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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-06-01T22:26:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=107546</id>
		<title>Silvean (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=107546"/>
		<updated>2018-07-02T02:27:29Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: /* Later Writings */  Added The Clockwork Staff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Silvean.jpg|frame|alt=Sylvean Rashere Faendryl|Sylvean Rashere Faendryl]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvean Rashere&#039;&#039;&#039; was a sorcerer first active in the [[Wehnimer&#039;s Landing]] area, and then in both [[Kharam Dzu]] and the [[Elven Nations]] as travel conduits reopened. After his marriage to Lylia Ravenbane, the two became frequent participants in the social and political events of their time.&lt;br /&gt;
&lt;br /&gt;
Born into a prosperous family, Silvean evidently benefited from a classical education in New Ta&#039;Faendryl but additional details of his early years are obscure. Biographical flourishes in his writings reveal a youthful penchant for courtesans and a preference for the active life over the contemplative that may explain his subsequent wanderlust. Among many aristocratic tendencies, he spoke favorably of [[Faendryl]] decadence and often reminded others that he was 273rd in line for the Patriarchal throne.&lt;br /&gt;
&lt;br /&gt;
A prolific author, Silvean was perhaps best known for his essays in support of Faendryl interests. The persistent theme of his work was the belief that a chaotic world could only be rightly ordered by the wisdom and power of the Faendryl. With additional commentary on topics ranging from sorcerous theory to Elven literature, it is clear that Silvean viewed himself as both consummate scholar and the voice of the Faendryl people in the diaspora.&lt;br /&gt;
&lt;br /&gt;
==Official Documentation==&lt;br /&gt;
*[[A Ceremony for the Marriage of Faendryl in the Diaspora]] with Lylia Rashere&lt;br /&gt;
&lt;br /&gt;
==Later Writings==&lt;br /&gt;
*[[A Sorcerous Pact]]&lt;br /&gt;
*[[A Treatise on Faendryl Historiography]]&lt;br /&gt;
*[[Against the ban on minor demons|Against the Ban on Minor Demons]]&lt;br /&gt;
*[[Against The Koarites (essay)|Against The Koarites]]&lt;br /&gt;
*[[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
*[[Death and Funerary Customs Among the Faendryl]]&lt;br /&gt;
*[[Elven Anxieties in Patience and the Lily]]&lt;br /&gt;
*[[Faendryl Atheism and Sorcery as Religion (essay)|Faendryl Atheism and Sorcery as Religion]]&lt;br /&gt;
*[[Fat Familiars: A Satirical Essay]]&lt;br /&gt;
*[[Human Anxieties in Zajai and the Butterfly]]&lt;br /&gt;
*[[Hymm of Sacred Blood (essay)|Hymn of Sacred Blood]]&lt;br /&gt;
*[[On the False Claims of the Monks (essay)|On the False Claims of the Monks]]&lt;br /&gt;
*[[Response to Paidreg]]&lt;br /&gt;
*[[The Blood Prophet]]&lt;br /&gt;
*[[The Clockwork Staff]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[[The Righteous Cleric]] &lt;br /&gt;
*[[The Summoning: A Faendryl Horror Story]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]] (OOC)&lt;br /&gt;
&lt;br /&gt;
==Early Writings==&lt;br /&gt;
*[[An Essay on Elven Superiority]]&lt;br /&gt;
*[[Concerning the Worship of Marlu (essay)|Concerning the Worship of Marlu]]&lt;br /&gt;
*[[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
*[[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
*[[Understanding the Departure of the Dhe&#039;nar (essay)|Understanding the Departure of the Dhe&#039;nar]]&lt;br /&gt;
&lt;br /&gt;
==Lectures==&lt;br /&gt;
*[[Silvean&#039;s lecture on Faendryl art]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurers]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Clockwork_Staff&amp;diff=107545</id>
		<title>The Clockwork Staff</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Clockwork_Staff&amp;diff=107545"/>
		<updated>2018-07-02T02:25:54Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Created page with &amp;quot;{{creative-work | The Clockwork Staff | type = short story | author = Silvean Rashere}}  =&amp;lt;center&amp;gt;The Clockwork Staff&amp;lt;/center&amp;gt;=  &amp;#039;&amp;#039;&amp;#039;Part 1: The Swamp Witch&amp;#039;&amp;#039;&amp;#039;  Charitable read...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | The Clockwork Staff | type = short story | author = Silvean Rashere}}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;The Clockwork Staff&amp;lt;/center&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 1: The Swamp Witch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charitable readers will tell themselves, “Walten has a curious mind,” and perhaps this is true. It is certain he loved to talk. During a brief yet valiant attempt at curing his illiteracy, a slightly less illiterate schoolmaster called him “Talkin’ Walten.” Never one to leave a question unasked or a complaint unvoiced, this is his special gift.&lt;br /&gt;
Walten asked and complained, both at once, with a plaintive, “How much farther must we go?”&lt;br /&gt;
“We will arrive soon enough,” Jelym replied.&lt;br /&gt;
&lt;br /&gt;
“But you are not the one trudging through this swamp!”&lt;br /&gt;
&lt;br /&gt;
“But I am the master, you are the squire, and my instruments must remain dry.”&lt;br /&gt;
&lt;br /&gt;
Jelym sat on Walten’s shoulders the same way a merchant prince sails atop a prize yierka. His water-resistant pouches held water-resistant instruments and his boots remained happily dry.&lt;br /&gt;
&lt;br /&gt;
