter-realm intra-[[teleportation zone|zone]]. This ability is twice as difficult to use as when using a rune book and chalk.  The maximum success rate for this version is 98%, and a level 75 Sorcerer who is 1x in Demonology can expect to see approximately this success rate, with minor variations to be expected due to skills and stats. This version also carries an increased risk of unleashing a demon upon failure. &lt;br /&gt;
&lt;br /&gt;
===Success Rate===&lt;br /&gt;
Although the exact success formula is not public, it is known that Demonology Lore increases the success rate from a base of 90% to a maximum of at 99% at 120 ranks when transporting intra-realm using low quality chalk, or when transporting inter-realm using using high quality chalk.  It is also known that transporting inter-realm intra-zone using low quality chalk imposes a penalty of 33 percentage points, which can be trained away at the rate of one percentage point for each three demonology ranks in excess of 75, until the penalty is completely eliminated at 174 demonology ranks.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Success&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 740&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast circle&lt;br /&gt;
You gesture at a summoning circle.&lt;br /&gt;
Your spell activates the dormant summoning circle.  Pure white flames of essence blaze around each rune and link them together in a complex circular web.  As the web completes itself, the runes transform from their translucent color to brilliant twilight grey.  Lines of twilight grey energy snake from the runes to activate the sigil at the center of the circle.  The central sigil vanishes, and, with a blinding flash of light, a shifting twilight grey rift opens.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rift&lt;br /&gt;
A collage of images fills your mind as you peer into the depths of a shifting twilight grey rift.  You gaze unwaveringly, transfixed by the jumble of historic images racing across your consciousness.  Massive [[Drake|winged beasts]], reptilian in nature, flit through a flame-ravaged sky, locked in battle with [[Ur-Daemon|otherwordly]] creatures.  Soon enough, the scene changes to one of serenity and peace, various humanoids emerging en masse from caves.  That image, too, fades and is replaced by a great amalgamation of humanoids, all different races standing across a great decaying [[Undead War|battlefield]] juxtaposed to zombies, banshees and other abominations.  But, after only a few seconds, that scene too disappears as quickly as it entered your now reeling mind.  Just as it seems the jumble of images will stop, they start again, in quick succession like a seamstress wielding her loom.  An eternity of tranquil images passes you by, only to be suddenly, and devastatingly replaced by a [[Lerep Hochstib|crude half-elf]] leading an army of humans towards a [[Wehnimer&#039;s Landing|small town]].  But alas, as the story gets interesting, all the images fade and you avert your gaze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Minor Failure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 740&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast circle&lt;br /&gt;
You gesture at a summoning circle.&lt;br /&gt;
A small shadowy rift begins to take form before your eyes.  Suddenly, a small black void floats out of the rift and stops directly over you!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Veins in arm stand out briefly!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast circle&lt;br /&gt;
You gesture at a summoning circle.&lt;br /&gt;
A small shadowy rift begins to take form before your eyes.  Suddenly, a dark cloud emerges from the rift, and begins crushing you!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Blow to your chest causes your heart to skip a beat.&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Demonic Failure&lt;br /&gt;
Most commonly, a [[lithe black abyran&#039;ra]] is inadvertently summoned to Elanthia, making them rather grouchy:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a summoning circle.&lt;br /&gt;
A small shadowy rift begins to take form before your eyes. Suddenly, a flurried black haze slices at you from within the rift.&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Off-balance slash to your left arm shatters your elbow.&lt;br /&gt;
&amp;amp;#042;CRUNCH&amp;amp;#042;&lt;br /&gt;
You are stunned for 5 rounds!&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
The rift begins to waver lazily and suddenly implodes upon itself in a large plume of soot-filled black smoke. When the rift clears, a lithe black abyran&#039;ra is standing around, surveying the surroundings.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
A lithe black abyran&#039;ra tries to sink its curved fangs into you!&lt;br /&gt;
AS: +480 vs DS: +394 with AvD: +32 + d100 roll: +39 = +157&lt;br /&gt;
   ... and hits for 26 points of damage!&lt;br /&gt;
   Minor puncture to the left leg.&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
A lithe black abyran&#039;ra swiftly raises its arms and slashes its talons at you!&lt;br /&gt;
CS: +410 - TD: +346 + CvA: +12 + d100: +24 - -5 == +105&lt;br /&gt;
   Warding failed!&lt;br /&gt;
   Your eyes suddenly cloud over. A moment later you realize you cannot see at all.&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
A lithe black abyran&#039;ra whips its coils underneath itself swiftly, then suddenly tenses its muscles, leaping forth with astonishing speed toward you!  The black abyran&#039;ra lashes out with its tail as it nears you, catching you around your waist as it spins in ever tighter circles! Within mere seconds, its coils wrap tightly around you, and its lidless eyes stare intently at you before it makes a sharp dive, moving fluidly to let its fangs find your neck!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Well placed shot to the neck!&lt;br /&gt;
   You feel a fierce poison coursing through your veins!&lt;br /&gt;
&lt;br /&gt;
The black abyran&#039;ra loosens its coils and slithers to the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Misfire&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast runestaff&lt;br /&gt;
You gesture at a twisted orase runestaff capped with a smoky crystal orb.&lt;br /&gt;
As you prepare to cast, you realize your orase runestaff will not properly protect you from the ravages of planar travel.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:rough stick of white chalk}}&lt;br /&gt;
&lt;br /&gt;
{{:piece of crystalline chalk}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Latticed yellow crystal]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/saved post archive|Saved post archive]]&lt;br /&gt;
*[[Planar Shift (guide)|Kastrel&#039;s Planar Shifting Guide]]&lt;br /&gt;
*[[Arcane language key (planar shift)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#740 Sorcerer Base Spell Circle: Planar Shift], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=104790</id>
		<title>Bolt spell</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=104790"/>
		<updated>2018-04-07T16:23:29Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bolt spell is any attack spell that is based on the caster&#039;s [[Spell Aiming]] skill.  These spells benefit from a more offensive stance, but only result in a three (3) second [[cast roundtime]], rather than a true three (3) second [[roundtime]] (RT). There are two types of bolt spells: true bolt spells and ball spells.  Bolt spells may be [[CHANNEL]]ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]]. The 3 second hard RT imposed by CHANNELing cannot be mitigated by any haste effect. &lt;br /&gt;
&lt;br /&gt;
==Lore Ranks and Damage Factor Bonuses==&lt;br /&gt;
&lt;br /&gt;
The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100.&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Holy Bolt (306)]] ([[Undead]] only)&lt;br /&gt;
*[[Hand of Tonis (505)]]&lt;br /&gt;
*[[Hurl Boulder (510)]]&lt;br /&gt;
*[[Disintegrate (705)]]&lt;br /&gt;
*[[Balefire (713)]]&lt;br /&gt;
*[[Minor Water (903)]]&lt;br /&gt;
*[[Minor Fire (906)]]&lt;br /&gt;
*[[Major Cold (907)]]&lt;br /&gt;
*[[Major Fire (908)]]&lt;br /&gt;
*[[Empathic Assault (1110)]]&lt;br /&gt;
*[[Minor Cold (1709)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
&lt;br /&gt;
For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.&lt;br /&gt;
&lt;br /&gt;
*[[Minor Shock (901)]]&lt;br /&gt;
*[[Minor Acid (904)]]&lt;br /&gt;
*[[Major Shock (910)]]&lt;br /&gt;
*[[Minor Steam (1707)]]&lt;br /&gt;
*[[Major Acid (1710)]]&lt;br /&gt;
&lt;br /&gt;
==Ball Spells==&lt;br /&gt;
&lt;br /&gt;
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact.&lt;br /&gt;
&lt;br /&gt;
There are four steps to determine the number of targets struck by a ball spell.&lt;br /&gt;
&lt;br /&gt;
;Step 1&lt;br /&gt;
&lt;br /&gt;
A random number &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is generated between 0 and 8, with lower numbers more likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
;Step 2&lt;br /&gt;
&lt;br /&gt;
Based on the caster&#039;s training in the appropriate Lore skill, a bonus is added to the initial &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
The skills taken into account are:&lt;br /&gt;
*[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]&lt;br /&gt;
*[[Elemental Lore, Water]] for [[Major Cold (907)]]&lt;br /&gt;
*[[Elemental Lore, Fire]] for [[Major Fire (908)]]&lt;br /&gt;
*[[Elemental Lore, Earth]] for [[Major Acid (1710)]] (Water lore will &#039;&#039;not&#039;&#039; work for Major Acid.)&lt;br /&gt;
&lt;br /&gt;
The exact bonus from lore is &amp;lt;code&amp;gt;BONUS = (1 + sqrt(8 * Lore Ranks - 7))/2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 3&lt;br /&gt;
&lt;br /&gt;
Another random number &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is generated between 0 and &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 4&lt;br /&gt;
&lt;br /&gt;
The caster&#039;s training in [[Multi-Opponent Combat]] (MOC) is added to &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The final number of targets struck by the splash effect is the smaller of &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;(Y + MOC Ranks)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets.  (A practical example: &#039;&#039;water balloons&#039;&#039;.  The appropriate Lore skill determines what &#039;&#039;size&#039;&#039; water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)&lt;br /&gt;
&lt;br /&gt;
==Damage Factors==&lt;br /&gt;
*&#039;&#039;&#039;Bold&#039;&#039;&#039; indicates highest value, [[Minor Shock (901)]] has lowest DF value against all armor types&lt;br /&gt;
*&#039;&#039;&#039;V&#039;&#039;&#039; indicates varies with associated spell cast&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}} &lt;br /&gt;
 !Spell&lt;br /&gt;
 !Mana Cost&lt;br /&gt;
 !Robes&lt;br /&gt;
 !Soft Leather&lt;br /&gt;
 !Hard Leather&lt;br /&gt;
 !Chain&lt;br /&gt;
 !Plate&lt;br /&gt;
 !Splash&lt;br /&gt;
 !Lore DF Bonus&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |11&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |9&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |6&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |No&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |6&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |0.500&lt;br /&gt;
 |0.405&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.265&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Religion|Religion]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.710&lt;br /&gt;
 |0.520&lt;br /&gt;
 |&#039;&#039;&#039;0.460&lt;br /&gt;
 |&#039;&#039;&#039;0.435&lt;br /&gt;
 |&#039;&#039;&#039;0.440&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |18&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (special)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Necromancy|Necromancy]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Balefire (713)]]&lt;br /&gt;
 |13&lt;br /&gt;
 |0.435&lt;br /&gt;
 |0.360&lt;br /&gt;
 |0.325&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.295&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Demonology|Demonology]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Shock (901)]]&lt;br /&gt;
 |1&lt;br /&gt;
 |0.149&lt;br /&gt;
 |0.133&lt;br /&gt;
 |0.111&lt;br /&gt;
 |0.122&lt;br /&gt;
 |0.128&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Water (903)]]&lt;br /&gt;
 |3&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (Water)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Acid (904)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Fire (906)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.323&lt;br /&gt;
 |0.303&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Cold (907)]]&lt;br /&gt;
 |7&lt;br /&gt;
 |0.445&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.245&lt;br /&gt;
 |0.217&lt;br /&gt;
 |0.208&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Fire (908)]]&lt;br /&gt;
 |8&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Shock (910)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |&#039;&#039;&#039;0.555&lt;br /&gt;
 |0.433&lt;br /&gt;
 |0.415&lt;br /&gt;
 |0.433&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Empathic Assault (1110)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.680&lt;br /&gt;
 |0.490&lt;br /&gt;
 |0.365&lt;br /&gt;
 |0.280&lt;br /&gt;
 |0.205&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Transformation|Transformation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Steam (1707)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.550&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.267&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Cold (1709)]] **&lt;br /&gt;
 |3&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.460&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.355&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Acid (1710)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.275&lt;br /&gt;
 |0.370&lt;br /&gt;
 |0.196&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
|}&lt;br /&gt;
: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
: **&amp;lt;i&amp;gt;requires a cast of 512 to start, and 10 ranks of [[Elemental Lore, Water|Water]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AvDs ==&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; denotes a variable AvD. Actual AvDs are determined by the spell used with [[Cone of Elements (518)]]&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 !Spell&lt;br /&gt;
 !Robes&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Soft Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Hard Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Chain&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Plate&lt;br /&gt;
 |- align=center&lt;br /&gt;
 ! [[AsG]]&lt;br /&gt;
 !1&lt;br /&gt;
 !&lt;br /&gt;
 !5&lt;br /&gt;
 !6&lt;br /&gt;
 !7&lt;br /&gt;
 !8&lt;br /&gt;
 !&lt;br /&gt;
 !9&lt;br /&gt;
 !10&lt;br /&gt;
 !11&lt;br /&gt;
 !12&lt;br /&gt;
 !&lt;br /&gt;
 !13&lt;br /&gt;
 !14&lt;br /&gt;
 !15&lt;br /&gt;
 !16&lt;br /&gt;
 !&lt;br /&gt;
 !17&lt;br /&gt;
 !18&lt;br /&gt;
 !19&lt;br /&gt;
 !20&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |70&lt;br /&gt;
 |&lt;br /&gt;
 |60&lt;br /&gt;
 |59&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |&lt;br /&gt;
 |50&lt;br /&gt;
 |48&lt;br /&gt;
 |46&lt;br /&gt;
 |44&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |41&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |29&lt;br /&gt;
 |28&lt;br /&gt;
 |27&lt;br /&gt;
 |&lt;br /&gt;
 |29&lt;br /&gt;
 |27&lt;br /&gt;
 |25&lt;br /&gt;
 |23&lt;br /&gt;
 |&lt;br /&gt;
 |31&lt;br /&gt;
 |27&lt;br /&gt;
 |23&lt;br /&gt;
 |19&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |19&lt;br /&gt;
 |13&lt;br /&gt;
 |7&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |39&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |38&lt;br /&gt;
 |36&lt;br /&gt;
 |34&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |28&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |40 &lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
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 |- align=center&lt;br /&gt;
 ! [[AsG]]&lt;br /&gt;
 !1&lt;br /&gt;
 !&lt;br /&gt;
 !5&lt;br /&gt;
 !6&lt;br /&gt;
 !7&lt;br /&gt;
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 !&lt;br /&gt;
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 !18&lt;br /&gt;
 !19&lt;br /&gt;
 !20&lt;br /&gt;
 |- align=center&lt;br /&gt;
 !Spell&lt;br /&gt;
 !Robes&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Soft Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Hard Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Chain&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Plate&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |}&lt;br /&gt;
: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Considerations==&lt;br /&gt;
&lt;br /&gt;
Analysis of the ball spells&#039; splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the &amp;quot;possible&amp;quot; range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.&lt;br /&gt;
:Players might regard this as the effective spell-casting equivalent of [[MSTRIKE (verb)|MSTRIKE]].&lt;br /&gt;
&lt;br /&gt;
Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick.  A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the &amp;quot;possible&amp;quot; target pool--and guarantees that at least four (4) targets will always have the capability to be splashed (&amp;quot;possible&amp;quot; roll will be 0-8 with +4 added).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Attack strength#Bolt_Spells|Attack strength (Bolt Spells)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Strigae_cactus&amp;diff=104543</id>
		<title>Strigae cactus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Strigae_cactus&amp;diff=104543"/>
		<updated>2018-03-22T10:55:37Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Forageable&lt;br /&gt;
|uses=Healing&lt;br /&gt;
|arid=yes&lt;br /&gt;
|colddry=yes&lt;br /&gt;
|rough=yes&lt;br /&gt;
|sandy=yes&lt;br /&gt;
}}&lt;br /&gt;
The flesh of the [[strigae cactus]] possesses properties akin to the properties of [[cuctucae]] berries, but the spines are sufficiently sharp that acquiring the flesh may do as much harm as the herb can heal. Flat and paddle-shaped, the cactus plants supposedly grow abundantly in desert areas.&lt;br /&gt;
&lt;br /&gt;
It restores 30 [[health]] with no [[roundtime]] and cannot be [[BUNDLE (verb) |bundled]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/herb-guide.asp Herbs and Remedies], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/flora/plants_herbs.asp Elanthian Flora Guide: Plants and Herbs], on Play.net&lt;br /&gt;
*[http://www.virilneus.com/recipes/ingredient.php?named=strigae+cactus Strigae cactus on Roomdata]&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbs]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Strigae_cactus&amp;diff=104540</id>
		<title>Strigae cactus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Strigae_cactus&amp;diff=104540"/>
		<updated>2018-03-21T13:09:37Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Forageable&lt;br /&gt;
|uses=Healing&lt;br /&gt;
|arid=yes&lt;br /&gt;
|colddry=yes&lt;br /&gt;
|rough=yes&lt;br /&gt;
|sandy=yes&lt;br /&gt;
}}&lt;br /&gt;
The flesh of the [[strigae cactus]] possesses properties akin to the properties of [[cuctucae]] berries, but the spines are sufficiently sharp that acquiring the flesh may do as much harm as the herb can heal. Flat and paddle-shaped, the cactus plants supposedly grow abundantly in desert areas.&lt;br /&gt;
&lt;br /&gt;
It restores 30 [[health]] and cannot be [[BUNDLE (verb) |bundled]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/herb-guide.asp Herbs and Remedies], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/flora/plants_herbs.asp Elanthian Flora Guide: Plants and Herbs], on Play.net&lt;br /&gt;
*[http://www.virilneus.com/recipes/ingredient.php?named=strigae+cactus Strigae cactus on Roomdata]&lt;br /&gt;
&lt;br /&gt;
[[Category:Herbs]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Foraging&amp;diff=103657</id>
		<title>Category:Foraging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Foraging&amp;diff=103657"/>
		<updated>2018-02-18T00:34:11Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Forage Sense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=2}}&#039;&#039;&#039;Foraging&#039;&#039;&#039; enables a character to find various plants, such as herbs and flowers, in the natural environments of Elanthia.  Certain plants only grow in certain environments, so in order to find a specific plant, one must ensure they are in the proper climate and terrain.  [[Ranger]]s can determine the climate and terrain of a location by using the [[SENSE (verb)|SENSE]] verb, and anyone with at least 25 ranks in [[Survival]] can use{{boldmono| [[#Forage Sense|FORAGE SENSE]] }}to detect every herb in the [[room]].  Other professions are hard pressed to determine the climate or terrain, if it isn&#039;t indicated within the room description, although there are maps of such information on various websites available to aid in foraging (see [[#Resources|resources]] below).&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
*{{boldmono|FORAGE {adjective} {noun} }}&lt;br /&gt;
*{{boldmono|FORAGE FOR {adjective} {noun} }}&lt;br /&gt;
:&#039;&#039;&amp;quot;{{mono|FOR}}&amp;quot; is optional.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system is quite particular about the entry of the plant&#039;s name, and failing to send the proper syntax will still deplete one usage from the room temporarily.  The adjective can be abbreviated, but the noun cannot.  For example, if foraging for [[ephlox moss]], the command can be typed {{mono|FORAGE EPH MOSS}}, however, {{mono|FORAGE EPHLOX MOS}} will not find the ephlox moss, even if successful.  Prepositions such as &#039;of&#039; must be omitted (&#039;a handful of oats&#039; is found via {{mono|FORAGE HANDFUL OATS}}).  Sometimes an herb may have multiple adjectives; the rule of thumb is if the first adjective is a color, distinguishing it from other differently colored plants, then both adjectives must be used, whereas if the first adjective is not a color, it cannot be used to find the plant of interest.&lt;br /&gt;
&lt;br /&gt;
Foraging will not reveal a character from [[hidden|hiding]].  [[Roundtime]] from foraging can be reduced with [[Celerity (506)]].&lt;br /&gt;
&lt;br /&gt;
== Forage Sense ==&lt;br /&gt;
*{{boldmono|FORAGE SENSE}} &lt;br /&gt;
&lt;br /&gt;
At 25 ranks of [[Survival]] the ability to{{mono| FORAGE SENSE }}is unlocked, allowing the character to determine every herb that can be foraged in that room.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;forage sense&lt;br /&gt;
Glancing about, you notice the immediate area should support specimens of cactacae spine, calamia fruit, haphip root, sovyn clove, spearmint leaf, small flower, small rose, small daisy, angelica root, soft white mushroom, withered black mushroom, daggerstalk mushroom, flathead mushroom, genkew mushroom, blue trafel mushroom, small violet, heath aster, golden buttercup, Imaera&#039;s Lace, fennel bulb, ginger root, lettuce, rose-marrow root, green tomato, striped tomato, red tomato, yellow tomato, orange tomato, motherwort, sprig of bleeding-heart, small carnation, purple crocus, pale yellow daffodil, stem of freesia flowers, large white gardenia, honeysuckle vine, iris blossom, sprig of jasmine, sprig of lavender, sprig of mournbloom, wild pansy blossom, small primrose, Elanthian snow rose, snapdragon stalk, sprig of holly, branch of kerria, orris root, small pumpkin, raspberries, small apple, white lily, tiger lily, blue whortleberry, witchwood twig, yew twig, luckbloom blossom, wavepetal blossom, sunburst blossom, and onion skin.&lt;br /&gt;
The surroundings look lush and verdant.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last line of the{{mono| FORAGE SENSE }}message indicates the number of remaining herbs:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=left&lt;br /&gt;
!Remaining&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |4-5&lt;br /&gt;
| The surroundings look lush and verdant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
| The surroundings look a bit browsed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
| The surroundings look picked over.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
| The surroundings look scavenged.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |0&lt;br /&gt;
| As you glance around, it becomes apparent that someone has been foraging around here recently, and you will be unable to find anything useful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resolution ==&lt;br /&gt;
&lt;br /&gt;
Foraging resolution is an [[open roll|open d100 roll]]. Each plant has a natural foraging difficulty. If the plant is available in the room and the open roll surpasses the foraging difficulty threshold, then the foraging attempt is successful and the plant will be placed in the forager&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
The availability of the various plants depends on an area&#039;s [[terrain]] and [[climate]].  As many areas do not possess certain climates or terrains, many forageable items cannot be found in a given area.&lt;br /&gt;
&lt;br /&gt;
A specific room can only be foraged for five items at a time.  When one successfully forages in a room, the &amp;quot;inventory&amp;quot; of the room decreases by one, and the room begins to regenerate its &amp;quot;inventory&amp;quot; at a randomized rate of approximately one per 5-10 minutes.  This is not on a per-herb basis; this &amp;quot;inventory&amp;quot; is shared across every forageable item in the room. Certain auction-quality items are able to replenish the &amp;quot;inventory&amp;quot; of a room.&lt;br /&gt;
&lt;br /&gt;
The foraging difficulty threshold is modified by many factors:&lt;br /&gt;
&lt;br /&gt;
=== Profession ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
!Profession&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Ranger, Empath&lt;br /&gt;
| +30&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
| Cleric, Monk&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
| Rogue, Paladin, Bard&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Wizard, Sorcerer&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive factors ===&lt;br /&gt;
&lt;br /&gt;
*[[Agility]] bonus / 2&lt;br /&gt;
*[[Intuition]] bonus / 5&lt;br /&gt;
*[[Survival]] ranks / 3&lt;br /&gt;
*[[Perception]] skill / 15&lt;br /&gt;
*+10 for kneeling&lt;br /&gt;
*+10 for [[Foraging (603)]], increases with Ranger Base ranks&lt;br /&gt;
*[[Assume Aspect (650)]], Aspect of the Yierka&lt;br /&gt;
*+1 for [[Light (205)]]&lt;br /&gt;
*+15 for dwarf in subterranean terrain&lt;br /&gt;
*Character [[level]] (unknown bonus)&lt;br /&gt;
&lt;br /&gt;
=== Negative factors ===&lt;br /&gt;
&lt;br /&gt;
*Injuries to hands and eyes (rank 1 hand scars do not confer a penalty)&lt;br /&gt;
*-10 for having only one hand open&lt;br /&gt;
*-2 for each herb recently foraged in the room (also adds +1 roundtime when finding an herb)&lt;br /&gt;
&lt;br /&gt;
=== Non-affecting factors ===&lt;br /&gt;
&lt;br /&gt;
*There is no penalty for foraging in a naturally dark room&lt;br /&gt;
*There is no penalty for foraging in a naturally foggy room&lt;br /&gt;
*There is no bonus for foraging in a naturally bright room&lt;br /&gt;
*There is no bonus from [[Presence (402)]] for a highly perceptive (2x) character&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
The foraging resolution check cascades through a series of checks to determine success, so the order of the messages is consistent.  The check will only progress until a step in the check fails, or the forage is successful, and then stop.  Knowing this order can improve the understanding of climates and terrain that forage-able items can be found in, and extends to all forage-able items.  The resulting message displays the line that is not successful, so knowing which order affirms that all preceding checks passed.&lt;br /&gt;
&lt;br /&gt;
The order of the cascading check is as follows:&lt;br /&gt;
&lt;br /&gt;
# Resolution roll to determine success / failure&lt;br /&gt;
# Plant noun which must be spelled correctly and be valid&lt;br /&gt;
# Region type (this needs a bit more research)&lt;br /&gt;
# Climate type&lt;br /&gt;
# Terrain type&lt;br /&gt;
# Time of day which can affect select forage items&lt;br /&gt;
# Type of Room, such as indoors or outdoors&lt;br /&gt;
# Specific room, for very rare items that are placed in only certain spots (e.g., witchwood twigs, moonflowers)&lt;br /&gt;
# Forage item availability which may be zero if someone else has been foraging the area&lt;br /&gt;
&lt;br /&gt;
The resolution roll results can be:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:90%;}}&lt;br /&gt;
|-bgcolor=&amp;quot;darkgrey&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Check&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| Roll not high enough&lt;br /&gt;
| You forage around but find nothing of interest.&lt;br /&gt;
|-&lt;br /&gt;
| Roll indicates failure (negative roll)&lt;br /&gt;
| You begin to forage around when suddenly you feel a burning sensation in your hand.&lt;br /&gt;
|-&lt;br /&gt;
| Roll indicates failure (negative roll)&lt;br /&gt;
| As you forage around you suddenly feel a sharp pain in your left/right hand!&lt;br /&gt;
|-&lt;br /&gt;
| Plant does not exist, or the plant noun is misspelled (but the resolution roll was successful)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for. You are not even positive where it may be found.&lt;br /&gt;
|-&lt;br /&gt;
| The region is not the right one for the forage attempt (but the resolution roll was successful)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for. You are not even sure it could be found here.&lt;br /&gt;
|-&lt;br /&gt;
| The climate is not the correct one for the forage attempt (but the resolution roll and region pass the check)&lt;br /&gt;
| As you carefully forage around you find no trace of what you are looking for. You are not even sure it could be found in this type of climate.&lt;br /&gt;
|-&lt;br /&gt;
| The terrain is not the correct one for the forage attempt (but the resolution roll, plant, region and climate are good)&lt;br /&gt;
| As you carefully forage around you find no trace of what you are looking for. You wonder if it could even be found in this terrain.&lt;br /&gt;
|-&lt;br /&gt;
| The time of day isn&#039;t correct for the forage attempt (but the resolution roll, plant, region, climate and terrain are good)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for right now, though you are fairly certain this is where it can be found.&lt;br /&gt;
|-&lt;br /&gt;
| The type of room (indoors vs outdoors) is not correct for the forage attempt (but all preceding checks are passed)&lt;br /&gt;
| As you carefully forage around you can find no trace of what you are looking for. You briefly wonder if it could even thrive in this place.&lt;br /&gt;
|-&lt;br /&gt;
| The item is a rare plant and it is not found in this very specific room&lt;br /&gt;
| As you carefully forage around you can find no trace of what you are looking for.  You briefly wonder if it could even grow in this area.&lt;br /&gt;
|-&lt;br /&gt;
| This room has been foraged until completely depleted&lt;br /&gt;
| As you forage around, you notice that someone has been foraging here recently and you are unable to find anything useful.&lt;br /&gt;
|-&lt;br /&gt;
| Success&lt;br /&gt;
| You carefully forage around and manage to find (herb)!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources == &lt;br /&gt;
*[http://www.outdoorelanthia.com/maps/ Outdoor Elanthia maps]&lt;br /&gt;
*[http://gemstone.kthanks.com/forage.php Greminty&#039;s Visual Foraging Collaboration]&lt;br /&gt;
*[http://www.virilneus.com/roomdata/room.php Virilneus&#039; Room Data]&lt;br /&gt;
*[http://www.olsonstudios.com/zanteal/magintair/archival/wh_projects/eflora_conv.html Willow Hall&#039;s Foraging Guide] &lt;br /&gt;
*[[Elanthian Flora Guide]]&lt;br /&gt;
*[[Foraging locations]]&lt;br /&gt;
*[[Script Narost]]&lt;br /&gt;
*[http://web.archive.org/web/20050205152453/ek.manatree.com/ufs/ Alisaire&#039;s UFS] via web.archive.org&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]]&lt;br /&gt;
[[Category:Foraging]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=98049</id>
		<title>Web (118)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=98049"/>
		<updated>2017-09-30T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = WEB&lt;br /&gt;
 | duration = Instantanous&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]], [[Bolt]], Area Effect&lt;br /&gt;
 | target = Single or Room&lt;br /&gt;
 | interval = Special (see left)&lt;br /&gt;
 | dtype = [[Hitpoint]] (Bolt version)&lt;br /&gt;
 | status = Webbed&lt;br /&gt;
 | ctype = [[Unbalance critical table|Unbalance]] (Bolt version)&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
There are three different version of the &#039;&#039;&#039;Web&#039;&#039;&#039; spell:  [[#Warding|Warding]], [[#Area|Area]], and [[#Web Bolt|Bolt]].&lt;br /&gt;
&lt;br /&gt;
== Warding ==&lt;br /&gt;
&lt;br /&gt;
The [[warding]] version of the spell is the default when incanting or casting at a target.&lt;br /&gt;
&lt;br /&gt;
The caster attempts to summon sticky webbing to ensnare a single target for a duration depending on the warding margin. The duration is stackable with new, successful casts on the target up to a max duration of 60 seconds. The target is subject to a 25 [[Target Defense]] (TD) pushdown.&lt;br /&gt;
&lt;br /&gt;
The [[Webbed]] effect prevents targets from taking most actions, applies a significant penalty to [[Defensive Strength]], and disables the chance to outright [[Evade]]/[[Parry]].&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|[[PREP]] 118 {{!}} [[CAST]] {target} }}or{{boldmono| [[INCANT]] 118 }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 CAST CLOSED }}to use once if something else is set to default {{mono|INCANT}} ({{mono|CLOSED}} is optional unless Area Web is set as the default {{mono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT SET CLOSED 118 }}to reset {{mono|INCANT}} to use this version&lt;br /&gt;
&lt;br /&gt;
== Area ==&lt;br /&gt;
&lt;br /&gt;
The area version of the spell is available by [[open cast]]ing without specifying a target.&lt;br /&gt;
&lt;br /&gt;
The caster creates a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus additional charges based on [[Spiritual Lore, Summoning]]: see [[#Lore Benefits|Lore Benefits]]. The web does not automatically dissipate if the caster leaves the room.&lt;br /&gt;
&lt;br /&gt;
Player or creature actions will trigger a hidden spiritual warding check in the following situations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Player-Cast Webs&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Creature-Cast Webs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a player, then it is safe for caster&#039;s group, but a warding check will trigger for:&lt;br /&gt;
*an ungrouped player attempting to attack in the room&lt;br /&gt;
*a creature entering the room&lt;br /&gt;
*a creature attempting to attack in the room&lt;br /&gt;
*a creature attempting to exit the room&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a creature, then a check will trigger for:&lt;br /&gt;
*a player attempting to attack in the room&lt;br /&gt;
*a player attempting to exit the room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every time that a warding check is triggered, it consumes one snare charge (whether or not the check was successful). The [[#Area Web|size descriptor]] of the web indicates the number of charges remaining. When someone or something gets tangled in an area web, the maximum duration it will be ensnared is 60 seconds. [[Encumbrance]] is not a factor in whether a character is webbed.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} CAST }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 OPEN }}to cast Area Web once using {{mono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET OPEN 118 }}to always cast Area Web using {{mono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Area Web===&lt;br /&gt;
The number of ensnare charges increases by 1 at set thresholds of [[Spiritual Lore, Summoning]], with a maximum of 10 total ensnare charges achieved at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning, ranks||-||-||5||15||30||50||75||105||140||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total Area Web ensnare charges||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Web descriptor||big||large||expansive||giant||gigantic||huge|| || || ||colossal &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Web Bolt ===&lt;br /&gt;
&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning.  It is cast using [[EVOKE]], costs 9 mana, and uses the [[Unbalance critical table]], producing injuries along with frequent knockdowns and stuns. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute.&lt;br /&gt;
&lt;br /&gt;
As a [[bolt spell]], it requires training in [[Spell Aiming]] to be effective and can be [[CHANNEL]]ed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{red|Note}}: [[Spell hindrance]] failures cost 18 mana even when using the evoke syntax.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} EVOKE {target} }}or{{boldmono| INCANT 118 EVOKE }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CLOSED }}to cast Web Bolt once using {{mono|INCANT}} ({{mono|CLOSED}} is optional unless Area Web is set as the default {{mono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CHANNEL CLOSED }}to channel Web Bolt once using {{mono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET EVOKE 118 }}to always cast Web Bolt using {{mono|INCANT}} followed by&lt;br /&gt;
**{{boldmono|INCANT SET CHANNEL 118 }}to always channel Web Bolt using {{mono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
====Damage Factor Table====&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Web (118) Bolt|DFcloth = .520|DFleather = .420|DFscale = .330|DFchain = .300|DFplate = .210&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=42|AvD8=41&lt;br /&gt;
|AvD9=39|AvD10=37|AvD11=35|AvD12=33&lt;br /&gt;
|AvD13=44|AvD14=40|AvD15=36|AvD16=32&lt;br /&gt;
|AvD17=52|AvD18=46|AvD19=40|AvD20=34}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
====Damage Factor Bonus====&lt;br /&gt;
Training in Spiritual Lore, Summoning increases the spell&#039;s [[damage factor]] (DF) according to the table below (bolt version only).&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summoning&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks SL, Summoning lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
====Chance to Ensnare Target====&lt;br /&gt;
&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks.  At 140 ranks there is a 100% chance to web a like-level target.  Over training will offset any additional level penalty. The chance of applying the webbed condition is&lt;br /&gt;
{{Equation box|{{math|1=&amp;lt;b&amp;gt;% chance to web = 30 + (SL:S ranks / 2) ± (level difference)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;}}}}&lt;br /&gt;
&lt;br /&gt;
So if the caster is 5 levels over the target, they get a bonus of 25.  If they are 5 levels lower, they get a penalty of 25.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||20||40||60||80||100||120||140&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for like-level target to be [[webbed]]||40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown.  Chances are vs. like-level targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Channel Damage&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
==Interactions with Other Spells==&lt;br /&gt;
&lt;br /&gt;
*[[Call Swarm (615)]] will enhance the strength of the web.  Messaging can be viewed [[Call Swarm (615)#Interactions with other spells|here]].&lt;br /&gt;