“I am scouting,” said Jelym, “and this is the first rule: to know your enemy.”&lt;br /&gt;
&lt;br /&gt;
“Are not all sorcerers the same?” asked Walten.&lt;br /&gt;
&lt;br /&gt;
“They are all perfidious, but their greatest deception is worked against the natural order of things with highly variable results.”&lt;br /&gt;
&lt;br /&gt;
Walten remained blessedly quiet while untangling the sentence and Jelym reflected. A Clockwork Knight by training, he had left the order to strike out on his own. He harbored doubts about their creed. He no longer cared for the work. But ridding Elanthia of sorcerers is all he knew and it brought him closer to his dream. A roaring fire. Hot mutton pies with endless mead. And the chance to polish stories of wonder and woe—“I’m scared!” Walten had a way of interrupting the most pleasant ruminations.&lt;br /&gt;
&lt;br /&gt;
“Be not afraid. My gnomish ingenuity and your Fairport brawn will handle any difficulty.” Groaning and moving even more slowly through the muck, Walten was little comforted by the quip. “The second rule will keep us safe,” said Jelym, “We will have the combat advantage of a surprise attack.” “Promise me that we do,” begged the squire. “Walten, the great secret to killing a witch is to take her off guard. I have brought the perfect instrument for distraction and we will find ourselves safely home.”&lt;br /&gt;
&lt;br /&gt;
An island soon came into view, surrounded by small tufts of land like courtiers around a queen. With one hand over Walten’s mouth, Jelym used the other to direct his steed toward a tall tree reaching upward from the water. The gnome climbed deftly onto a branch and wedged himself against the trunk for a secure position. With a purposeful whisper, he commanded his squire, “The witch sleeps defenseless on the island; I am certain of this. My distraction will draw her out, groggy and defenseless. Then you rend her in two with your broadsword!”&lt;br /&gt;
&lt;br /&gt;
Jelym made a tearing motion with his hands and locked eyes confidently with his companion. Putting on similarly confident airs, Walten moved toward the island with what little stealth he could muster. As he moved onto the shore he saw a small hut with a cooking pot a few strides from its entrance. Gripping his sword in sweaty palms, he readied himself to make the fatal blow.&lt;br /&gt;
&lt;br /&gt;
With an ear-splitting shriek, the witch soared from her hovel! Walten jerked backward in utter shock at the sight. Her leathery skin was broken like the binding of an old book. Maggots pooled within the visible tears in her flesh and her sunken eyes pierced the soul. Moving to swing his blade, Walten found it leaving his hands as he fell to the ground. Skeletal hands burst forth and held his limbs to the earth. Bony fingers closed around his throat with a grip absent compassion and fatigue. Darkness set in – THWAP!&lt;br /&gt;
&lt;br /&gt;
A bolt pierced straight through the back of the witch and immediately loosed an arc of sizzling electricity across her frame. With her body flailing like a tangled puppet, Jelym made his advance. Surging through chest-deep water, he shouted for Walten to fight, to focus! In mortal peril, the squire struggled with his last ounce of strength to free an arm and crushed the hand crushing his windpipe. Jelym moved swiftly across the island without sparing a glance, his crossbow over his back and a clockwork staff in his hands. Triggering a lever as he ran, a wand at the tip of the staff activated and emitted a bolt of energy with steady aim. Where once there was a witch, a husk remained. Wide-eyed and pale as a ghost, Walten looked on in wonder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 2: The Loping Leaper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bearing a bizarre cross between a wolf and a frog on its sign, The Loping Leaper promised the high energy of its namesake. Music and raucous laughter poured through its windows, but the crowd went quiet when Jelym walked in. With one hand he gestured dramatically, with the other he raised a large satchel. And then, the reveal! The severed head of a swamp witch; a terror to behold, deadly to fight. Applause thundered through the room. Mugs beat on tables. Two waitresses grabbed hold of a blushing Walten and kissed him on both cheeks. The revelry began in earnest. Jelym told the perilous tale many times that evening and with each telling it became more exciting. He loved an audience and feeling slightly guilty over ill use of his friend, he made sure every woman in the room understood it was brave Squire Walten who first stepped foot on the dreaded island. It was a perfect evening. Jelym wanted every evening to be just so.&lt;br /&gt;
&lt;br /&gt;
Drunk but ambulatory, Jelym opened the door of his room to find a well-dressed man seated in the corner. Glancing furtively around to find where the servants placed his weapons, the man sensed his concern and stood to reassure him.&lt;br /&gt;
&lt;br /&gt;
“Stay your hand, Sir Gnome, and worry not. I am here to secure your services in a matter of some personal concern.”&lt;br /&gt;
&lt;br /&gt;
Relaxing slightly, Jelym replied, “As a policy, I never kill more than one sorcerer in a day. Breakfast with me tomorrow and we will discuss the matter.”&lt;br /&gt;
&lt;br /&gt;
“Sir, I am servant to a Count of Turamzzyr and have no time to tarry.”&lt;br /&gt;
&lt;br /&gt;
Moving to the edge of the bed, Jelym worked at taking his boots off. Trying first with force and then surrendering to the work of loosening buckles. Answering his lack of response, a sizeable pouch landed on the floor in front of him. His annoyance slightly outweighed by curiosity, Jelym leaned down to investigate.&lt;br /&gt;
&lt;br /&gt;
“These are star-of-Tamzzyr diamonds?”&lt;br /&gt;
 &lt;br /&gt;
“These, sir, are one tenth of your payment.”&lt;br /&gt;
&lt;br /&gt;
Visions of the perfect inn flickered through Jelym’s mind. Never again to face down witches in putrid swamps. An entire life changed by a pouch of diamonds. Sensing a change in mood, the visitor continued.&lt;br /&gt;
“The sorcerer has written shameful and scurrilous screeds against your would-be benefactor. The count wishes to make a quick end to this menace. He wishes the man’s death to serve as a warning to others.”&lt;br /&gt;
Coming to his senses, Jelym replied, “You are undoubtedly aware I abandoned my knighthood proper, but my trade is still to rid the world of wickedness.”&lt;br /&gt;
&lt;br /&gt;
Jelym sent his second boot flying across the floor with a final pull, “I do not kill sorcerers for writing essays.”&lt;br /&gt;
&lt;br /&gt;
“He blasphemes the gods. He traffics with demons. He denounces all but the Faendryl and spreads poisonous lies. You think your swamp hag more dangerous!”&lt;br /&gt;
&lt;br /&gt;
“I think my swamp hag did not have the ill fortune to insult your master.”&lt;br /&gt;
&lt;br /&gt;
With a substantive thud, another pouch of gems landed at Jelym’s feet. “This is now ten percent of your reward, Sir Gnome. Have you reconsidered?” Looking down at the stones glistening in the candlelight, Jelym not only reconsidered but rationalized as well. The deal was struck, he would leave in the morning to find his target in Ta’Illistim.&lt;br /&gt;
&lt;br /&gt;
Dawn had not yet turned when Jelym crept down the stairs of the inn. Carefully he peeked into another room to spy Walten passed out with one of the waitresses in his arms. Jelym prepared his own horse and set out alone after a cold breakfast. As the trail merged into a larger merchant’s road, he pulled a slip of paper from an inner pocket to read the name once more--Silvean Rashere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 3: The Curtain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Standing on a stool behind the bar, Rhymos tinkered with a vinification device of his own design. No amount of staring at the schematics revealed why his new stabilization process failed to improve results. He made a note to reflect on the relationship between quantitative and qualitative properties at the next tasting. When he looked up from his scratch paper, Jelym was in the doorway.&lt;br /&gt;
&lt;br /&gt;
“You made excellent time, Jelym.”&lt;br /&gt;
	&lt;br /&gt;
“I was here last night, camped outside of the city to keep my head clear.”&lt;br /&gt;
&lt;br /&gt;
“I received your message four days ago and I am always happy to be of service,” said Rhymos while loosening a bolt on his device. Jelym preferred the worst ale to the best wine, but he always appreciated information and Rhymos knew everything that went on in Ta’Illistim through methods fantastic and mundane. Ties of friendship kept the intelligence flowing even after Jelym had his falling out with the Clockwork Knights. Rhymos slid an envelope across the countertop. Slowly and deliberately, the winemaker explained, “Ticket to the opera. Your dread warlock is here to see the new soprano.” Jelym looked on quietly as Rhymos continued, “This one concerns me. It feels different.”&lt;br /&gt;
&lt;br /&gt;
“It is different. This is the last time; I’m building the inn we’ve talked about,” replied Jelym.&lt;br /&gt;
 &lt;br /&gt;
“No. I mean this feels dangerous somehow. It feels rushed, like the pieces do not fit properly together.”&lt;br /&gt;
&lt;br /&gt;
Jelym’s quick reply swept over his own uncertainty, “The dark bastard I’m after is public danger and bookish fop all at once. Pour me a real drink and we’ll toast his ashes by midnight.”&lt;br /&gt;
&lt;br /&gt;
After a long pause, Rhymos leaned over the counter to look his friend in the eyes, “This warlock of yours has traveled on foot between here and Wehnimer’s Landing hundreds of times. I have spent my whole life around bookish fops and they struggle with the library stairs.”&lt;br /&gt;
&lt;br /&gt;
“I am the knight; you are the vintner,” said Jelym and he held up the ticket with a sly grin, “have my drink ready.” He left without another word.&lt;br /&gt;
&lt;br /&gt;
Jelym arrived early for the performance and slipped unseen into a storage area for a fleet of make-believe dragons and ships. He used the time to test fire the tools of his trade and pored over a theater diagram supplied by Rhymos. Examining the rafters and rigging, he lamented his inability to send a greased-up Walten swinging over the crowd as a distraction. Jelym grinned at the thought while making his way past the ushers and up the grand staircase. With the beginning of the signature aria, he entered the corridor for the balcony boxes and stepped through the curtain.&lt;br /&gt;
&lt;br /&gt;