*[[Arashan]] summoned with [[Minor Summoning (725)]] can add charges to area webs and take control over hostile webs (area webs cast by other characters/creatures).  Multiple arashan can add to the same web.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[Fire Spirit (111)]], [[Major Fire (908)]] and [[gold wand]]s can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire.  This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker.   Vials from immolation traps removed via [[Lock Mastery]] will have the same effect.&lt;br /&gt;
&lt;br /&gt;
Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic.  Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons.  Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.&lt;br /&gt;
&lt;br /&gt;
If one wants to dissipate a hostile Area Web, setting it on fire and sticking around might backfire.&lt;br /&gt;
&lt;br /&gt;
The interaction with fire also makes Web particularly effective with fire [[flare|flaring]] [[runestaff|runestaves]].  A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster&#039;s lore training noted above.  Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Dispelling Web ===&lt;br /&gt;
[[Untrammel (209)]] will dispel webbing, both area and targeted.  They can also be removed by the various dispels (such as [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]]), although this is more recommended for area webs than other characters (who are assumed to have other active spells they would rather keep).&lt;br /&gt;
&lt;br /&gt;
[[Alchemy]]-made [[fine opaline dust]] containing the Untrammel spell can be used with no [[Magic Item Use]] to dispel webs.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
*Use Area Web in swarms of creatures.&lt;br /&gt;
*Web adjacent rooms for some added protection while [[foraging]].&lt;br /&gt;
*Use Web Bolt against flying creatures.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Warding&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a kobold.&lt;br /&gt;
Cloudy wisps swirl about a kobold.&lt;br /&gt;
  CS: +441 - TD: -22 + CvA: +20 + d100: +12 == +495&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The wisps solidify into thick strands of webbing that tighten about her body!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Web with fire&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A monkey scampers in!&lt;br /&gt;
Moving forward, a monkey gets too close to the rippling, sticky web!&lt;br /&gt;
Dozens of silk threads spin into action, ensnaring a monkey!&lt;br /&gt;
A monkey is overcome by the heat of the burning web!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
The monkey is stunned!&lt;br /&gt;
The webbing around a monkey catches fire!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
Burst of flames char abdomen a crispy black.&lt;br /&gt;
The flames surrounding a monkey continue to burn.&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Extreme heat causes a monkey&#039;s left arm to expand and snap.  That must hurt!&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Flames cook a monkey&#039;s back.  Looks about medium well.&lt;br /&gt;
The monkey falls back into a heap and dies.&lt;br /&gt;
The flames surrounding a monkey quickly die down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flaring Runestaff&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a gaunt spectral servant.&lt;br /&gt;
You shoot strands of webbing at a gaunt spectral servant!&lt;br /&gt;
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188&lt;br /&gt;
   ... and hit for 63 points of damage!&lt;br /&gt;
   Painful attack flays the leg from thigh to calf.&lt;br /&gt;
   New skin lies, snakelike, beneath the old.&lt;br /&gt;
   The spectral servant is stunned!&lt;br /&gt;
A gaunt spectral servant is firmly webbed in place.&lt;br /&gt;
&lt;br /&gt;
 ** Your ebonwood staff flares with a burst of flame! **&lt;br /&gt;
&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Your attack whistles right through the spectral servant&#039;s face.&lt;br /&gt;
   Dimples!&lt;br /&gt;
The webbing around a gaunt spectral servant catches fire!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Smash to the chest!&lt;br /&gt;
   Good thing there were no ribs there to shatter.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Web Bolt&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a kobold.&lt;br /&gt;
You shoot strands of webbing at a kobold!&lt;br /&gt;
  AS: +386 vs DS: -37 with AvD: +44 + d100 roll: +67 = +534&lt;br /&gt;
   ... and hit for 224 points of damage!&lt;br /&gt;
   Strike to lower back stuns the kobold.&lt;br /&gt;
The kobold crumples to a heap on the ground and dies.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=3#118 Minor Spiritual Spell Circle: Web], on Play.net&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Festival_of_the_Fallen_2017&amp;diff=96785</id>
		<title>Festival of the Fallen 2017</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Festival_of_the_Fallen_2017&amp;diff=96785"/>
		<updated>2017-09-09T10:25:29Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Coliseum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;THE [[/shop listing|SHOP LISTING]] IS ON ITS OWN PAGE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Festival of the Fallen&#039;&#039;&#039; is a free festival held the 7-10th of Imaerasta 5117 (September 7-10, 2017).  &lt;br /&gt;
&lt;br /&gt;
The Festival officially opens at 4PM, 9/7/2017 and will run until midnight 9/10/2017.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Neartofar Road&lt;br /&gt;
|rnum=10498&lt;br /&gt;
|desc=The top of a massive limestone coliseum peeks above a dense forest of trees that marches off to the south.  Large oaks and elms form a stately archway over a verdant **path** that leads deeper into the forest.   A sturdy barricade sits off to the side of the path.&lt;br /&gt;
|paths= northwest&lt;br /&gt;
|margin-right=27em&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;ENTER VIA THE PATH&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/shop listing|Shop listing]]&lt;br /&gt;
*[[/teasers|Teasers]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/World%20Events,%20Festivals,%20and%20Storylines/Festival%20of%20the%20Fallen/view Officials folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/World%20Events,%20Festivals,%20and%20Storylines/Festival%20of%20the%20Fallen/thread/1854246 Arena Guidelines]&lt;br /&gt;
*[[Festival of the Fallen 2015]]&lt;br /&gt;
&lt;br /&gt;
== Grand Ball ==&lt;br /&gt;
&lt;br /&gt;
What would a bloody gore-filled festival be if without scrubbing down and dressing up when it&#039;s all over? Ball will be held from 9 pm eastern to 11 pm eastern on Sunday in Prime. (Time for Plat&#039;s is still pending)&lt;br /&gt;
&lt;br /&gt;
== Coliseum ==&lt;br /&gt;
&lt;br /&gt;
A coliseum has been built in the festival grounds with four practice arenas and one main arena. In the arenas you can fight against each other. A maximum of two people can be in a specific arena at any one time. No taking familiars, animal companions, demons, etc in with you. You have to fight on your own. If someone is already in an arena when you try to enter, you&#039;ll be told who is there. Each arena has a viewing room, so people can watch the fights and yell or heckle. If you die in the arena, medics are on-hand to move you to the infirmary and get you cleaned up; let it be noted that you will not lose deeds if you die. You will also be charged a small fee for being tended to by the medical staff. The only compensation you get for killing each other is bragging rights. Any fighting done in the arenas will be considered consensual.&lt;br /&gt;
&lt;br /&gt;
Arena Guidelines - When you go through the portal into the arena, ALL outside spells are stripped, and then for native casters:&lt;br /&gt;
* Retribution effect (only) of Cloak of Shadows (712) is stripped&lt;br /&gt;
* Arcane Barrier (1720), Elemental Targeting (425), and Rapid Fire (515) are stripped&lt;br /&gt;
&lt;br /&gt;
Inside the arena itself:&lt;br /&gt;
* Most spells over level 10 are now allowed&lt;br /&gt;
* Implosion (720), Elemental Targeting (425), Censure (316), Judgment (1630), Nature&#039;s Fury (635), Sleep (501), Flaming Aura (1706), Spirit Servant (240) are all blocked&lt;br /&gt;
* Hiding is allowed&lt;br /&gt;
* No demons, animal companions, or Singing Sword Song (1025)&lt;br /&gt;
* No wands or embeds&lt;br /&gt;
* No scrolls&lt;br /&gt;
&lt;br /&gt;
=== Coliseum Tournament===&lt;br /&gt;
Platinum – Saturday @ 6 pm eastern&amp;lt;br&amp;gt;&lt;br /&gt;
Prime – Sunday @ 6 pm eastern&lt;br /&gt;
&lt;br /&gt;
Contestants Are as follows:&lt;br /&gt;
*Plat – Everyone who wants to!&lt;br /&gt;
*Prime – Kakoon (Ta&#039;Vaalor), Pereus (Ta&#039;Vaalor), Bristenn (Solhaven), Roblar (Ice Mule Trace), Burgoczorn (Ice Mule Trace), Zalion (Wehnimer&#039;s), Leafiara (Wehnimer&#039;s), Aureliano (Wehnimer&#039;s), Orssus (Independent), Jeafwsian (Independent), Archales (Independent), Kinjaro (Independent), Deckits (Independent), Lynaera (Independent), Krystalena (Independent), Jypsie (Independent), Aurach (Independent), Nuadjha (Independent), Mynon (Independent), Heartfire (Independent), Hoy (Independent), Barthollomew (Independent)&lt;br /&gt;
&lt;br /&gt;
Contestants for the grand tournament were chosen by citizen only raffles in all cities (Ta&#039;Vaalor, Ta&#039;Illistim, Cysaegir, Zul Logoth, Icemule, Solhaven, River&#039;s Rest, Kharam Dzu, Wehnimer&#039;s Landing, and Mist Harbor). A total of four contestants from each town will be selected to represent their town in the tournament. If four names are not drawn in a town, a new raffle, that is open to everyone, will be set up in that town to fill the remaining slots.   &lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;Additional selections of gladiator contestants in Prime will be made one hour before the tournament starts at the bonfire (5pm).}}&lt;br /&gt;
&lt;br /&gt;
== Schedule of Merchant Services ==&lt;br /&gt;
&lt;br /&gt;
=== Thursday 9/7 ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable  mw-collapsible&amp;quot; style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
|-bgcolor=#DDDDDD&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Prime&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Platinum&lt;br /&gt;
!Selection&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!Location&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
| 05:00 PM&lt;br /&gt;
| 05:30 PM&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| [[Bane weapon|Creature Bane]] - Weapon&amp;lt;br&amp;gt;(Restrictions:  No undead bane, no weighted weapons, no weapons over 7x, no claidhmores or katanas, and &#039;&#039;&#039;no combat scripts&#039;&#039;&#039;.)&lt;br /&gt;
| 25,000 Silvers&amp;lt;br&amp;gt;Additional Fee Based On Weapon&lt;br /&gt;
| &lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space:nowrap;&amp;quot;|07:00 PM&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;white-space:nowrap&amp;quot;|Raffle - 10 Winners&lt;br /&gt;
| [[Spikes|Spike]] adding to armor&lt;br /&gt;
| 50,000 Silvers&lt;br /&gt;
| &lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 08:30 PM&lt;br /&gt;
| 07:45 PM&lt;br /&gt;
| Raffle - 5 Winners&lt;br /&gt;
| Add morphing to fusion&lt;br /&gt;
| &lt;br /&gt;
| 24203&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 PM&lt;br /&gt;
| none&lt;br /&gt;
| Raffle - 3 Winners&lt;br /&gt;
| [[Sonic alteration|Sonic Alterations]]&lt;br /&gt;
| 5,000 Silvers + 95,000 silvers from winner&lt;br /&gt;
| &lt;br /&gt;
| Bard&lt;br /&gt;
|-&lt;br /&gt;
| 10:30 PM&lt;br /&gt;
| 11:00 PM&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| [[Bane weapon|Creature Bane]] - Runestaff&amp;lt;br&amp;gt;(Restrictions: If undead bane is selected ONLY holy water flares are allowed, no enchant over 7x, no combat scripts, no flares, other restrictions may apply!)&lt;br /&gt;
| 25,000 Silvers&amp;lt;br&amp;gt;Additional Fee Based On Runestaff&lt;br /&gt;
| &lt;br /&gt;
| Anyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Friday 9/8 ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
|-bgcolor=#DDDDDD&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Prime&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Platinum&lt;br /&gt;
!Selection&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!Location&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap;&amp;quot;| 10:30 PM&lt;br /&gt;
| 02:00 PM&lt;br /&gt;
| style=&amp;quot;white-space:nowrap&amp;quot;|Raffle - 2 Winners&lt;br /&gt;
| [[Sonic alteration|Sonic Alterations]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Bard&lt;br /&gt;
|-&lt;br /&gt;
| 03:00 PM&lt;br /&gt;
| 04:30 PM&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| +5 Enchant&lt;br /&gt;
| &lt;br /&gt;
| 22454&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 07:00 PM&lt;br /&gt;
| 05:00 PM&lt;br /&gt;
| Raffle - 1 Winner&lt;br /&gt;
| [[ClimateWear|Climatewear]] Hood &amp;amp; Feature Concealer Adding&lt;br /&gt;
| &lt;br /&gt;
| 24012&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 05:30 PM&lt;br /&gt;
| 07:00 PM&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| [[bane weapon|Creature Bane]] - Weapon&amp;lt;br&amp;gt;(Restrictions:  No undead bane, no weighted weapons, no weapons over 7x, no claidhmores or katanas, and &#039;&#039;&#039;no combat scripts&#039;&#039;&#039;.)&lt;br /&gt;
| 25,000 Silvers&amp;lt;br&amp;gt;Additional Fee Based On Weapon&lt;br /&gt;
| 22458&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 07:30 PM&lt;br /&gt;
| 10:30 PM&lt;br /&gt;
| Raffle - 1 Winner&lt;br /&gt;
| Auction tier [[Grobey shield|Grobey Script]] add/unlock shield&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 09:00 PM&lt;br /&gt;
| 09:45 PM&lt;br /&gt;
| Auction&lt;br /&gt;
| A special vaalorn [[katana]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Ta&#039;Vaalor citizens&lt;br /&gt;
|-&lt;br /&gt;
| 11:00 PM&lt;br /&gt;
| 11:00 PM&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| [[bane weapon|Creature Bane]] - Runestaff&amp;lt;br&amp;gt;(Restrictions: If undead bane is selected ONLY holy water flares are allowed, no enchant over 7x, no combat scripts, no flares, other restrictions may apply!)&lt;br /&gt;
| 25,000 Silvers&amp;lt;br&amp;gt;Additional Fee Based On Runestaff&lt;br /&gt;
| 23992&lt;br /&gt;
| Anyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saturday 9/9 ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
|-bgcolor=#DDDDDD&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Prime&lt;br /&gt;
!Time&amp;lt;br&amp;gt;Platinum&lt;br /&gt;
!Selection&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Ticket&amp;lt;br&amp;gt;Price (silvers)&lt;br /&gt;
!Location&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap;&amp;quot;| 12:00 PM&lt;br /&gt;
| 01:30 PM&lt;br /&gt;
| Raffle - 1 Winner&lt;br /&gt;
| [[Mood script|Greater Moods]] add &amp;amp; customization*&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Ta&#039;Vaalor Citizen Only**&lt;br /&gt;
|-&lt;br /&gt;
| 12:30 PM&lt;br /&gt;
| 02:00 PM&lt;br /&gt;
| Raffle - 1 Winner&lt;br /&gt;
| Greater Moods add &amp;amp; customization*&lt;br /&gt;
| 50,000 &lt;br /&gt;
| Map #17, 24012&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 01:30 PM&lt;br /&gt;
| 04:00 PM&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| [[Bane weapon|Creature Bane]] - Weapon&amp;lt;br&amp;gt;(Restrictions:  No undead bane, no weighted weapons,&amp;lt;br&amp;gt;no weapons over 7x, no claidhmores or katanas, and &#039;&#039;&#039;no combat scripts&#039;&#039;&#039;.)&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;| 25,000 + item fees &lt;br /&gt;
| Map #7, 23995&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 02:00 PM&lt;br /&gt;
| 03:00 PM&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| +5 Enchant&lt;br /&gt;
| 25,000 + item fees&lt;br /&gt;
| Map #8, 23992&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 02:59 PM&lt;br /&gt;
| 03:30 PM&lt;br /&gt;
| Raffle - 1 Winner&lt;br /&gt;
| [[Permabless]] - 8x or lower (no weight/combat scripts), weapon and backup on hand&lt;br /&gt;
| 100,000 &lt;br /&gt;
| Map #12, 22453&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 03:59 PM&lt;br /&gt;
| none&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;| Raffle - 15 Winners&lt;br /&gt;
| [[Spikes|Spike]] adding to armor&lt;br /&gt;
| 50,000&lt;br /&gt;
| Map #1, 17885&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 05:00 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| [[Iasha white ora weapon|Iasha weapon]] Tier 2 upgraded to Tier 3 OR to have an Iasha weapon crafted for them to Tier 3 specifications&lt;br /&gt;
| 250,000 &lt;br /&gt;
| style=&amp;quot;white-space:nowrap&amp;quot;|Map #16-go trap, 24041&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 07:30 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 4 Winners&lt;br /&gt;
| Upgrade existing Tier 1 [[Iasha white ora weapon|Iasha weapon]] upgraded to Tier 2&lt;br /&gt;
| 100,000 &lt;br /&gt;
| Map #16-go trap, 24041&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 08:00 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| Add [[Voln armor|Voln Script]] to armor&lt;br /&gt;
| 10,000 &lt;br /&gt;
| Map #15, 24010&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 08:20 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 2 Winners&lt;br /&gt;
| Voln Armor T1 to T2 Unlocking&lt;br /&gt;
| 25,000 &lt;br /&gt;
| Map #14, 23993&lt;br /&gt;
| Anyone&lt;br /&gt;
|-&lt;br /&gt;
| 08:45 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| Voln Armor T2 to T3 Unlocking&lt;br /&gt;
| 50,000 &lt;br /&gt;
| Voln Armory, 21647&lt;br /&gt;
| Voln Only&lt;br /&gt;
|-&lt;br /&gt;
| 09:00 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 1 Winners&lt;br /&gt;
| Voln Armor T3 to T4 Unlocking&lt;br /&gt;
| 100,000 &lt;br /&gt;
| Voln Third Floor, 21645&lt;br /&gt;
| Voln Only&lt;br /&gt;
|-&lt;br /&gt;
| 09:53 PM&lt;br /&gt;
| unknown&lt;br /&gt;
| Raffle - 5 Winners&lt;br /&gt;
| Addition/upgrading of [[Acuity flare|acuity]] or [[mana flare]]s to [[runestaff|runestaves]]. Final level no higher than 6x acuity/+3 mana, present within 5 min, no item passing&lt;br /&gt;
| 25,000&lt;br /&gt;
| Map #3-pavilion, 22452&lt;br /&gt;
| Everyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sunday 9/10 ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
|-bgcolor=#DDDDDD&lt;br /&gt;
!Time&lt;br /&gt;
!Selection&lt;br /&gt;
!Item(s)&lt;br /&gt;
!Ticket&amp;lt;br&amp;gt;Price&lt;br /&gt;
!Location&lt;br /&gt;
!Eligibility&lt;br /&gt;
!Instance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki /&amp;gt;*This is a delayed service, and you MUST have the item on your person at the time of the drawing to confirm eligibility, and you must be present.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki /&amp;gt;**Citizen only raffles require citizenship to have been acquired on or before 9/6/2017&lt;br /&gt;
&lt;br /&gt;
== Mini Games ==&lt;br /&gt;
&lt;br /&gt;
You bet we have the dagger toss and hatchet throw again, with several nice things in the unique hopper!&lt;br /&gt;
&lt;br /&gt;
Dagger Toss&lt;br /&gt;
* Huge Tin Centaur&lt;br /&gt;
* Medium-Sized Tin Orc&lt;br /&gt;
* Small Tin Rodent&lt;br /&gt;
&lt;br /&gt;
Hatchet Toss&lt;br /&gt;
* White Ring&lt;br /&gt;
* Red Ring&lt;br /&gt;
* Blue Ring&lt;br /&gt;
&lt;br /&gt;
Javelin Toss&lt;br /&gt;
* Leg&lt;br /&gt;
* Arm&lt;br /&gt;
* Chest&lt;br /&gt;
&lt;br /&gt;
== Map of Festival Grounds ==&lt;br /&gt;
&lt;br /&gt;
[[image:Festival of the FallenMap.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Festival of the Fallen]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=95578</id>
		<title>Animate Dead (730)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=95578"/>
		<updated>2017-08-20T12:46:57Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Animate Dead&lt;br /&gt;
 | number = 730&lt;br /&gt;
 | mnemonic = ANIMATEDEAD&lt;br /&gt;
 | duration = Special &lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Attack&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a [[gems|gem]], [[crimson salt crystals]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Animate Dead&#039;&#039;&#039; allows a sorcerer to animate the corpses of [[creature]]s or fellow [[character]]s, then maintain an amount of control over the reanimated body. Creature animates can attack, cast defensive magic, and hold items for their master. Player animates can only move. &lt;br /&gt;
&lt;br /&gt;
==Duration==&lt;br /&gt;
Without [[crimson salt crystals]], the initial duration of the spell is a flat 10 minutes.  Each corpse may be treated with crimson salt crystals prior to casting to increase the initial duration to 20 minutes + 15 seconds per level of troll blood.  Crystals consist of sea water, troll blood, and a moonflower, and must be prepared prior to using the spell.  A cast of [[Dark Catalyst (719)]] at the homogenous solution will begin the crystallization process.  Using level 63 [[massive troll king]] blood, an animate will have an initial duration of approximately 35 minutes and 45 seconds.  Using level 100 [[grimswarm]] troll blood, the initial duration will cap at 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Successfully using {{boldmono|[[sacrifice|SACRIFICE]] CHANNEL {target} }}on another appropriate creature will refresh an animate to the initial duration and heal all injuries on creature animates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Any [[massive troll king]] or [[grimswarm]] troll blood gathered (or crystals made) prior to the [[/saved_posts#Additional_Updates|update]] made on 2016 Jan 12 (post #3449) will have the former maximum level 63 restriction still applied.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 10 minutes (refreshable).&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 20 minutes + 15 seconds per level of troll blood (refreshable).&lt;br /&gt;
*&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target}&amp;lt;/tt&amp;gt; (optional) &#039;&#039;&#039;&amp;lt;tt&amp;gt;| GET {gem} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to [[Animate Dead (730)#Raising_the_Level_of_an_Animate|raise the level]] of a creature animate +1 for every 400 value of the gem used, maxed at the caster&#039;s MAL (see above for applicable duration).&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em}}&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!width=&amp;quot;155px&amp;quot;|[[TELL (verb)|TELL ANIMATE TO...]]&lt;br /&gt;
!Action&lt;br /&gt;
!Creature-only&lt;br /&gt;
!Player-only&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK&lt;br /&gt;
|Animate will attack any foe in sight.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK &amp;lt;nowiki&amp;gt;{creature|player}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Instructs animate to attack the specified target.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GUARD&lt;br /&gt;
|Animate will attack any creatures that attack its master. Non-BCS animates are not able to guard.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GO &amp;lt;nowiki&amp;gt;{direction|portal}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Animate moves in the specified direction (must be in same room).&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|FOLLOW&lt;br /&gt;
|Animate will follow its master. Using this command again will stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|STOP&lt;br /&gt;
|Animate will cease most recent command. Will not stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GET {item}&lt;br /&gt;
|Animate picks up specified item (maximum 2 items).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|DROP {item}&lt;br /&gt;
|Animate will drop specified item.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAGIC&lt;br /&gt;
|Instructs the animate to cast defensive/enhancive magic at its master (must be in same room).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|EXPLODE &lt;br /&gt;
|Animate will explode, injuring other near-by creatures in the process. (player-friendly, animate is lost)&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SIT&lt;br /&gt;
|Animate will sit.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|LIE&lt;br /&gt;
|Animate will lay down.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|STAND&lt;br /&gt;
|Animate will stand up.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|DIE&lt;br /&gt;
|Breaks the master&#039;s control over the animate. Body will return to its original dead state.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maximum Animatable Level==&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 20):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Determining Target Level===&lt;br /&gt;
;Estimating&lt;br /&gt;
Creature levels can be estimated using [[ASSESS]] (or [[APPRAISE]]).  A message will be displayed of the creature&#039;s level in relation to the character&#039;s.  Performing this action is typically good enough for normal use of the spell.&lt;br /&gt;
&lt;br /&gt;
;Calculating&lt;br /&gt;
[[Corrupt Essence (703)]] has a TD pushdown that is partially based on creature level relative to the sorcerer&#039;s level.  ([[BCS]] creatures will generate on a range of levels centered around the creature&#039;s base level.  Example: Shan are a base level of 42, though you may find individual Shan to range from the high 30&#039;s to mid 40&#039;s.)  When animating near one&#039;s MAL, it is important to keep track of the individual creature one is attempting to animate.  Failure will result in injury.  To determine the level of a creature using [[Corrupt Essence (703)]], use the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;TD Pushdown = (WISDOM bonus &amp;amp;minus; 1) + (Caster&#039;s level - Creature&#039;s level)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, one must determine the creature&#039;s normal TD vs. [[Sorcerer Base|sorcerous magic]]. [[Mind Jolt (706)]] is generally the best choice for this purpose, because it will not damage the potential animate&#039;s body, and will also stun the target. Next, cast [[Corrupt Essence (703)]] at it.  The TD pushdown is the original TD used against the first spell minus the corrected TD against [[Corrupt Essence (703)]].  A character&#039;s level and Wisdom bonus values can be found in the [[INFO]] verb.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&#039;Sorcerer A&#039; casts [[Pain (711)]] at the creature whose level is to be determined, resulting in a TD of 189. &#039;Sorcerer B&#039; then immediately casts [[Corrupt Essence (703)]] at the same creature, and the resulting TD is 156.  Sorcerer B is level 44 and their Wisdom bonus is 30. Solve for &#039;C&#039; which is the value of the creature&#039;s level. (189-156)=(30-1)+(44-C); 33 = 29 + 44 - C; C = 40. This tells us that the creature in question is level 40, or 4 levels below Sorcerer B. Now the sorcerer may determine, based on their MAL, whether or not they will be able to animate that particular creature.&lt;br /&gt;
&lt;br /&gt;
== Character Animates ==&lt;br /&gt;
All player characters can be animated.  Animate Dead is primarily used as an alternative to dragging fallen comrades, and rescuing people from places where dragging is not possible.  The success of player character animation also has an MAL check based on the target. If a sorcerer&#039;s MAL is lower then the character&#039;s level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it. &lt;br /&gt;
&lt;br /&gt;
The target must have their [[group]] open or the spell will fail. An animated character may UNLINK ANIMATION to release themselves from the caster&#039;s control, causing their body to return to a dead state.  Using either a [[White flask|white flask]] or [[Symbol of Preservation]] on the corpse prior to casting is recommended to prevent the character from decaying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Crimson salt crystals no longer preserve corpses.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Creature Animates ==&lt;br /&gt;
Creature animates can make highly effective hunting partners and can be broken down into three distinct types:&lt;br /&gt;
&lt;br /&gt;
;*Animal&lt;br /&gt;
:These are generally quadrupeds, they use natural attacks (bite, claw, etc.) and may also attack with [[maneuver]]s. This type is the least effective animate overall because their attacks do poor damage and cannot be bolstered by the use of a weapon, and they know no magic to be of defensive use either.&lt;br /&gt;
;*Magical&lt;br /&gt;
:Creatures which rely primarily on magic as their means of attack. These are generally the least effective attacking animates, though they may know certain defensive spells which can be quite useful to their master. It is important to note that only creatures on the [[BCS]] system cast defensive magic upon their masters. The duration of defensive magic cast by an animate on the sorcerer is limited to the remaining duration of the animate.&lt;br /&gt;
;*Warrior&lt;br /&gt;
:These are creatures which wield weapons and shields. Generally bipedal and often even intelligent these are the best choices for offensive animates. The faster the creature, the better animate it will make. Once animated they may also be instructed to wield a weapon of their masters choice (commonly [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential.&lt;br /&gt;
&lt;br /&gt;
[[construct family creatures|Construct]]s, [[golem]]s, [[Elemental family creatures|elementals]], and most [[non-corporeal]] [[undead]] creatures &#039;&#039;cannot&#039;&#039; be animated by this magic. Other dead creatures are suitable so long as the sorcerer&#039;s [[Maximum Animatable Level]] (MAL) is equal to or higher then the creature&#039;s level, preferably not [[wound]]ed ones. If a creature&#039;s suitability for animation is in question, [[ASSESS (verb)|ASSESS]] may be used prior to casting. &lt;br /&gt;
&lt;br /&gt;
===Raising the Level of an Animate===&lt;br /&gt;
If a [[gems|gem]] is used for the animation process it will raise the level of the animated creature by +1 for every 400 value of the gem used, maxed at the caster&#039;s MAL. This will include the appropriate combat stats for the creature. The gem must be held in hand when casting to obtain this benefit, though the spell can be cast without a gem if desired.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate - Lore Benefits===&lt;br /&gt;
&#039;&#039;&#039;TELL ANIMATE TO EXPLODE&#039;&#039;&#039; will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + ([[Sorcerous Lore, Necromancy]] ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Useful Animates ===&lt;br /&gt;
As the level of creature animates can now be raised by using a gem, the following chart is somewhat obsolete, but remains here since what was previously a good animate is still a good animate.  Readers should keep in mind, however, that the number of possible usable animates has increased considerably, and that some animates with certain skills will do well in one hunting ground, but might not be as successful in another.&lt;br /&gt;
&lt;br /&gt;
Per [[Animate Dead (guide)|Querthose&#039;s Guide]], the most useful animates tend to be warriors - those that swing a weapon and do little else.  Such animates can usually swing a [[claidhmore]] (provided by their animator), which can be very effective.  Here are some examples of creatures that fit this mold:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; {{prettytable}} width=&amp;quot;85%&amp;quot; font-size=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!Creature&lt;br /&gt;
!Average Level&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|Varies&lt;br /&gt;
|If you can afford to take a few swings, look for a fast swinger, and not one with a bow.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan warrior]]&lt;br /&gt;
|42&lt;br /&gt;
|Physical attacks, disarm&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan ranger]]&lt;br /&gt;
|42&lt;br /&gt;
|Only slightly lower AS than a shan warrior, and can be told to cast mobility on you&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomb troll]]&lt;br /&gt;
|52&lt;br /&gt;
|Rapidly regenerates from any wounds received&lt;br /&gt;
|-&lt;br /&gt;
|[[Decaying Citadel guardsman]]&lt;br /&gt;
|58&lt;br /&gt;
|Undead animates can hit other undead animates without a blessed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Massive pyrothag]]&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black forest ogre]]&lt;br /&gt;
|60&lt;br /&gt;
|Make sure to pick out a rogue rather than a wizard&lt;br /&gt;
|-&lt;br /&gt;
|[[Muscular supplicant]]&lt;br /&gt;
|67&lt;br /&gt;
|Ideal animate.  Does nothing but swing.  If you look around, you can find ones with 3 second attack RT.&lt;br /&gt;
|-&lt;br /&gt;
|[[Raving lunatic]]&lt;br /&gt;
|77&lt;br /&gt;
|This is one option for hitting vvrael witches/warlocks (though their DS is usually too high to make it practical).  Be sure to tell your animate to stop following before you leave the rift, or else you&#039;ll lose it on the way out.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ithzir scout]]/[[Ithzir janissary]]&lt;br /&gt;
|89/92&lt;br /&gt;
|Some of the other ithzir has high DS, but these are still fairly useful.  They&#039;ll frequently hurl their weapon, though - keep an eye on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Triton executioner]]/[[Triton combatant]]/[[Triton radical]]&lt;br /&gt;
|96/98/98/100&lt;br /&gt;
|All reasonable choices. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ranged hunted can also be useful (e.g. [[Rotting Citadel arbalester]]).  They will swing a claidhmore at 0 AS, so let them keep the bow.  They do not run out of arrows.  They will do considerably less damage per attack, but generally attack very quickly.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Hollow soulstone wand]]&lt;br /&gt;
*[[Trolls (animate dead)]]&lt;br /&gt;
*[[Crimson salt crystals]]&lt;br /&gt;
*[[Necromantic regeneration potion]]&lt;br /&gt;
*[[Virktoth|A Cautionary Tale?]]&lt;br /&gt;
*[[Animate Dead (guide)|Querthose&#039;s Guide to Using Animate Dead]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sacrifice&amp;diff=92269</id>
		<title>Sacrifice</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sacrifice&amp;diff=92269"/>
		<updated>2017-05-31T19:11:53Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
A [[sorcerer]] can &#039;&#039;&#039;sacrifice&#039;&#039;&#039; weakened [[creature]]s, converting their &#039;&#039;animus&#039;&#039; into usable [[mana]]. The animus is the energy linking the ethereal spirit to physical body. Creatures near death are more susceptible to the disruption of their animus, which will ultimately end their lives anyways. Only living creatures can be sacrificed ([[undead]] cannot), and only sorcerers can sacrifice.  Sacrifice can also be used to heal and refresh an [[730|animate]], and to weaken the next few creatures (of the same type).  Success in Sacrifice is highly dependent upon the sorcerer level vs. creature level difference, but the ability to use various aspects of Sacrifice is dependent upon training in [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=600px}}&amp;gt;&lt;br /&gt;
&amp;gt;sacrifice&lt;br /&gt;
&lt;br /&gt;
SACRIFICE Usage:    SACRIFICE {target}&lt;br /&gt;
                    SACRIFICE CHANNEL {target}&lt;br /&gt;
                    SACRIFICE INFEST {target}&lt;br /&gt;
                    SACRIFICE TEACH {player}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=80%&lt;br /&gt;
!width=&amp;quot;195px&amp;quot;|Command ||width=&amp;quot;300px&amp;quot;|Description ||width=&amp;quot;220px&amp;quot;|Necromancy Lore Requirement&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[#Default (Mana)|SACRIFICE {creature}]]&#039;&#039;&#039; || Makes an attempt at sacrificing a target to regain mana. || None to use&lt;br /&gt;
*10 ranks for no spirit loss on failure&lt;br /&gt;
*30 ranks for no spirit loss on success&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[#Sacrifice Channel|SACRIFICE CHANNEL {creature}]]&#039;&#039;&#039; || Directs the energy of a sacrifice into an animate, healing it of injuries and refreshing the animate to its original duration. || 60 ranks&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[#Sacrifice Infest|SACRIFICE INFEST {creature}]]&#039;&#039;&#039; || Taints the energy of a sacrifice, resulting in 10 minutes (or 15 creatures) of infested creatures of the same type spawning with AS, DS, CS, and TD penalties equal to 5 + (creature level / 5). || 100 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obtaining the Ability ==&lt;br /&gt;
&lt;br /&gt;
Sacrifice is an inherent ability granted to all sorcerers. The previous method of learning sacrifice from the teachings of another sorcerer, while no longer necessary, is still available and can serve as a [[roleplay]]ing opportunity. The same requirements still apply. The sorcerer being taught must have knowledge of the [[Mind Jolt]] spell although it is not necessary to be able to cast it. The action of teaching sacrifice will incur 15 sec of [[roundtime]] for both teacher and student, and requires that the teacher be at least [[level]] 20.  This instruction will also grant the teacher a small amount of experience and take 1 spirit point from them.&lt;br /&gt;
&lt;br /&gt;
* {{boldmono|SACRIFICE TEACH {character} }} teaches the sacrifice ability to another sorcerer.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You take Sorcerer to the side and begin to instruct him in the necromantic method that was once taught to you.  You explain the secrets of focusing one&#039;s will on the victim&#039;s animus, and how the student may supply a small amount of his own spirit to initiate a link with the victim.&lt;br /&gt;
&lt;br /&gt;
You go on to teach Sorcerer how to control the spiritual link once it is created, and the secrets of overcoming and dominating the victim, including using physical and mental pain to cause a victim&#039;s will to weaken.  You complete the lesson with instructions on drawing the dominated victim&#039;s animus from its body in the form of mystical energy.&lt;br /&gt;
You feel drained!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attempting to teach a non-sorcerer to sacrifice gives the following messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Sorcerer looks like he was about to say something to you, but he hesitates, obviously having changed his mind.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is what it looks like when being taught how to sacrifice by another sorcerer:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
XXX takes you to the side and begins to instruct you in a necromantic discipline previously unknown to you!  He explains the secrets of focusing one&#039;s will on a victim&#039;s animus, and how you may supply a small amount of your own spirit to initiate a link with the victim.&lt;br /&gt;
&lt;br /&gt;
He goes on to teach you how to control the spiritual link once it is initiated, and the secrets of overcoming and dominating the victim, including using physical and mental pain to cause a victim&#039;s will to weaken.  XXX completes the lesson with instructions on drawing the dominated victim&#039;s animus from its body in the form of mystical energy!&lt;br /&gt;
&lt;br /&gt;
You carefully note the methods that he teaches you in this dark art.&lt;br /&gt;
XXX looks drained!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types of Sacrifices==&lt;br /&gt;
===Default (Mana)===&lt;br /&gt;
*{{boldmono|SACRIFICE {creature} }}&lt;br /&gt;
&lt;br /&gt;
The default Sacrifice will attempt to drain mana from a target and transfer to the sorcerer.  Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. Corpses can be [[LOOT (verb)|looted]] normally after death. &lt;br /&gt;
&lt;br /&gt;