Shadows clung to a cushioned seat at the edge of the balcony. The sorcerer faced forward with rapt attention and Jelym hesitated for a moment to consider his action before pulling the trigger—THWAP! The bolt pierced clean through and webbing leapt out to bind victim and chair. The shadows evaporated and Jelym surged forward with clockwork staff in hand. The bloodied corpse of a small, grey humanoid occupied the web and Jelym looked on in horror as its once Dark Elven features melted away to reveal no face at all. Spinning around, the gnome tried to shout but blood burst forth instead. Frantically, he moved to staunch the flow of his jugular only to discover tattered wounds where hands once were. Emerging from behind a curtain, the sorcerer stepped carefully around the pooling blood and picked up the staff to examine its mechanism. “How clever,” he whispered as he pressed the wand at the tip into Jelym’s eye socket and activated the device.&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)&amp;diff=67756</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=67756"/>
		<updated>2015-09-02T22:39:23Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &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;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
&lt;br /&gt;
Creates a &amp;quot;raging tempest&amp;quot; in the area or &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) depends upon the levels of caster and target.  Additional casts of maelstrom can increase the duration and the strength of the spell.&lt;br /&gt;
&lt;br /&gt;
==Focused Maelstrom==&lt;br /&gt;
&lt;br /&gt;
[[INCANT (verb)|INCANT]] or [[CAST (verb)|CAST]] AT &amp;lt;target&amp;gt; to initiate a storm directed at a single target. [[TARGET (verb)|TARGET]] &amp;lt;target&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;
[[CAST (verb)|CAST]] to create a version which will damage any targets (players and creatures) in the immediate area. Only one tempest can be active in a room at a time. The tempest&#039;s power and length is based upon the level of caster versus the level of the targets.&lt;br /&gt;
&lt;br /&gt;
* Example of atmospheric disturbances during an active tempest:&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;
==Lore and Attunement Benefits==&lt;br /&gt;
&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 but [[Elemental Lore, Air]] only modifies lightning and not vacuum attacks.&lt;br /&gt;
&lt;br /&gt;
Training in any elemental lore will also increase the speed at which the storm forms, using a seed 1 summation of (elemental lores / 5) for -1 second per round. 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;
== See Also ==&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;br /&gt;
*[[Energy Maelstrom (710) (saved posts)]]&lt;br /&gt;
*[[Flow storms]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)/saved_posts&amp;diff=67755</id>
		<title>Energy Maelstrom (710)/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)/saved_posts&amp;diff=67755"/>
		<updated>2015-09-02T22:37:31Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Created page with &amp;quot;__TOC__ ==Release== {{saved-post  | category = Sorcerers  | topic = Sorcerer Spells  | messagenum = 2965  | author = GS4-DRAXUN  | date = 07/20/2015 9:36 AM EDT  | subject = [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Release==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Sorcerers&lt;br /&gt;
 | topic = Sorcerer Spells&lt;br /&gt;
 | messagenum = 2965&lt;br /&gt;
 | author = GS4-DRAXUN&lt;br /&gt;
 | date = 07/20/2015 9:36 AM EDT&lt;br /&gt;
 | subject = [[hsn|HSN]]: Energy Maelstrom (710) updates!&lt;br /&gt;
}}&lt;br /&gt;
[[Energy Maelstrom (710)]] has been updated with several new revisions and enhancements. First, casters will now be able to create elementally themed maelstroms based upon their [[attunement]]. Each round, maelstroms have always dealt random damage types (between a few specific elements), but the possible damage types have increased to cover all 5 attunement elements. The maelstrom&#039;s primary element will deal its damage the most often. e.g. a fire themed maelstrom will deal heat damage more often than the other element types. Training in Elemental Lore for the appropriate damage type will increase the damage from those attacks. The build up cycle times have been normalized between the open cast and focused versions. Lastly, training in any elemental lore will now increase the speed in which the storm forms, using a seed 1 summation of (elemental lores / 5) for -1 second per round.&lt;br /&gt;
&lt;br /&gt;
~GameMaster Draxun&lt;br /&gt;
&lt;br /&gt;
==Lore Details==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Sorcerers&lt;br /&gt;
 | topic = Sorcerer Spells&lt;br /&gt;
 | messagenum = 2977&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 07/20/2015 3:29 PM EDT&lt;br /&gt;
 | subject = Re: [[hsn|HSN]]: Energy Maelstrom (710) updates!&lt;br /&gt;
}}&lt;br /&gt;
We also normalized the targeted vs. untargeted versions, as the latter use to take 28 seconds to form while the former was only 22. 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. For lightning attuned Sorcerers, it only uses their [[Elemental Lore, Air]] ranks to boost the damage (and as such, it won&#039;t boost the damage from the storm&#039;s vacuum crits).&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
[[Category: Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Maelstrom_(710)&amp;diff=67754</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=67754"/>
		<updated>2015-09-02T22:26:50Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: HSN updates&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;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
&lt;br /&gt;
Creates a &amp;quot;raging tempest&amp;quot; in the area or &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) depends upon the levels of caster and target.  Additional casts of maelstrom can increase the duration and the strength of the spell.&lt;br /&gt;
&lt;br /&gt;
==Focused Maelstrom==&lt;br /&gt;
&lt;br /&gt;