A combined [[Elemental Mana Control]] and [[Spiritual Mana Control]] skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=600px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Max mana transferred = [20 + (level of target)]&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, the successful sacrifice of a level 50 creature will return 70 mana (20+50=70).&lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
*{{boldmono|SACRIFICE CHANNEL {creature} }}&lt;br /&gt;
&lt;br /&gt;
This Sacrifice is used in conjunction with [[Animate Dead (730)]] to heal a creature animate of its injuries and refresh the animate to its original duration.  There is no spirit or mana cost involved with this ability.  Both failures and successes will result in 10 seconds of roundtime.&lt;br /&gt;
&lt;br /&gt;
60 ranks of Necromancy Lore are required to use this ability.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
*{{boldmono|SACRIFICE INFEST {creature} }}&lt;br /&gt;
&lt;br /&gt;
Sacrifice Infest taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[attack strength]] (AS), [[defensive strength]] (DS), [[casting strength]] (CS), and [[target defense]] (TD), but levels will not change; thus, [[creature maneuver]]s will not be weakened. &lt;br /&gt;
&lt;br /&gt;
The combat number penalties are equal to 5 + (creature level / 5).  The effect lasts for 10 minutes or until 15 creatures have been infested. There is messaging for the entire hunting area when the effect starts and ends, as well as a visual indicator on each affected creature. Once a creature is infested, it lasts until it dies, even once the infestation is no longer affecting new creatures in the area.&lt;br /&gt;
&lt;br /&gt;
100 ranks of Necromancy Lore are required to use this ability.&lt;br /&gt;
&lt;br /&gt;
== Executing a Sacrifice ==&lt;br /&gt;
&lt;br /&gt;
Regardless of the Sacrifice being attempted, the target must be incapacitated, and, depending on the sorcerer vs. target level difference, the target&#039;s health may have to be reduced.  This damage/incapacitation may be done by anybody.&lt;br /&gt;
&lt;br /&gt;
For targets whose level is similar to that of the sorcerer, the target&#039;s [[health]] must first be reduced by 2/3 or more (be aware some creatures can [[heal]] or [[Regenerate (creature ability)|regenerate]]). Targets well below one&#039;s level may be sacrificed without this requirement. Likewise, targets above one&#039;s level are more difficult to sacrifice, sometimes beyond one&#039;s ability entirely.  Regardless of relative level, the lower the target&#039;s health, the easier it will be to sacrifice.  &lt;br /&gt;
&lt;br /&gt;
Incapacitation is usually accomplished via [[Mind Jolt (706)|Mind Jolt&#039;s]] stun effect, though other spells such as [[Web]] and [[Bind]] can also be used. The sacrificer need not deal damage or incapacitation themselves in order to succeed. &lt;br /&gt;
&lt;br /&gt;
Once a successful sacrifice is made, attempts cannot be made until the cooldown period expires.&lt;br /&gt;
&lt;br /&gt;
== Cooldown ==&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sacrifice has been updated to display messaging when the cooldown has expired.  Additionally, while the cooldown is active, SPELL ACTIVE, as well as the StormFront Active Spells window, will display its remaining duration.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel refreshed enough to sacrifice another animus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Sacrifice (for mana)===&lt;br /&gt;
;First person&lt;br /&gt;
&lt;br /&gt;
:;Success&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the forest bendith.&lt;br /&gt;
You feel drained!&lt;br /&gt;
&lt;br /&gt;
Steeling your thoughts, you begin to draw energy from your victim.&lt;br /&gt;
The bendith contorts in agony, her mouth open in a silent scream!&lt;br /&gt;
&lt;br /&gt;
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!&amp;lt;br&amp;gt;The forest bendith drops lifelessly to the ground.&lt;br /&gt;
You feel 62 mana surge into you!&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Failure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the forest bendith.  You struggle to control the link, but it dissipates with no effect.&lt;br /&gt;
You feel drained!&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Failure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the Sheruvian monk.You struggle to control the link, but something goes very awry!  You begin to lose control of your own lifeforce, barely managing to keep a grasp on it as a tearing force attempts to rip it away!  With extreme effort, you regain control, though the effort leaves you pale and shaken.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Failure due to cooldown&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You steel your thoughts and focus on the sprite, but you are unable to draw enough of your energy to drain such a powerful foe.  Perhaps you should wait a while longer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Failure due to targeting an [[730|animated dead]]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You attempt to sense the monk&#039;s life force.  An uncomfortable sensation begins to overtake you as your connection to the forces of mana in this world grows still and cold.  The sensation passes after a few moments.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Failure due to targeting an [[undead]]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you try to initiate a link with the monastic lich.&lt;br /&gt;
You are unable to complete the link.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Third person&lt;br /&gt;
&lt;br /&gt;
:;Success&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Ulthripe appears to be in deep concentration as he stares at a forest bendith.&lt;br /&gt;
Ulthripe looks drained!&amp;lt;br&amp;gt;The bendith contorts in agony, her mouth open in a silent scream!&lt;br /&gt;
&lt;br /&gt;
The forest bendith drops lifelessly to the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:;Failure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Ulthripe appears to be in deep concentration as he stares at a forest bendith.  A moment later he blinks quickly and breaks his gaze away from the bendith, hissing.&lt;br /&gt;
Ulthripe looks drained!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
;Success&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;sac chan was&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the cinder wasp.&lt;br /&gt;
&lt;br /&gt;
Steeling your thoughts, you begin to draw energy from your victim.&lt;br /&gt;
The wasp contorts in agony, its mouth open in a silent scream!&lt;br /&gt;
&lt;br /&gt;
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!&lt;br /&gt;
The cinder wasp careens to the ground and crumples in a heap.&lt;br /&gt;
Focusing on the link to your animate, you carefully feed an animated spectral triton defender the stolen life of your sacrifice, the pulsating energy revitalizing and healing him of his injuries.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Failure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;sac chan diss&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the triton dissembler.  You struggle to control the link, but it dissipates with no effect.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
;Activation (Sacrificing Sorcerer)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the triton combatant.&lt;br /&gt;
&lt;br /&gt;
Steeling your thoughts, you begin to draw energy from your victim.&lt;br /&gt;
The combatant contorts in agony, his mouth open in a silent scream!&lt;br /&gt;
&lt;br /&gt;
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!&lt;br /&gt;
The triton combatant gurgles once and goes still, a wrathful look on his face.&lt;br /&gt;
Mastering the struggle against the frantic rush of stolen power, you infuse the wild energy with a dark haze of necrosis. With a small smirk, you force the sickly currents from your body, commanding them to seek and infest similar creatures in the area.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Messaging - Effect Beginning&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A putrid infestation creeps into the area, shrouding it with a necrotic haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Messaging - Effect Ending&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The putrid infestation shrouding the area fades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category: Special Abilities]]&lt;br /&gt;
[[Category: Verbs]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Peace_(1011)&amp;diff=86292</id>
		<title>Song of Peace (1011)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Peace_(1011)&amp;diff=86292"/>
		<updated>2017-01-14T18:00:15Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = PEACESONG&lt;br /&gt;
 | duration = As long as the Bard is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Defensive&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Peace&#039;&#039;&#039; creates a minor [[sanctuary]] where all creatures and players are held passive due to the soothing rhythmic sounds of the song. While this spell is in effect, most creatures will avoid entering the area of the spell. Persons or creatures that are in the area will not be able to attack or steal from others.&lt;br /&gt;
&lt;br /&gt;
Any unfriendly creature in the room above the caster&#039;s [[level]] will contribute (based on level difference) to the failure chance of the spell. Additionally, any unfriendly creatures in the room that are equal to or less than the caster&#039;s level (but no more than 10 levels below the caster&#039;s) will contribute a small amount to the failure chance of the spell. Training in [[#Lore Benefit|Mental Lore, Telepathy]] will reduce the failure chance of the spell. &lt;br /&gt;
&lt;br /&gt;
[[Minor Summoning (725)|Minor demons]] are beasts of chaos that are capable of interfering with a Song of Peace. [[Imp]]s can even break existing sanctuaries created by Song of Peace, forcing the Bard to stop singing their song. Training in the [[Bard Base]] circle and Mental Lore, Telepathy can help the Bard prevent a demon from interfering with or breaking his or her sanctuary.&lt;br /&gt;
&lt;br /&gt;
A sanctuary will prematurely end shortly after the Bard leaves the room in which the spell was cast. Bards may renew Song of Peace to create a new sanctuary in the current room.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
4 mana&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Mental Lore, Telepathy]] reduces the failure chance of the song and protects it against interference.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Success:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Song of Peace to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony.&lt;br /&gt;
A sense of peace and calm settles over the area.&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Failure:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Song of Peace to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony.&lt;br /&gt;
You attempt to sing a peaceful song but instead you are overwhelmed with aggression!&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Jagged glossy black shard]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1005 Bard Base Spell Circle: Song of Peace], on Play.net&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=85947</id>
		<title>Rapid Fire (515)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=85947"/>
		<updated>2017-01-03T00:57:32Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = RAPIDFIRE&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | duration = 60 seconds&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | subtype = Reduced Cast RT&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
While &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is active, it will reduce the [[cast roundtime]] of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost an additional 5 mana.  Training in [[#Mana Control Benefit|Elemental Mana Control]] will reduce the recovery period.  Rapid Fire is &#039;&#039;&#039;not&#039;&#039;&#039; restricted to self-cast; it can be cast on other characters.  This spell cannot be [[imbed]]ded or found normally on [[scroll]]s. &lt;br /&gt;
&lt;br /&gt;
Rapid Fire does not affect the cast roundtime from [[magic item]]s or [[Bard Base|spellsongs]]. The spell will not automatically prepare the same spell again.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] (EMC) reduces the recovery period. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|&amp;lt;math&amp;gt;\mathrm{Recovery \ Period=90 - \left \lfloor \frac{EMC \ ranks}{2.2}\right \rfloor \ seconds}&amp;lt;/math&amp;gt;}} &lt;br /&gt;
&lt;br /&gt;
At 100 ranks, the duration is 45 seconds, and at 200 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target&#039;s EMC skill to determine the recovery period.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Mana Control ranks||0||25||50||75||100||125||150||175||200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Recovery period (seconds)||90||79||68||56||45||34||22||11||0&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;18&amp;quot;|&amp;lt;small&amp;gt;&#039;&#039;Not all thresholds are shown.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
Training in Air Lore provides a chance to cause a spell to be{{boldmono| [[CHANNEL]]led }}without incurring the normal hard RT from channeling based on a  seed 1 [[summation]] of ranks.  When this effect occurs for a warding spell, the caster will be treated as if they were in offensive [[stance]] for the purposes of determining the bonus from channeling. &lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance for channel bonus||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Air ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance for channel bonus||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance to negate cooldown||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Water ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance to negate cooldown||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You feel the magic surge through you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
As the surge of magic departs, you feel a slight elemental fatigue settle in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air lore effect messaging:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
Seeing an opportunity, you accelerate time and empower your spell!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice the feeling of elemental fatigue fade away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Rapid_Fire_.28515.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mage_Armor_(520)&amp;diff=84445</id>
		<title>Mage Armor (520)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mage_Armor_(520)&amp;diff=84445"/>
		<updated>2016-11-05T01:34:30Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spellbox start}}&lt;br /&gt;
{{defensive_spell&lt;br /&gt;
 |mnemonic = MAGEARMO&lt;br /&gt;
 |base_dur = 1200 sec&lt;br /&gt;
 |add_dur = 60 sec per [[Major Elemental]] rank&lt;br /&gt;
 |span = [[Stackable]]}}&lt;br /&gt;
{{defensive spell enhancement&lt;br /&gt;
 |type = Special&lt;br /&gt;
 |availability = [[Self-cast]]}}&lt;br /&gt;
{{spellbox middle}}&lt;br /&gt;
{{Major elemental navigation}}&lt;br /&gt;
{{spellbox end}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Mage Armor&#039;&#039;&#039; manipulates the elemental forces within a [[wizard]]&#039;s body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of critical padding.&lt;br /&gt;
&lt;br /&gt;
The base amount of padding for native casters is somewhat at 20 [[Major Elemental]] ranks, increasing every 15 [[Major Elemental]] ranks to a max of heavy padding at 95 ranks.&lt;br /&gt;
*Note: Non-native casters can only achieve light critical padding with this spell, and elemental aspects are not available to non-native casters.&lt;br /&gt;
*Note: The critical padding provided by this spell and its aspects stack with other forms of padding.&lt;br /&gt;
&lt;br /&gt;
The armor can be further enhanced by focusing on specific elements to further shore up defenses via CAST &amp;lt;Element&amp;gt;.  Focusing on an element will produce additional defenses based on lore training in the respective elemental lore.&lt;br /&gt;
&lt;br /&gt;
*Focusing on the &#039;&#039;&#039;Fire Aspect&#039;&#039;&#039; of this spell allows a mage to channel his defenses into stronger offensive attacks. &lt;br /&gt;
*Focusing on the &#039;&#039;&#039;Water Aspect&#039;&#039;&#039; of this spell boosts the mage&#039;s defenses against dispel attacks.&lt;br /&gt;
*Focusing on the &#039;&#039;&#039;Earth Aspect&#039;&#039;&#039; of this spell will shield the mage in a layer of rock when he becomes stunned.&lt;br /&gt;
*Focusing on the &#039;&#039;&#039;Air Aspect&#039;&#039;&#039; of this spell will allow the mage to carry more.&lt;br /&gt;
*Focusing on the &#039;&#039;&#039;Lightning Aspect&#039;&#039;&#039; of this spell will stun all enemies in the room for a short time when the mage becomes stunned.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
===Fire Aspect=== &lt;br /&gt;
Focusing on fire allows the mage to gain higher stance bonuses while remaining in a lower stance when channelling spells.  The base benefit of this aspect is a +15 stance bonus.  &lt;br /&gt;
Training in [[Elemental Lore, Fire]] will increase the stance bonus based on a seed 1 [[summation]].  Obtaining 15 ranks in fire will grant a +20 stance bonus, allowing the mage to remain in advanced stance while obtaining all benefits of offensive. The maximum benefit (base+bonus) of +36 is obtained at 231 fire ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Stance Adjustment&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Fire ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Stance Adjustment||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Water Aspect=== &lt;br /&gt;
Focusing on water will allow a mage to negate dispelling attacks.  The base benefit of this aspect is the negation of one dispell every 30 seconds.&lt;br /&gt;
Training in [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on seed 1 [[summation]].  The maximum benefit of this aspect is a 21 second reduction, to a minimum of 9 seconds, obtained at 231 water lore bonus.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Dispel Nullification Cooldown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Dispel Cooldown Reduction||1s||2s||3s||4s||5s||6s||7s||8s||9s||10s||11s||12s||13s||14s||15s||16s||17s||18s||19s||20s||21s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Earth Aspect=== &lt;br /&gt;
Focusing on earth will allow the mage to be protected by a layer of stone when stunned.&lt;br /&gt;
Training in [[Elemental Lore, Earth]] increase the crit padding provided by the stone layer based on seed 3 [[summation]]. The base benefit of the padding starts at somewhat with a maximum benefit of superb padding.  This benefit stacks with the base benefit of the spell, so a stunned mage with 95 major elemental ranks could potentially see phenomenal levels of padding.&lt;br /&gt;
&lt;br /&gt;
===Air Aspect=== &lt;br /&gt;
Focusing on air allows the mage to increase his carrying capacity.  The base benefit of this aspect is an extra 10 pounds of cc.  &lt;br /&gt;
Training in [[Elemental Lore, Air]] will increase the cc bonus based on a seed 1 [[summation]].  The maximum benefit of this aspect is 31 lbs at 231 air lore bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Carrying Capacity Increase&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Weight Increase||1lb||2lb||3lb||4lb||5lb||6lb||7lb||8lb||9lb||10lb||11lb||12lb||13lb||14lb||15lb||16lb||17lb||18lb||19lb||20lb||21lb&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lightning Aspect===&lt;br /&gt;
Focusing on lightning allows the mage to aoe stun all enemies in the room for two rounds every 30 seconds when the mage becomes stunned.&lt;br /&gt;