[[INCANT (verb)|INCANT]] or [[CAST (verb)|CAST]] AT &amp;lt;target&amp;gt; to initiate a storm directed at a single target. [[TARGET (verb)|TARGET]] &amp;lt;target&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;
[[CAST (verb)|CAST]] to create a version which will damage any targets (players and creatures) in the immediate area. Only one tempest can be active in a room at a time. The tempest&#039;s power and length is based upon the level of caster versus the level of the targets.&lt;br /&gt;
&lt;br /&gt;
* Example of atmospheric disturbances during an active tempest:&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;
==Lore and Attunement Benefits==&lt;br /&gt;
&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 but [[Elemental Lore, Air]] only modifies lightning and not vacuum attacks.&lt;br /&gt;
&lt;br /&gt;
Training in any elemental lore will also increase the speed at which the storm forms, using a seed 1 summation of (elemental lores / 5) for -1 second per round. 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;
== See Also ==&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;br /&gt;
*[[Flow storms]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=67753</id>
		<title>Silvean (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=67753"/>
		<updated>2015-09-02T21:47:37Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Silvean.jpg|frame|alt=Sylvean Rashere Faendryl|Sylvean Rashere Faendryl]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvean Rashere&#039;&#039;&#039; was a sorcerer first active in the [[Wehnimer&#039;s Landing]] area, and then in both [[Kharam Dzu]] and the [[Elven Nations]] as travel conduits reopened. After his marriage to Lylia Ravenbane, the two became frequent participants in the social and political events of their time.&lt;br /&gt;
&lt;br /&gt;
Born into a prosperous family, Silvean evidently benefited from a classical education in New Ta&#039;Faendryl but additional details of his early years are obscure. Biographical flourishes in his writings reveal a youthful penchant for courtesans and a preference for the active life over the contemplative that may explain his subsequent wanderlust. Among many aristocratic tendencies, he spoke favorably of [[Faendryl]] decadence and often reminded others that he was 273rd in line for the Patriarchal throne.&lt;br /&gt;
&lt;br /&gt;
A prolific author, Silvean was perhaps best known for his essays in support of Faendryl interests. The persistent theme of his work was the belief that a chaotic world could only be rightly ordered by the wisdom and power of the Faendryl. With additional commentary on topics ranging from sorcerous theory to Elven literature, it is clear that Silvean viewed himself as both consummate scholar and the voice of the Faendryl people in the diaspora.&lt;br /&gt;
&lt;br /&gt;
==Official Documentation==&lt;br /&gt;
*[[A Ceremony for the Marriage of Faendryl in the Diaspora]] with Lylia Rashere&lt;br /&gt;
&lt;br /&gt;
==Later Writings==&lt;br /&gt;
*[[A Sorcerous Pact]]&lt;br /&gt;
*[[A Treatise on Faendryl Historiography]]&lt;br /&gt;
*[[Against the ban on minor demons|Against the Ban on Minor Demons]]&lt;br /&gt;
*[[Against The Koarites (essay)|Against The Koarites]]&lt;br /&gt;
*[[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
*[[Death and Funerary Customs Among the Faendryl]]&lt;br /&gt;
*[[Elven Anxieties in Patience and the Lily]]&lt;br /&gt;
*[[Faendryl Atheism and Sorcery as Religion (essay)|Faendryl Atheism and Sorcery as Religion]]&lt;br /&gt;
*[[Fat Familiars: A Satirical Essay]]&lt;br /&gt;
*[[Human Anxieties in Zajai and the Butterfly]]&lt;br /&gt;
*[[Hymm of Sacred Blood (essay)|Hymn of Sacred Blood]]&lt;br /&gt;
*[[On the False Claims of the Monks (essay)|On the False Claims of the Monks]]&lt;br /&gt;
*[[Response to Paidreg]]&lt;br /&gt;
*[[The Blood Prophet]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[[The Righteous Cleric]] &lt;br /&gt;
*[[The Summoning: A Faendryl Horror Story]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]] (OOC)&lt;br /&gt;
&lt;br /&gt;
==Early Writings==&lt;br /&gt;
*[[An Essay on Elven Superiority]]&lt;br /&gt;
*[[Concerning the Worship of Marlu (essay)|Concerning the Worship of Marlu]]&lt;br /&gt;
*[[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
*[[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
*[[Understanding the Departure of the Dhe&#039;nar (essay)|Understanding the Departure of the Dhe&#039;nar]]&lt;br /&gt;
&lt;br /&gt;
==Lectures==&lt;br /&gt;
*[[Silvean&#039;s lecture on Faendryl art]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurers]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Response_to_Paidreg_(essay)&amp;diff=67752</id>
		<title>Response to Paidreg (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Response_to_Paidreg_(essay)&amp;diff=67752"/>
		<updated>2015-09-02T21:46:35Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Adding new polemic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{essay | title = Response to Paidreg | author = Lord [[Silvean Rashere]]}}&lt;br /&gt;
&lt;br /&gt;
Written on Tilamaires, the first day of Imaerasta, during the reign of Korvath Dardanus Faendryl, Patriarch XXXIX, honor to his name, in response to &#039;&#039;[[Prestige and Prejudice in the Empire - On Imperial Rank and Titles]]&#039;&#039; by Paidreg Venquinor, called the Twice-Born.&lt;br /&gt;
&lt;br /&gt;