Training in [[Elemental Lore, Air]] and [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on seed 3 [[summation]]. The maxmium benefit of this aspect is a 20 second reduction, to a minimum of 10 seconds, at 250 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;AoE Stun Cooldown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Combined Elemental Lore, Water/Air ranks||3||7||12||18||25||33||42||52||63||75||88||102||117||133||150||168||187||207||228||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Stun Cooldown Reduction||1s||2s||3s||4s||5s||6s||7s||8s||9s||10s||11s||12s||13s||14s||15s||16s||17s||18s||19s||20s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;Initial cast&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;A layer of raw elemental energy forms around you..&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire Aspect&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;You shift the focus of the surrounding energies into fire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Water Aspect&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;You shift the focus of the surrounding energies into water.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Earth Aspect&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;You shift the focus of the surrounding energies into earth.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Air Aspect&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;You shift the focus of the surrounding energies into air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Aspect&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;You shift the focus of the surrounding energies into lightning.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Stone_Skin_(520)|Elemental lore review (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
*[[Stone_Skin_(520)|Stone Skin - the Previous 520 spell]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)&amp;diff=69202</id>
		<title>Energy Maelstrom (710)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)&amp;diff=69202"/>
		<updated>2015-09-24T12:43:46Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Increased Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MAELSTROM&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]]&lt;br /&gt;
 | target = Room or Single&lt;br /&gt;
 | interval = Damage over time&lt;br /&gt;
 | dtype = [[Hitpoint]]&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Crush critical table|Crush]], [[Lightning critical table|Lightning]], [[Impact critical table|Impact]]&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Two versions of this spell create either a &amp;quot;raging tempest&amp;quot; in the area or a &amp;quot;tightly focused tempest&amp;quot; on a single target. This causes several cycles of atmospheric abnormalities to pummel its victim(s).  Duration and strength of the storm(s) depend upon the levels of caster and target.  Additional casts of maelstrom can increase the duration and the strength of the spell.&lt;br /&gt;
==Focused Maelstrom==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;[[INCANT]] 710&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;PREP 710|[[CAST]] {target}&amp;lt;/tt&amp;gt; to initiate a storm directed at a single target. &amp;lt;tt&amp;gt;[[TARGET]] {target}&amp;lt;/tt&amp;gt; to specify where you want the storm to be focused.&lt;br /&gt;
&lt;br /&gt;
Damage and duration of this version is based upon level of the caster versus target. To control more individual tempests at once, [[Spell Aiming]], [[Sorcerer Base|Sorcerer spells]] known, [[Discipline]], Discipline bonus, as well as the caster&#039;s level all play a role. A powerful sorcerer could, potentially, control up to 6 or 7 storms.  Casting the spell at a target already under the effect of a targeted tempest will strengthen the storm, increasing its damage. Each subsequent cast in this manner will cost the full ten mana. The strength of the storm decreases over time, thus additional casts are most effective during build up cycles.&lt;br /&gt;
&lt;br /&gt;
*About 2x Spell Aiming is expected to be proficient at using this version against targets higher in level than the caster.&lt;br /&gt;
*During the process of the storm, the duration of atmospheric spells (such as [[Spirit Barrier (102)]]) on the target can be degraded.&lt;br /&gt;
*Tempests will follow the target if it leaves the room, but will dissipate shortly afterward if the caster is not in the same room as the tempest.&lt;br /&gt;
&lt;br /&gt;
==Open Maelstrom==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt; PREP 710|[[CAST]]&amp;lt;/tt&amp;gt; to create a group-friendly version that will damage any target in the immediate area.  Only one tempest per caster can be [[open cast]] in a room at a time. The tempest&#039;s strength and duration is based upon the level of caster versus the level of the targets.&lt;br /&gt;
&lt;br /&gt;
==Lore and Attunement Benefits==&lt;br /&gt;
===Increased Damage===&lt;br /&gt;
Casters are able to create elementally themed maelstroms based on their [[attunement]] with the primary element appearing more often in damage cycles, e.g. a fire themed maelstrom will deal heat damage more often than the other element types. Training in the appropriate [[Elemental Lore]] will increase the damage from those attacks.  For lightning attuned Sorcerers, [[Elemental Lore, Air]] modifies only lightning and not vacuum attacks.&lt;br /&gt;
&lt;br /&gt;
===Storm Formation===&lt;br /&gt;
Training in any elemental lore will also increase the speed at which the storm forms, using a seed 1 [[summation]] of (Total Elemental Lores &amp;amp;divide; 5) for -1 second per round (explained below). The maximum benefit is achieved at 75 elemental lore ranks. At that point, it takes less than 10 seconds for the storm to form and start attacking instead of the base time of 22 seconds.&lt;br /&gt;
&lt;br /&gt;
There are four rounds of buildup and the default time between each round is 6 seconds prior to rounds 1-3, and 4 seconds prior to round 4.  Damage starts on round 4.  There is no messaging on round 1, so there will be a base 12 second pause before the messaging for round 2 appears. &lt;br /&gt;
&lt;br /&gt;
Thus, it takes the storm a base of 22 seconds (6 + 6 + 6 + 4) from the cast until it starts to deal damage.  The lore benefit reduces the amount of time between rounds 1-3 by 1 second per round.  As such, once trained in 5 ranks of any Elemental Lore or combination of, the caster immediately gets -1 second for rounds 1-3, or -3 seconds off the total summoning time.  This continues up to 75 Elemental Lore ranks, where the reduction is capped at -5 seconds, or -15 seconds total, resulting in a storm that forms in 7 seconds.  However, due to how things are processed internally, 1 second events don&#039;t always trigger within 1 second, so while the storm should be fully summoned after 7 seconds, it is really about 10 or so.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Total Elemental Lore ranks (any type)||5||15||30||50||75&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Approximate buildup time in seconds||19||16||13||11||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;&lt;br /&gt;
A stiff breeze begins to swirl around you. [initial messaging]&lt;br /&gt;
 &lt;br /&gt;
The winds swirl and intensify all around you, but you remain safely in the calm at the eye of the storm. [buildup cycle]&lt;br /&gt;
 &lt;br /&gt;
Violent winds rip through the area! [damage cycle: impact]&lt;br /&gt;
 &lt;br /&gt;
Brilliant flashes of lightning surround you! [damage cycle: lightning]&lt;br /&gt;
 &lt;br /&gt;
Large hailstones whip through the area! [damage cycle: crush]&lt;br /&gt;
 &lt;br /&gt;
The vortex of wind begins to weaken. [powerdown cycle]&lt;br /&gt;
 &lt;br /&gt;
The storm subsides and the air is calm again. [end messaging]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Energy Maelstrom (710) (saved posts)]]&lt;br /&gt;
*[[Flow storms]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 Sorcerer Base Spell Circle: Energy Maelstrom], on Play.net&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Corrupt_Essence_(703)&amp;diff=69199</id>
		<title>Corrupt Essence (703)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Corrupt_Essence_(703)&amp;diff=69199"/>
		<updated>2015-09-24T12:24:02Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Mana Control Benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = CESSENCE&lt;br /&gt;
 | duration = 15 sec&lt;br /&gt;
 | type = Attack ([[warding]])&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The &#039;&#039;&#039;Corrupt Essence&#039;&#039;&#039; spell causes a &amp;quot;blood red haze&amp;quot; to surround the target, leaving them unable to [[CAST (verb)|cast]] a spell for fifteen seconds. Any attempts at casting will drain the appropriate amount of mana, but the spell will be blocked. It will also keep creatures from using [[:Category:Common Magical Items|magic items]] for the duration. Beware, this will not prevent a target from preparing a spell. If they prepare a spell it may still be cast once 703&#039;s duration has expired. This spell may cause a [[target defense]] penalty on its target, making it difficult to resist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;TD Pushdown = (WISDOM bonus &amp;amp;minus; 1) + (Caster&#039;s level - Creature&#039;s level)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also an [[open cast]] version of Corrupt Essence based on combined Elemental and Spiritual Mana Control ranks.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*&amp;lt;tt&amp;gt;PREP 703|[[CAST]] {target}&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;[[INCANT]]&amp;lt;/tt&amp;gt; to use against a single target.&lt;br /&gt;
*&amp;lt;tt&amp;gt;PREP 703|[[CAST]]&amp;lt;/tt&amp;gt; to affect multiple targets.  Requires at least 20 of a single, or 25 combined (15 of one, 10 of another) Mana Control ranks.&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] and [[Spiritual Mana Control]] increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks.  If they are trained equally, divide one of them by 2.  The maximum number of targets is the sum of mana control ranks so computed is divided by 20.  Wisdom and level adjustments apply normally in the open cast version of the spell.  The open cast version of the spell is not friendly to other players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;# of targets = 1 + ([[SMC]] + [[EMC]] (lower one counts for half) &amp;amp;divide; 20)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;This chart assumes equal ranks trained in EMC and SMC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mana Control ranks (each)||14||27||40||54||67||80||94||107||120||134||147||160||174||187||200||213||227||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|# of open cast targets||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using Corrupt Essence to Determine Target Level==&lt;br /&gt;
To determine a creature&#039;s exact level:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When targeting players, use the flat WIS bonus without subtracting one.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell cast success&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel weakened as a blood red haze forms around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Trying to cast while under the effects of the spell&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you focus on your magic, your vision swims with a swirling haze of crimson.  A sharp, blinding pain explodes outward from your mind and radiates in throbbing waves across your skin, causing you to falter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The blood red haze dissipates from around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:gnarled yew wand}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Corrupt Essence (703) (saved post)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#705 Sorcerer Base Spell Circle: Corrupt Essence], on Play.net&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Target_defense&amp;diff=69191</id>
		<title>Target defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Target_defense&amp;diff=69191"/>
		<updated>2015-09-24T11:56:33Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Spells that decrease Target Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Often abbreviated as &amp;quot;TD&amp;quot; it is a value used to determine the outcome of [[warding]] magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s base TD to all spells is 3 points per level, plus the relevant [[statistic]] bonus:&lt;br /&gt;
*[[Wisdom]] for spiritual spells&lt;br /&gt;
*[[Aura]] for elemental spells&lt;br /&gt;
*[[Discipline]] for mental spells&lt;br /&gt;
&lt;br /&gt;
Sorcerer spells take the average of Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it&#039;ll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)&lt;br /&gt;
&lt;br /&gt;
== Spells that increase Target Defense ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! TD Bonus&lt;br /&gt;
! Sphere&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Scaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense I (401)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense II (406)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense III (414)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Barrier (430)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Elemental]] above 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Bias (508)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 3 ranks of [[Wizard Base]] above 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloak of Shadows (712)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 10 ranks of [[Sorcerer Base]] above 12, not counting ranks above caster&#039;s level&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding I (101)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding II (107)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesser Shroud (120)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Shield (219)]]&lt;br /&gt;
| +30&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Warding Sphere (310)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Cleric Base]] above 10, max +20 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer (313)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Control (613)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature&#039;s Touch (625)]]&lt;br /&gt;
| +1&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Ranger Base]] above 25, max +12 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Focus (1109)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength of Will (1119)]]&lt;br /&gt;
| +12&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 per 3 ranks of [[Empath Base]] above 19, max +25 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith (1601)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per [[summation chart|seed 2 summation]] of [[Spiritual Lore, Blessings]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith Shield (1619)]]&lt;br /&gt;
| +50&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | 3% * ([[summation chart|seed 5 summation]] of [[Spiritual Lore, Religion]]), max +74 TD at 68 ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindward (1208)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Mental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Mental]] above 8, max +40 TD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells that decrease Target Defense ==&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Saturation (413)]]: -25 to all TD; additional TD pushdown with [[summation chart|seed 5 summation]] of [[Elemental Lore, Fire]].&lt;br /&gt;
*[[Curse (715)|Hex Curse (715)]]: -24 or -25 to all TD (no warding check)&lt;br /&gt;
*[[Song of Depression (1015)]]: -20 TD to all; additional TD pushdown with [[Mental Lore, Telepathy]] ranks. Maximum with lore bonus -40 TD.&lt;br /&gt;
*[[Interference (212)]]: -15 Spiritual TD; additional TD pushdown with [[summation chart|seed 5 summation]] of [[Spiritual Lore, Summoning]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Target_defense&amp;diff=69189</id>
		<title>Target defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Target_defense&amp;diff=69189"/>
		<updated>2015-09-24T11:53:34Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Spells that increase Target Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Often abbreviated as &amp;quot;TD&amp;quot; it is a value used to determine the outcome of [[warding]] magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s base TD to all spells is 3 points per level, plus the relevant [[statistic]] bonus:&lt;br /&gt;
*[[Wisdom]] for spiritual spells&lt;br /&gt;
*[[Aura]] for elemental spells&lt;br /&gt;
*[[Discipline]] for mental spells&lt;br /&gt;
&lt;br /&gt;
Sorcerer spells take the average of Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it&#039;ll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)&lt;br /&gt;
&lt;br /&gt;
== Spells that increase Target Defense ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! TD Bonus&lt;br /&gt;
! Sphere&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Scaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense I (401)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense II (406)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense III (414)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Barrier (430)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Elemental]] above 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Bias (508)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 3 ranks of [[Wizard Base]] above 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloak of Shadows (712)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 10 ranks of [[Sorcerer Base]] above 12, not counting ranks above caster&#039;s level&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding I (101)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding II (107)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesser Shroud (120)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Shield (219)]]&lt;br /&gt;
| +30&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Warding Sphere (310)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Cleric Base]] above 10, max +20 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer (313)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Control (613)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature&#039;s Touch (625)]]&lt;br /&gt;
| +1&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Ranger Base]] above 25, max +12 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Focus (1109)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength of Will (1119)]]&lt;br /&gt;
| +12&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 per 3 ranks of [[Empath Base]] above 19, max +25 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith (1601)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per [[summation chart|seed 2 summation]] of [[Spiritual Lore, Blessings]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith Shield (1619)]]&lt;br /&gt;
| +50&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | 3% * ([[summation chart|seed 5 summation]] of [[Spiritual Lore, Religion]]), max +74 TD at 68 ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindward (1208)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Mental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Mental]] above 8, max +40 TD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells that decrease Target Defense ==&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Saturation (413)]]: -25 to all TD&lt;br /&gt;
*[[Curse (715)|Hex Curse (715)]]: -24 or -25 to all TD (no warding check)&lt;br /&gt;
*[[Song of Depression (1015)]]: -20 TD to all; additional TD pushdown with [[Mental Lore, Telepathy]] ranks. Maximum with lore bonus -40 TD.&lt;br /&gt;