In a recent essay on human titles, Paidreg Venquinor, called the Twice-Born, has the temerity to call my people arrogant. As sorcerers well know, the power of naming is power indeed, so let us consider Paidreg&#039;s own appellation. Why is it that he is twice-born? Is it because he passed first through the front of his mother and then once more out of her back side? Here is a theory sure to generate wonder in even the most experienced empath. Or perhaps Paidreg, called the Twice-Born, is called the twice-born because there is an open debate over which of his mother&#039;s two most favored lovers is indeed his father. I will leave this human mystery for human scholars.&lt;br /&gt;
&lt;br /&gt;
The twice-born must leave his books half-read since he claims the Faendryl “deviated from millennia of tradition to forge their own bloody path.” In what way? By having the courage to save the world? By falling victim to scurrilous accusations and political maneuvering? Paidreg would have us sound the death knell of genius in favor of the current state of affairs. He has no cognizance whatsoever of the lurking horrors just outside of our vision. It is the Faendryl and only the Faendryl who have fully embraced a societal structure attuned to cosmic truths. His human empire thinks they have overcome slavery because the accidents of history put the whips and chains in their own hands. The warden has gone. The guards are absent. The cell doors are open and the prisoners will never step outside because they are too busy proclaiming their freedom from within the same musty confines.&lt;br /&gt;
&lt;br /&gt;
Paidreg, called the twice-blind, looks over this landscape and claims his compatriots have “fashioned the greatest society since the rule of the drakes.” He can slither up the steps of the Koarite temple and proclaim his discovery but it will still go unheard in New Ta&#039;Faendryl, where the possession of true freedom is our privilege and burden. The Turamzyrrians pretend order as a means to distract from the brief banality of their lives. I pity them. I pity Paidreg who will be twice-dead on some cold evening while I am sipping my tea and weaving plans two centuries at a time.&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=67610</id>
		<title>Dark Catalyst (719)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=67610"/>
		<updated>2015-08-29T22:51:49Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: GM confirmed that 12 ranks in elemental lore = 1 crit rank increase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Dark Catalyst&lt;br /&gt;
| number = 719&lt;br /&gt;
| mnemonic = DARKCAT&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| type = Attack&lt;br /&gt;
| ctype = [[Lightning Critical Table|Lightning]], [[Impact Critical Table|Impact]], [[Fire Critical Table|Fire]], [[Cold Critical Table|Cold]] &lt;br /&gt;
| subtype = [[Warding]]&lt;br /&gt;
| target = Single&lt;br /&gt;
| interval = One-shot&lt;br /&gt;
| dtype = [[Hitpoint]] &amp;amp; [[Mana]]&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Converts the [[mana]] of the target into elemental energy, causing mana loss and massive critical damage. A successful cast can yield mana return between 1 and 14 to the caster (heavily weighted towards lower amounts).  The spell&#039;s offensive impact is determined by the target&#039;s current amount of magical power, the amount by which their spiritual warding fails, as well as one&#039;s training in the [[Elemental Lore]]s.  The amount of mana returned is modified by training in [[Elemental Mana Control]] and [[Spiritual Mana Control]].&lt;br /&gt;
&lt;br /&gt;
=== Target Types ===&lt;br /&gt;
&lt;br /&gt;
There are three types of targets when considering the efficiency of this spell.&lt;br /&gt;
*Magical&lt;br /&gt;
Targets with plenty of mana which are primarily spell casters (creatures and characters considered [[pure]]s). These targets will suffer the most damage from the spell, including subsequent casts.&lt;br /&gt;
*Semi-magical&lt;br /&gt;
Targets with some mana which are not primarily spell casters (creatures and characters considered [[semi]]s). Casts beyond the first are less effective and generally not worthwhile.&lt;br /&gt;
*Non-magical&lt;br /&gt;
Targets with little or no mana (creatures and characters considered [[square]]s). These targets will take very little damage from this spell, making poor targets.&lt;br /&gt;
&lt;br /&gt;
=== Damage Delivery ===&lt;br /&gt;
&lt;br /&gt;
If the target fails to ward off this spell, five individual strikes are unleashed upon the target. In order: essence ([[Hitpoint]] only, no crit), fire, ice, lightning, and impact. Training types of [[Elemental Lore]]s will increase the damage and severity of the critical strike for the corresponding element. A minimum of three ranks of a particular element is required, and diminishing returns begin at ten.&lt;br /&gt;
&lt;br /&gt;
At twelve ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level. At twelve ranks, the critical rank of the relevant damage cycle is increased by exactly one level. At fifty lore ranks, it is increased by 2 and at one hundred lore ranks, it is increased by 3. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Air]]&lt;br /&gt;
|[[Lightning Critical Table|Electricity]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Earth]]&lt;br /&gt;
|[[Impact Critical Table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Fire]]&lt;br /&gt;
|[[Fire Critical Table|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Water]]&lt;br /&gt;
|[[Cold Critical Table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Be aware the killing power of this magic lies in its critical damage. It will routinely kill semi-magical and magical targets in a single cast.&lt;br /&gt;
*If the target dies before receiving all of the strikes, the spell will end immediately. This may also cut off having mana returned.&lt;br /&gt;
*Non-corporeal creatures do not crit thus making poor targets for this magic. However, you may [[phase]] them to increase their susceptibility.&lt;br /&gt;
*Creatures made of stone will receive up to 2 additional critical strikes shortly after the spell has resolved. This is due to stones weakness against the combination of heat and cold attacks.&lt;br /&gt;
*Regardless of the target type in terms of its magical categorization, the fact that a successful cast of Dark Catalyst subjects the target to a variety of elemental criticals is important in its own right.  For instance, most [[troll|trolls]] take double damage from fire and are unable to regenerate for a period of time.  While sorcerers have access to [[Fire Spirit (111)]], a warding spell may be preferred depending on the situation.  A sorcerer is advised to always remember the types of elemental damage inflicted by Dark Catalyst when facing opponents with both strengths against and weaknesses to particular elements.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Dark Catalyst (719) (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#719 Sorcerer Base Spell Circle: Dark Catalyst], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Pain_(711)&amp;diff=66316</id>
		<title>Pain (711)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Pain_(711)&amp;diff=66316"/>
		<updated>2015-07-19T15:06:39Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: /* Spell Messaging Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Pain Infliction&lt;br /&gt;
 | number = 711&lt;br /&gt;
 | mnemonic = PAIN&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = ([[Warding]])&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = One-shot &lt;br /&gt;
 | dtype = [[Hitpoint]]&lt;br /&gt;
 | ctype = No [[critical]] damage&lt;br /&gt;
 | status = Up to 7 sec [[Roundtime|RT]]&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pain (711)&#039;&#039;&#039; is a [[CS]]-based [[warding]] spell that, when successful, will cause the target extreme amounts of pain resulting in a minimum [[Hitpoint|health]] loss of 20% of the target&#039;s maximum health, and the potential to temporarily incapacitate the target for a short duration by placing it in [[roundtime]]. There are no [[critical]] [[Wound|injuries]] associated with this spell. &lt;br /&gt;
&lt;br /&gt;
Depending on warding failure and [[Sorcerous Lore, Necromancy]] ranks both health loss and the target&#039;s [[RT]] penalty can be increased. Necromancy lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;The following information is a product of Gespry&#039;s research on Pain. &amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hitpoint Percentage Messaging Table==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Damage&lt;br /&gt;
!Messaging&lt;br /&gt;
!RT&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|{Target} cringes in pain.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23%&lt;br /&gt;
|{Target} shudders in pain.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|26%&lt;br /&gt;
|{Target} twists in great pain!&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|29%&lt;br /&gt;
|{Target} is wracked with painful spasms!&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|32%&lt;br /&gt;
|{Target} shudders and twists in intense pain!&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|35%&lt;br /&gt;
|{Target} contorts in excruciating agony!&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necromancy Lore==&lt;br /&gt;
&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
1. Increased [[hitpoint]] damage&amp;lt;br&amp;gt;&lt;br /&gt;
2. Increased target [[Roundtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Lower [[Endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Example: A level 30 sorcerer with 15 ranks (0.5 per level) of necromancy lore casts Pain (711) at a target. With an endroll of 125 the target will sustain an HP loss of 29% of its maximum health. The associated messaging will be &#039;&#039;{Target} is wracked with painful spasms!&#039;&#039; and the target will also incur 4 seconds of RT.&lt;br /&gt;
&lt;br /&gt;
===Necromancy Lore Table===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Spell Messaging Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br&amp;gt;&lt;br /&gt;
CS: +547 - TD: +290 + CvA: +6 + d100: +98 - -5 == +366 &amp;lt;br&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
You are wracked with painful spasms!&amp;lt;br&amp;gt;&lt;br /&gt;
... 38 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You gesture at a grizzled triton executioner.&amp;lt;br&amp;gt;&lt;br /&gt;
CS: +552 - TD: +448 + CvA: +25 + d100: +57 == +186&amp;lt;br&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A grizzled triton executioner is wracked with painful spasms!&amp;lt;br&amp;gt;&lt;br /&gt;
... 131 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#711 Sorcerer Base Spell Circle: Pain], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Pain_(711)&amp;diff=66315</id>
		<title>Pain (711)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Pain_(711)&amp;diff=66315"/>
		<updated>2015-07-19T15:03:08Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: /* Spell Messaging Example */ added new HSN damage messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Pain Infliction&lt;br /&gt;
 | number = 711&lt;br /&gt;