*[[Interference (212)]]: -15 Spiritual TD; additional TD pushdown with [[summation chart|seed 5 summation]] of [[Spiritual Lore, Summoning]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cloak_of_Shadows_(712)&amp;diff=69188</id>
		<title>Cloak of Shadows (712)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cloak_of_Shadows_(712)&amp;diff=69188"/>
		<updated>2015-09-24T11:49:44Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: /* Valid Retribution Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Cloak of Shadows&lt;br /&gt;
 | number = 712&lt;br /&gt;
 | mnemonic = SHADOWS&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = 60 sec per [[Sorcerer Base]] ranks&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = DS/TD&lt;br /&gt;
 | ds = +25 (scaling)&lt;br /&gt;
 | td = +20 (scaling)&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | availability = Selfcast&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes a &amp;quot;shadowy patch of ether&amp;quot; to encompass the caster. It affords basic [[DS]] and [[TD]] benefits as well as the ability to empower the cloak with the ability to give retribution to a Sorcerer&#039;s foes.&lt;br /&gt;
&lt;br /&gt;
=== Defense Generated ===&lt;br /&gt;
&lt;br /&gt;
*+25 DS (+1 per [[Sorcerer Base]] rank &amp;gt; 12)&lt;br /&gt;
*+20 TD (+1 per ten [[Sorcerer Base]] ranks &amp;gt; 12)&lt;br /&gt;
*The scaling benefits max at your level.&lt;br /&gt;
*Each 3 additional DS generated will cause the spell to cost 1 more mana.&lt;br /&gt;
&lt;br /&gt;
=== Chanting a Retribution ===&lt;br /&gt;
&lt;br /&gt;
*To enable the cloak to retaliate, enter CHANT RETRIBUTION &amp;lt;spell_#&amp;gt;&lt;br /&gt;
*You must be [[stun]]ned or otherwise incapacitated and taking damage from an attack for this effect to have the possibility of being triggered.&lt;br /&gt;
*The probability for the cloak to retaliate begins at 70%, and is increased 1% by every 2 [[Sorcerous Lore, Demonology]] rank known, at a maximum of 95% (50 ranks).&lt;br /&gt;
*Should the retribution effect fail, there is an additional 5% chance that it will strike back at its master, causing injury and possible spirit drain.&lt;br /&gt;
*If a non-attack spell is chanted, the cloak is guaranteed to strike back at its master, although the severity of said backlash is somewhat less severe (this occurs with [[130]] and [[740]]). Otherwise, choice of spell has no influence on the outcome.&lt;br /&gt;
*To disable the retaliation effect, enter CHANT REMOVE.&lt;br /&gt;
&lt;br /&gt;
=== Valid Retribution Spells ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Blood_Burst_(701)|Blood Burst (701)]]&lt;br /&gt;
 | [[Mana_Disruption_(702)|Mana Disruption (702)]]&lt;br /&gt;
 | [[Corrupt_Essence_(703)|Corrupt Essence (703)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Disintegrate_(705)|Disintegrate (705)]]&lt;br /&gt;
 | [[Mind_Jolt_(706)|Mind Jolt (706)]]&lt;br /&gt;
 | [[Limb_Disruption_(708)|Limb Disruption (708)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Pain_(711)|Pain (711)]]&lt;br /&gt;
 | [[Balefire_(713)|Balefire (713)]]&lt;br /&gt;
 | [[Curse_(715)|Curse (715)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Pestilence_(716)|Pestilence (716)]]&lt;br /&gt;
 | [[Evil_Eye_(717)|Evil Eye (717)]]&lt;br /&gt;
 | [[Torment_(718)|Torment (718)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dark_Catalyst_(719)|Dark Catalyst (719)]]&lt;br /&gt;
 | [[Planar_Shift_(740)|Planar Shift (740)]]&lt;br /&gt;
 | [[Elemental_Blast_(409)|Elemental Blast (409)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Weapon_Deflection_(412)|Weapon Deflection (412)]]&lt;br /&gt;
 | [[Elemental_Saturation_(413)|Elemental Saturation (413)]]&lt;br /&gt;
 | [[Elemental_Strike_(415)|Elemental Strike (415)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Elemental_Dispel_(417)|Elemental Dispel (417)]]&lt;br /&gt;
 | [[Spirit_Barrier_(102)|Spirit Barrier (102)]]&lt;br /&gt;
 | [[Spirit_Fog_(106)|Spirit Fog (106)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Unbalance_(110)|Unbalance (110)]]&lt;br /&gt;
 | [[Fire_Spirit_(111)|Fire Spirit (111)]]&lt;br /&gt;
 | [[Web_(118)|Web (118)]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spirit_Dispel_(119)|Spirit Dispel (119)]]&lt;br /&gt;
 | [[Spirit_Guide_(130)|Spirit Guide (130)]]&lt;br /&gt;
 | &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Initial cast&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A shadowy patch of ether rises up through the floor to encompass you, swiftly sinking into your skin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Wearing off&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Retribution Effect, shown with [[Disintegrate (705)]]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The wraith moans evilly!&lt;br /&gt;
A wraith tries to ensnare you!&lt;br /&gt;
  AS: +127 vs DS: +109 with AvD: +30 + d100 roll: +99 = +147&lt;br /&gt;
   ... and hits for 11 points of damage!&lt;br /&gt;
   Weak grapple around the neck bruises windpipe.&lt;br /&gt;
   You are stunned for 1 rounds!&lt;br /&gt;
A dark shadowy tendril rises up from your skin, writhes its way towards a wraith and lashes out malevolently...&lt;br /&gt;
  CS: +83 - TD: +45 + CvA: +25 + d100: +47 == +110&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  A dull grey beam snakes out toward the wraith!&lt;br /&gt;
   ... 32 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Large gash to the right arm seals as strike passes through.&lt;br /&gt;
   ... 11 points of damage!&lt;br /&gt;
   Various bits of the wraith melt away!&lt;br /&gt;
S&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Retribution Effect, shown with [[Dark Catalyst (719)]]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A glistening cerebralite lashes at you with its barbed tentacle!&lt;br /&gt;
  AS: +430 vs DS: +375 with AvD: +35 + d100 roll: +33 = +123&lt;br /&gt;
   ... and hits for 5 points of damage!&lt;br /&gt;
   Hard blow, but deflected.&lt;br /&gt;
   Not much damage.&lt;br /&gt;
A dark shadowy tendril rises up from your skin, writhes its way towards a glistening cerebralite and lashes out malevolently...&lt;br /&gt;
  CS: +542 - TD: +443 + CvA: +25 + d100: +94 == +218&lt;br /&gt;
  Warding failed!&lt;br /&gt;
 ... and hits for 38 points of damage!&lt;br /&gt;
A glistening cerebralite is suddenly engulfed in flames of pure essence!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   The glistening cerebralite is stunned!&lt;br /&gt;
   ... 75 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Heavy shock to right arm numbs elbow.&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blow to head removes skull!&lt;br /&gt;
An intangible ripple of pure energy courses through the air as the cerebralite&#039;s pupils widen a final time, its eyes clouding over as it dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Retribution Effect, failure to execute (no backlash)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A frost giant swings a war hammer at you!&lt;br /&gt;
  AS: +244 vs DS: +214 with AvD: +27 + d100 roll: +95 = +152&lt;br /&gt;
   ... and hits for 20 points of damage!&lt;br /&gt;
   Neck vertebrae snap.&lt;br /&gt;
   You are stunned for 1 rounds!&lt;br /&gt;
You sense that the shadows swirling around you refuse to come to your aid.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Retribution Effect, failure to execute (backlash with offensive spell chanted)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Sheruvian harbinger swings a black steel broadsword at you!&lt;br /&gt;
  AS: +324 vs DS: +225 with AvD: +33 + d100 roll: +99 = +231&lt;br /&gt;
   ... and hits for 54 points of damage!&lt;br /&gt;
   Slash to your chest!&lt;br /&gt;
   Breathe deep, it&#039;ll feel better in a minute.&lt;br /&gt;
   You are stunned for 1 rounds!&lt;br /&gt;
You sense that the shadows swirling around you refuse to come to your aid.&lt;br /&gt;
The shadowy tendrils begin to swirl faster and faster until they are just a blurred haze of fast moving darkness.&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Blast to hand reduces it to pulp!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Retribution Effect, shown with [[Spirit Guide (130)]]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Citadel, Dungeon Landing]&lt;br /&gt;
Smooth black stone walls run north from a spiral staircase that winds upward and out of sight.  Several chairs and tables lie stacked to either side of the hallway, forcing a narrow passage between them.  Behind the makeshift barricade, skeletons in timeworn uniforms and rusting armor lie sprawled across the ground in a mess of broken and discarded weapons.  You also see a phantasmal bestial swordsman.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
You drop to your knees in utter despair!  Overcome by the foul stench of pure evil emanating from the bestial swordsman, your arms fall slack at your sides and feel your limbs slipping away as an utter and complete fear seizes a suffocating control of your mind and body!&lt;br /&gt;
&lt;br /&gt;
A phantasmal bestial swordsman swings a black steel twohanded sword at you!&lt;br /&gt;
  AS: +340 vs DS: +325 with AvD: +41 + d100 roll: +92 = +148&lt;br /&gt;
   ... and hits for 45 points of damage!&lt;br /&gt;
   Blow to head!&lt;br /&gt;
   Look at the pretty stars!&lt;br /&gt;
A dark shadowy tendril rises up from your skin, writhes its way up a black steel twohanded sword towards a phantasmal bestial swordsman and lashes out malevolently...&lt;br /&gt;
Your surroundings blur for a moment . . .&lt;br /&gt;
&lt;br /&gt;
[River&#039;s Rest, Commons Circle]&lt;br /&gt;
Strolling along this road, bounded on the right by a tall fragrant evergreen hedge, folks seem to be in good spirits.  The hurried pace of life to the south is forgotten as the soft sound of gently flowing water filters in from the west.  One man in the crowd attracts the eye as he enters the circle from the west, his face drawn and pale, but filled with hope as he leans heavily on the shoulder of his companion.  They move on, leaving behind a sense of well-being that is slow to fade.&lt;br /&gt;
Obvious paths: northeast, southeast, west&lt;br /&gt;
The shadowy tendrils surrounding you begin to swirl faster and faster until they are just a blurred haze of quickly spiraling darkness.&lt;br /&gt;
The tendrils drain most of your life force.&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Throat nearly crushed.  You gurgle as you gasp for air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is unclear if additional stun was induced here.  However, it resulted in a drain of 8 [[spirit points|spirit]] and neck wound bleeding 10 per round.  At least I was back in town?!&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Billowy cloak of shadows]]&lt;br /&gt;
*[[Planar_Shift_(740)_(saved_posts)#Use_With_Cloak_of_Shadows|Planar Shift retribution update]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#712 Sorcerer Base Spell Circle: Cloak of Shadows], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_demon_messaging&amp;diff=60089</id>
		<title>Minor demon messaging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_demon_messaging&amp;diff=60089"/>
		<updated>2015-03-27T08:21:41Z</updated>

		<summary type="html">&lt;p&gt;KARDIOS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a compilation of a variety of messaging which can be seen while using the Sorcerer spell, [[Minor Summoning (725)]]. Much of this messaging is fairly rare, but a lot provides significant insight into the behavior and biology of the demons in the game, which are in my opinion, one of the deepest and most complex design elements present in the game.&lt;br /&gt;
&lt;br /&gt;
This list is incomplete, and any contributors who wish to add may do so, either by posting on the discussion page or adding them directly to the page itself. I can also add more if someone wants to post them directly on the forums. There is a contributors section for anyone who wishes to add. For more information regarding the abilities, appearances, and RP verbs of various demons, see the specific pages for each demon.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==[[Aishan]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*The aishan paws at the ground, and its coarse coat twitches and quivers for a moment.&lt;br /&gt;
*The aishan twists its neck to raise one of its ears up to one side and begins sniffing furiously while staring vacantly ahead.&lt;br /&gt;
*The aishan suddenly turns and focuses its eyes upon you.&lt;br /&gt;
*The aishan gazes ahead blankly, seemingly oblivious to its surroundings.&lt;br /&gt;
*The aishan hovers protectively by your side, baring its oversized teeth at nothing in particular.&lt;br /&gt;
*The aishan opens its oversized maw wide in an extended yawn, exposing an intimidating assortment of jagged teeth.&lt;br /&gt;
*The aishan cocks its head to one side and raises its muzzle up into the air, sniffing anxiously.  After a moment, the fur of its ruff bristles, and it begins to growl at the shadows.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*The wolf opens its mouth wide in an extended yawn.&lt;br /&gt;
*The wolf gazes ahead blankly, seemingly oblivious to its surroundings.&lt;br /&gt;
*The jackal suddenly turns and focuses its eyes upon you.&lt;br /&gt;
*The wolf paws at the ground, and its fur twitches and quivers for a moment.&lt;br /&gt;
*The wolf hovers protectively by your side, baring its teeth at nothing in particular.&lt;br /&gt;
*The wolf cocks its head to one side and raises its muzzle up into the air, sniffing anxiously.  After a moment, the fur of its ruff bristles, and it begins to growl at the shadows.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Seeing Any Player Character ====&lt;br /&gt;
*The dog suddenly turns and focuses its eyes upon XXXX.&lt;br /&gt;
==== Seeing Any Player Character Other Than Its Master ====&lt;br /&gt;
*The aishan wanders over to XXXX and sniffs at her suspiciously for a moment.&lt;br /&gt;
*The wolf wanders over to XXXX and sniffs at her suspiciously for a moment.&lt;br /&gt;
&lt;br /&gt;
==[[Abyran]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*An anfractuous deep green abyran&#039;sa stands completely still nearby, its hauntingly humanoid face a mask void of all expression.&lt;br /&gt;
*The abyran&#039;sa appears wary, drawn back and ready to strike as it quietly rebukes anyone nearby with eerily sibilant speech.&lt;br /&gt;
*The abyran&#039;sa whips its tail about itself in a menacing fashion, clearly ready to slap at anything that comes within range.&lt;br /&gt;
*The abyran&#039;sa raises outstretched arms towards the ceiling as its serpentine chant rises in a crescendo, perhaps calling on the assistance of a god.&lt;br /&gt;
*A seemingly acquiescent abyran&#039;a stands quietly, its expressionless face changed only by the intermittent flicking of its tongue between its fangs.&lt;br /&gt;
*A lean-bodied deep indigo abyran&#039;sa slinks quietly about you, all the while watching you from the corners of its round, unblinking eyes.&lt;br /&gt;
*An abyran&#039;sa glides around in slow circles, its gaze scanning the nearby area for threats.&lt;br /&gt;
*A lean-bodied deep indigo abyran&#039;sa&#039;s tail curls sinuously about its body in a defensive manner, its gleaming pupil-less eyes watching you with obvious distaste.&lt;br /&gt;
*The abyran&#039;sa continues to eye you coldly as it drags its gleaming claws repeatedly across the ground, creating an ear-piercing grinding noise.&lt;br /&gt;
*The finger-like protrusions atop the abyran&#039;sa&#039;s head move about furiously as it stares dangerously.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*A robed figure paces around the room.&lt;br /&gt;
*The robes surrounding a figure suddenly billow.&lt;br /&gt;
*A robed figure slinks backward as it draws its arms closely to itself.&lt;br /&gt;
*The bottom of the figure&#039;s robes flutter slightly.&lt;br /&gt;
*A robed figure gazes upward toward the ceiling for a moment.&lt;br /&gt;
*A robed figure gazes upward toward the heavens for a moment.&lt;br /&gt;
*A robed figure slowly scans the area, searching for threats.&lt;br /&gt;
*The hood of a robed figure seems to ripple a bit. Maybe it was a breeze?&lt;br /&gt;
*A robed figure shifts its weight.&lt;br /&gt;
*A robed figure stands motionless for a time.&lt;br /&gt;
*A robed figure stares forward at nothing in particular.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Seeing A Snake ====&lt;br /&gt;
*A lithe dark green abyran&#039;sa notices a black forest viper and immediately prostrates itself in the general direction of the viper, speaking to itself softly as it averts its gaze.&lt;br /&gt;
*A coat-wrapped figure notices a black forest viper and immediately prostrates itself in the general direction of the viper, speaking to itself softly as it averts its gaze.&lt;br /&gt;
&lt;br /&gt;
==[[Arashan]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*The arashan&#039;s tentacles waver as it speaks quietly to itself in a deep, raspy voice; the language is clearly alien.&lt;br /&gt;
*A lazy shadowy black arashan stares with an eyeless face up towards the ceiling and quietly speaks cryptic words with a haunting, raspy voice.&lt;br /&gt;
*A light breeze blows through the area and a jittery coppery brown arashan responds by twitching its long, bristly hair as if trying to capture the wind before it&#039;s gone.&lt;br /&gt;
*The coppery brown arashan stands motionless while staring blankly ahead with an eyeless face.  Its legs bend just enough to make it appear as if the arashan were ready to pounce at something.&lt;br /&gt;
*A lazy shadowy black arashan scratches its forehead with a three-toed foot.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*A harnessed huge grey spinner stares with its many eyes up towards the ceiling and quietly chitters to itself.&lt;br /&gt;
*A harnessed huge grey spinner stares with its many eyes up towards the heavens and quietly chitters to itself.&lt;br /&gt;
*The spider&#039;s body glistens slightly and the spider seems to relax a bit.&lt;br /&gt;
*The spinner lowers its cephalothorax and abdomen as it stretches its eight legs out away from its body momentarily.&lt;br /&gt;
*A light breeze blows through the area causing a harnessed huge grey spinner to shiver.&lt;br /&gt;
*A harnessed huge grey spinner slowly skitters toward a striking white peregrine raptor before it backs away and chitters quietly.&lt;br /&gt;
*A harnessed huge grey spinner makes some quiet chittering sounds.&lt;br /&gt;
*The huge grey spinner stands motionless while staring ahead.  Its legs bend just enough to make it appear as if the spinner were ready to pounce at something.&lt;br /&gt;
*A harnessed huge grey spinner scratches its head with one of its slender legs.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Seeing Another Demon ====&lt;br /&gt;
*A listless jet black arashan slowly approaches a cloud of pale silver smoke with its wiry hairs twitching wildly.  Satisfied, it backs away and speaks to itself in a hollow, raspy voice, &amp;quot;Lthyrth oun quorlthlyl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[Grantris]]== &lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*In a deliberate serpantine pattern, a grey grey-eyed grantris surveys the area.&lt;br /&gt;
*Like a concert of crickets, the grantris rubs its legs, creating an alien song.&lt;br /&gt;
*The grantris briefly coils itself tightly before unfurling and continuing on its meandering.&lt;br /&gt;
*Scampering from one shadow to the next, the grantris seeks a suitable place to hide.&lt;br /&gt;
*Vaguely reminiscent of a parrot, the grantris seems to repeat something in Elven.&lt;br /&gt;
*A series of chirps and clicks sound from the grantris, calling for others of its kind.&lt;br /&gt;
*The grantris playfully passes some debris up and down its back with successive pairs of spindley, double-jointed legs before tossing it aside.&lt;br /&gt;
*The grantris begins the methodical and slightly hypnotic process of cleaning its multitude of legs.&lt;br /&gt;
*The grantris suddenly stops moving as the hairs on its back move wildly in alarm!&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*The mink scratches itself with its hind leg.  You think you almost hear an odd chirping sound coming from it.&lt;br /&gt;
*You hear someone say something indiscernible in Elven.  Oddly, you think it came from the direction of a medium-sized lithe ferret.&lt;br /&gt;
*A medium-sized lithe ferret grooms itself.&lt;br /&gt;
*The ferret curls itself tightly into a ball before unfurling and continuing on its meandering.&lt;br /&gt;
*The mink playfully picks up some debris which it bats from paw to paw.&lt;br /&gt;
*Dashing from spot to spot, a medium-sized lithe ferret surveys the area.&lt;br /&gt;
*The mink suddenly stops moving and shivers slightly, causing the hairs on its back to ripple.&lt;br /&gt;
*The hairs on the ferret&#039;s body stand on end momentarily, then ripple once before settling.&lt;br /&gt;
*Scampering from one shadow to the next, the ferret seeks a suitable place to hide.&lt;br /&gt;
*The ferret lifts up its head to survey the area.  You think you almost hear an odd chirping sound coming from it.&lt;br /&gt;
&lt;br /&gt;
==[[Grik]]== &lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*A short reddish-orange grik&#039;pwal rises on its toes and stretches its wings wide as it stares upward.  For a moment, it holds the position, trembling in an agitated fashion.  Then, it settles back on its heels.&lt;br /&gt;
*A short reddish-orange grik&#039;pwal spreads its broad, leathery wings wide for a moment before folding them again.&lt;br /&gt;
*A short reddish-orange grik&#039;pwal moves its mouth for a moment as if it were speaking, but no sound can be heard.&lt;br /&gt;
*A short red grik&#039;tval voices a deep-throated, rumbling growl.&lt;br /&gt;
*A short red grik&#039;tval shuts its eyes slowly before opening them again.&lt;br /&gt;
*A short red grik&#039;tval stares into space in an oblivious fashion.&lt;br /&gt;
*A short red grik&#039;tval slowly flexes its taloned hands.&lt;br /&gt;
*A short red grik&#039;tval gazes around slowly in a bored fashion.&lt;br /&gt;
*A tall mottled copper grik&#039;pwal blinks with its translucent inner eyelids.&lt;br /&gt;
*A tall mottled copper grik&#039;pwal inspects one of its feet for a moment, apparently ignoring everything else around it.&lt;br /&gt;
*Startled, a tall mottled copper grik&#039;pwal whips its head sideways.  In doing so, it stumbles and almost falls, but manages to recover its balance quickly.&lt;br /&gt;
*A tall mottled copper grik&#039;pwal leans down and scrapes its talons slowly across the floor.&lt;br /&gt;
*A quad-taloned mottled red grik&#039;trak trips over a dented gold chest. Despite flapping its leathery wings madly, it falls flat on its face.&lt;br /&gt;
*A tri-taloned mottled grey grik&#039;tval trips over a weathered haon chest. Flapping its leathery wings madly, it barely manages to recover its balance without falling on its face.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*A masked figure rises on its toes and stares upward.  For a moment, it holds the position, trembling in an agitated fashion.  Then, it settles back on its heels.&lt;br /&gt;
*A masked figure shrugs its shoulders in an awkward way.&lt;br /&gt;
*A caped figure moves its mouth for a moment as if it were speaking, but no sound can be heard.&lt;br /&gt;
*A caped figure voices a deep-throated, rumbling growl.&lt;br /&gt;
*A caped figure shuts its eyes slowly before opening them again.&lt;br /&gt;
*A caped figure stares into space in an oblivious fashion.&lt;br /&gt;
*A caped figure slowly flexes its hands.&lt;br /&gt;
*A cowled figure gazes around slowly in a bored fashion.&lt;br /&gt;
*Something flickers around a caped figure&#039;s eyes.&lt;br /&gt;
*A cowled figure stares down at the hem of its robe for a moment, apparently ignoring everything else around it.&lt;br /&gt;
*Startled, a caped figure whips its head sideways.  In doing so, it stumbles and almost falls, but manages to recover its balance quickly.&lt;br /&gt;
*A cowled figure leans down and scrapes its fingernails slowly across the floor.&lt;br /&gt;
*A masked figure leans down and scrapes its fingernails slowly across the ground, gouging a set of lines into its surface.&lt;br /&gt;
*A masked figure trips over an olive green dress. Despite windmilling its skinny arms madly, it falls flat on its face.&lt;br /&gt;
*A masked figure trips over a bone cudgel. Windmilling its skinny arms madly, it barely manages to recover its balance without falling on its face. &lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Being in the Presence of an Imp ====&lt;br /&gt;
*A five-taloned dusky red grik&#039;pwal spreads its wings wide and barks several harsh sounds at a gaunt bone white imp.  The bone white imp cowers backward.&lt;br /&gt;
*A five-taloned dusky red grik&#039;pwal pokes at a gaunt bone white imp with a long talon.  The bone white imp trembles in obvious fear.&lt;br /&gt;
&lt;br /&gt;
==[[Igaesha]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*A cloud of silver fog pulses in a slow, regular pattern that seems directed at .&lt;br /&gt;
*A cloud of light blue smoke floats downward slightly.&lt;br /&gt;
*A cloud of light blue smoke contracts its form slightly.&lt;br /&gt;
*Tendrils of mist float around a cloud of pale grey fog.&lt;br /&gt;
*A cloud of light blue smoke floats upward slightly.&lt;br /&gt;
*A cloud of light blue smoke drifts about slowly in a circular pattern.&lt;br /&gt;
*A cloud of light blue smoke expands its form slightly.&lt;br /&gt;
*A cloud of silver fog swirls slowly in a clockwise direction.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*A small ashen grey hawk lands, ruffles all its feathers out to give it the largest possible appearance, and flaps heavily back into the air.&lt;br /&gt;
*A darkly speckled osprey glides downward, but does not land.&lt;br /&gt;
*A mottled brown buzzard lands, preens down its feathers, and flaps heavily back into the air.&lt;br /&gt;
*A large black vulture stares at  for a long moment.&lt;br /&gt;
*A darkly speckled osprey flies past, completing a broad counterclockwise circle.&lt;br /&gt;
*A small ashen grey hawk flies in a circular pattern.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== In the Presence of Another Demon ====&lt;br /&gt;
*A cloud of light blue smoke slowly attenuates into a long stream of mist that spirals around a lean marbled white imp before flowing away and coalescing into a cloud again.&lt;br /&gt;
==== In the Presence of a Player Character ====&lt;br /&gt;
*A cloud of silver fog drifts quickly through XXXX without seeming to notice.  The same cannot be said for XXXX, who appears rather shaken.&lt;br /&gt;
*A cloud of silver fog drifts quickly through your body causing an unpleasant tingling sensation.  The fog didn&#039;t even seem to notice you were in its way.&lt;br /&gt;
*A darkly speckled osprey flies past XXXX without seeming to notice him.&lt;br /&gt;
*A mottled brown buzzard cocks its head for a moment at you.  A faint shiver caresses your skin, though you can&#039;t be sure why.&lt;br /&gt;
*A cloud of silver fog pulses in a slow, regular pattern that seems directed at . (&#039;&#039;BUGGY MESSAGING&#039;&#039;)&lt;br /&gt;
==== In the Presence of an NPC Entity ====&lt;br /&gt;
*A darkly speckled osprey cocks its head for a moment at a distressed lake spirit&lt;br /&gt;
&lt;br /&gt;
==[[Imp]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*A lean marbled white imp shifts its weight from foot to foot.&lt;br /&gt;
*A gaunt alabaster white imp scratches at the wrinkled skin around one of its elbows.&lt;br /&gt;
*A spindly speckled white imp scratches at the folds of skin around one of its knees.&lt;br /&gt;
*A gaunt bone white imp cocks its head sidelong as if listening for some small sound.&lt;br /&gt;
*A lean cloudy white imp lifts one of its feet and scratches at the bunched skin around its ankle.&lt;br /&gt;
*A spindly speckled white imp&#039;s body ripples briefly before reforming again.&lt;br /&gt;
*A featureless greyish white imp sniffs the air briefly.&lt;br /&gt;
*A spindly speckled white imp wrings its hands anxiously.&lt;br /&gt;
*A lean marbled white imp glances left and right, searching nervously for something.&lt;br /&gt;
*Ripples of color flow across a gaunt bone white imp&#039;s skin as it glances around.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*A stooped and wizened gnoll lifts its chin slightly and pauses in a listening pose.&lt;br /&gt;
*A stooped and wizened gnoll cocks its head sidelong as if listening for some small sound.&lt;br /&gt;
*A stooped and wizened gnoll glances around.&lt;br /&gt;
*A stooped and wizened gnoll stares at a large raven for a long moment.&lt;br /&gt;
*A stooped and wizened gnoll sniffs the air briefly.&lt;br /&gt;
*An old fork-bearded gnoll lifts one of its feet and scratches at its ankle.&lt;br /&gt;
*A stooped and wizened gnoll scratches at one of its knees.&lt;br /&gt;
*A stooped and wizened gnoll glances left and right, searching nervously for something.&lt;br /&gt;
*A stooped and wizened gnoll wrings its hands anxiously.&lt;br /&gt;
*An ancient bespectacled gnoll kneels down and licks a braid of cracked wheat bread.  Smacking its lips quizzically, it stands back up and ponders the bread from a new angle.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Seeing NPC entity ====&lt;br /&gt;
*A lean marbled white imp whirls and stares at a blind  ferryman with an expression of alarm on its pale face.  A breeze springs up around the imp and pulses outward in waves.  Each wave carries the sound of many unintelligible voices speaking at once in tones of alarm, and the voices rise to a painful cacophony that sends the  ferryman backing hurriedly away before the imp calms down.&lt;br /&gt;
*A five-taloned dusky red grik&#039;pwal startles a gaunt bone white imp.  As the bone white imp cowers backward, a breeze springs up around it and pulses outward in waves.  Each wave carries the sound of many unintelligible voices speaking at once in tones of alarm.&lt;br /&gt;
*A stooped and wizened gnoll stares at a large raven for a long moment.&lt;br /&gt;
*A ghost wolf startles a stooped and wizened gnoll.  The wizened gnoll cowers backward in fear.&lt;br /&gt;
*An ancient bespectacled gnoll whirls and stares at a ruffled raven with an expression of alarm on its pale face.&lt;br /&gt;
==== Food Item on the Ground ====&lt;br /&gt;
*A thin elderly gnoll kneels down and licks a fresh blueberry doughnut.  Smacking its lips quizzically, it stands back up and ponders the doughnut from a new angle.&lt;br /&gt;
==== Item on the Ground ====&lt;br /&gt;
* An ancient bespectacled gnoll jumps over a coral red knapsack.&lt;br /&gt;
==== Seeing a Player Character ====&lt;br /&gt;
*As a spindly marbled white imp looks at you, the features of the imp&#039;s face change until it looks exactly like you, complete with shadowy grey skin and azure eyes.  The mimicry lasts only a second before the imp reverts to its normal appearance.&lt;br /&gt;
&lt;br /&gt;
==[[Shien]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*Layers of mist shift and drift slowly around an indistinct dark black darkling.&lt;br /&gt;
*The darkling&#039;s head dissipates into the shroud of dark black haze surrounding it.  After a moment, a new head forms from the haze.&lt;br /&gt;
*The darkling&#039;s left arm dissolves into the shroud of dark black haze surrounding it.  After a moment, a new arm forms from the haze.&lt;br /&gt;
*The shadowling&#039;s right arm dissolves into the shroud of dusky blue haze surrounding it.  After a moment, a new arm forms from the haze.&lt;br /&gt;
*The dark black haze surrounding the darkling swirls suddenly to its right.  A second later, the darkling turns in that direction in response to some small sound.&lt;br /&gt;
*Tendrils of dark black mist form along the shroud of haze encasing the darkling.  After combing the air for a moment, the tendrils are reabsorbed into the shroud.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*An aging dusty gnoll lifts its chin slightly and pauses in a listening pose.&lt;br /&gt;
*In response to some small sound, an aging dusty gnoll turns to its right.&lt;br /&gt;
*An aging dusty gnoll pauses to examine an enruned thanot trunk.&lt;br /&gt;
*An aging dusty gnoll stretches slowly for a long moment.&lt;br /&gt;
*An aging dusty gnoll shrugs its shoulders.&lt;br /&gt;
*A haggard grey-haired gnoll stretches its right arm.&lt;br /&gt;
=== Reaction Messaging ===&lt;br /&gt;
==== Seeing a Player Character ====&lt;br /&gt;
*For a moment, the dusky blue haze swirling around a shadowling settles into an approximation of XXXX&#039;s features.  The effect lasts for a long moment before the haze dissolves back into motion.&lt;br /&gt;
&lt;br /&gt;
==[[Verlok]]==&lt;br /&gt;
=== Idle (Unillusioned) ===&lt;br /&gt;
*The verlok&#039;cina flies low, parallel to the ground, grabbing a tiny object in its maw which it mouths a few times as it rises before spitting it out again.&lt;br /&gt;
*The verlok&#039;cina banks suddenly, splaying its wing feathers to reverse its momentum and flies off in the opposite direction.&lt;br /&gt;
*As the verlok&#039;cina stretches slowly, fully extending its wings, while the glowing feathers rise slightly from its metal frame in an expanding wave from its shoulders to its tail.&lt;br /&gt;
*As the verlok&#039;cina executes a tight midair spiral, the frame of its body creaks from the strain.&lt;br /&gt;
*The feathers on the verlok&#039;cina&#039;s wingtips splay and twist as it soars, nearly stationary, on a mere breath of air.&lt;br /&gt;
*The verlok&#039;cina spots something of interest on the ground and swoops low to inspect it more closely.&lt;br /&gt;
*The pale glow of the verlok&#039;cina&#039;s feathers glints off a facet of its eye, shining forth in a momentary flash.&lt;br /&gt;
*The verlok&#039;cina stares intently at something with one faceted eye then the other as it wheels sharply to take a closer look.&lt;br /&gt;
=== Idle (Illusioned) ===&lt;br /&gt;
*The raven circles lazily overhead as its eyes scan the vicinity.&lt;br /&gt;
*The raven flies low, parallel to the ground, grabbing a tiny object in its maw which it mouths a few times as it rises before spitting it out again.&lt;br /&gt;
*The greasy glisten shines off the parrot&#039;s feathers.&lt;br /&gt;
*The parrot stares intently at something with one eye then the other as it turns sharply to take a closer look&lt;br /&gt;
*A large glossy raven stretches slowly, fully extending its wings, as it ruffles its feathers.&lt;br /&gt;
*The raven spots something of interest on the ground and swoops low to inspect it more closely.&lt;br /&gt;
*The parrot tucks its wings close to its body and plummets downward then catches itself with two powerful downbeats of its wings and glides just above the ground.&lt;br /&gt;
*The raven banks suddenly, splaying its wing feathers to reverse its momentum and flies off in the opposite direction.&lt;br /&gt;
*The raven stares intently at something with one eye then the other as it turns sharply to take a closer look.&lt;br /&gt;
*The stork banks suddenly, splaying its wing feathers to reverse its momentum and flies off in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
==Listen Messaging==&lt;br /&gt;
*[[Abyran]] - You have your smoky blue abyran&#039;a relay its message to you.  It sibilantly informs you that, &amp;quot;This is a test.&amp;quot;&lt;br /&gt;
*[[Arashan]] - You have your shadowy black arashan relay its message to you. Its tentacles dance as it speaks in a hollow, deep raspy voice, &amp;quot;Of the emergency broadcasting system.&amp;quot;&lt;br /&gt;
*[[Grantris]] - A grey grey-eyed grantris uses the rubbing of its legs and clicking from its mouth to create a combination of melodic notes that sounds vaguely like garbled elven, &amp;quot;In the event of an emergency.&amp;quot;&lt;br /&gt;
*[[Grik]] - You have your reddish-orange grik&#039;pwal relay its message to you.  It slurs the message but you manage to make out, &amp;quot;Please remain calm.&amp;quot;&lt;br /&gt;
*[[Imp]] - You have your marbled white imp relay its message to you.  A cacophony of a thousand voices surrounds you, with one rising clearly above the rest, &amp;quot;And await further instruction.&amp;quot;&lt;br /&gt;
*[[Shien]] - An indistinct dark black darkling relays its message to you by wreathing you in a plume of shadowy smoke.  A message begins to echo to you through the smoke, &amp;quot;Please remember.&amp;quot;&lt;br /&gt;
*[[Verlok]] - You have your imflass verlok&#039;cina relay its message to you.  It cawishly imitates the voice of the message&#039;s originator, managing to sound out &amp;quot;This is only a test.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==EAT Messaging==&lt;br /&gt;
*[[Abyran]] - A large-fanged smoky blue abyran&#039;a snatches up a tumbler of smastan berry punch and swallows it whole.&lt;br /&gt;
*[[Aishan]] - A husky black aishan picks up a loaf of dark crusty ale bread using its maw and begins devouring it.&lt;br /&gt;
*[[Arashan]] - A jittery coppery brown arashan leans its head down towards a crispy fried crab leg and clutches it with its three tentacles which undulate, leading the leg into the arashan&#039;s mouth.&lt;br /&gt;
*[[Grantris]] - A twilight grey pink-eyed grantris munches down on a jellied kappa eye.&lt;br /&gt;
*[[Grik]] - A short red grik&#039;tval snatches up a tincture of wolifrew and begins slowly chewing on it.&lt;br /&gt;
*[[Igaesha]] - A cloud of light blue smoke coalesces around a crispy fried crab leg, causing it to disappear within with a hiss.&lt;br /&gt;
*[[Imp]] - A featureless greyish white imp snatches up a moldy bone and crunches down on it quickly.&lt;br /&gt;
*[[Shien]] - A nebulous dusky blue shadowling obscures an ayanad crystal using the dark haze that shrouds its body.  When the haze clears the crystal is gone.&lt;br /&gt;
*[[Verlok]] - A clicking gornar verlok&#039;ar snatches up an ayanad crystal in its mechanical beak, crushes it into little pieces,  and swallows some of the remnants.&lt;br /&gt;
&lt;br /&gt;
==GUARD Messaging==&lt;br /&gt;
*[[Abyran]] - {{addmetext}}&lt;br /&gt;
*[[Aishan]] - {{addmetext}}&lt;br /&gt;
=== [[Arashan]] === &lt;br /&gt;
   A jittery coppery brown arashan notices XXXX reach suspiciously close to your pockets, and it responds by setting &lt;br /&gt;
   its facial tentacles to work, speedily weaving together a mass of sticky black thread which it spits at her hand.&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Left hand slammed.  Finger broken!&lt;br /&gt;
   She is stunned!&lt;br /&gt;
   The chaotic black webbing splashes up XXXX&#039;s arm and nearly covers her entire body!&lt;br /&gt;
*[[Grantris]] - {{addmetext}}&lt;br /&gt;
*[[Grik]] - {{addmetext}}&lt;br /&gt;
*[[Igaesha]] - {{addmetext}}&lt;br /&gt;
*[[Imp]] - {{addmetext}}&lt;br /&gt;
*[[Shien]] - {{addmetext}}&lt;br /&gt;
=== [[Verlok]]===&lt;br /&gt;
   A clicking gornar verlok&#039;ar notices XXXX reach suspiciously close to your pockets, and it responds by &lt;br /&gt;
   pecking at her hand with its beak.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Shot to the hand slices a finger to the bone!&lt;br /&gt;
   The gornar verlok&#039;ar&#039;s beak flares with elemental energy...&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Stubs right hand finger.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Asenora - Messaging for: Igaesha (Unillusioned), Verlok (Illusioned), Verlok (Unillusioned)&lt;br /&gt;
*Kastrel - Compiler of list, messaging for all demons&lt;br /&gt;
*Nindon - Trip messaging for both Grik (Unillusioned) and Grik (Illusioned)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demon RP verbs and idle messaging (saved post)]]&lt;br /&gt;
[[category:Sorcerer]][[category:Demons]]&lt;/div&gt;</summary>
		<author><name>KARDIOS</name></author>
	</entry>
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