 | mnemonic = PAIN&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = ([[Warding]])&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = One-shot &lt;br /&gt;
 | dtype = [[Hitpoint]]&lt;br /&gt;
 | ctype = No [[critical]] damage&lt;br /&gt;
 | status = Up to 7 sec [[Roundtime|RT]]&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pain (711)&#039;&#039;&#039; is a [[CS]]-based [[warding]] spell that, when successful, will cause the target extreme amounts of pain resulting in a minimum [[Hitpoint|health]] loss of 20% of the target&#039;s maximum health, and the potential to temporarily incapacitate the target for a short duration by placing it in [[roundtime]]. There are no [[critical]] [[Wound|injuries]] associated with this spell. &lt;br /&gt;
&lt;br /&gt;
Depending on warding failure and [[Sorcerous Lore, Necromancy]] ranks both health loss and the target&#039;s [[RT]] penalty can be increased. Necromancy lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;The following information is a product of Gespry&#039;s research on Pain. &amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hitpoint Percentage Messaging Table==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Damage&lt;br /&gt;
!Messaging&lt;br /&gt;
!RT&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|{Target} cringes in pain.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23%&lt;br /&gt;
|{Target} shudders in pain.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|26%&lt;br /&gt;
|{Target} twists in great pain!&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|29%&lt;br /&gt;
|{Target} is wracked with painful spasms!&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|32%&lt;br /&gt;
|{Target} shudders and twists in intense pain!&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|35%&lt;br /&gt;
|{Target} contorts in excruciating agony!&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necromancy Lore==&lt;br /&gt;
&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
1. Increased [[hitpoint]] damage&amp;lt;br&amp;gt;&lt;br /&gt;
2. Increased target [[Roundtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Lower [[Endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Example: A level 30 sorcerer with 15 ranks (0.5 per level) of necromancy lore casts Pain (711) at a target. With an endroll of 125 the target will sustain an HP loss of 29% of its maximum health. The associated messaging will be &#039;&#039;{Target} is wracked with painful spasms!&#039;&#039; and the target will also incur 4 seconds of RT.&lt;br /&gt;
&lt;br /&gt;
===Necromancy Lore Table===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Spell Messaging Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A thunder troll claps its hands together in front of you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +98 - TD: +99 + CvA: +4 + d100: +97 - -5 == +105 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warding failed! &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You cringe in pain.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You take 31 damage!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You gesture at a grizzled triton executioner.&amp;lt;br&amp;gt;&lt;br /&gt;
CS: +552 - TD: +448 + CvA: +25 + d100: +57 == +186&amp;lt;br&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A grizzled triton executioner is wracked with painful spasms!&amp;lt;br&amp;gt;&lt;br /&gt;
... 131 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#711 Sorcerer Base Spell Circle: Pain], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tenebrous_Tether_(706)/Mind_Jolt_(706)&amp;diff=66314</id>
		<title>Tenebrous Tether (706)/Mind Jolt (706)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tenebrous_Tether_(706)/Mind_Jolt_(706)&amp;diff=66314"/>
		<updated>2015-07-19T14:40:42Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: HSN edits to 706&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell |&lt;br /&gt;
 | name = Mind Jolt&lt;br /&gt;
 | number = 706&lt;br /&gt;
 | mnemonic = MINDJOLT&lt;br /&gt;
 | duration = 1 second per warding failure&lt;br /&gt;
 | type = Attack ([[warding]])&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
This spell shows the target a glimpse of a demonic valence, [[stun]]ning them. In addition, there is a chance for the spell to carry over to a new target if the initial target dies while the effect is still active. The % chance is (2 * seed 2 summation of the caster&#039;s Sorcerous Lore, Demonology ranks). If the new target fails a regular warding check, half of the remaining duration from the original cast will be applied.&lt;br /&gt;
&lt;br /&gt;
*Creatures that are immune to stuns cannot be affected by this spell.&lt;br /&gt;
*Some abilities allow targets to remove themselves from this effect.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
When you are the victim:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
For a brief, terrible moment, your mind is opened to an unspeakable valence of being!  You are stunned! &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When cast directly at a target:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A siren&#039;s eyes flash with a searing jolt of light!&amp;lt;br&amp;gt;&lt;br /&gt;
She is badly stunned!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When the spell carries over to a new target:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
A burst of searing light flashes around a siren, surging wildly before disappearing!&amp;lt;br&amp;gt;&lt;br /&gt;
Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A siren&#039;s eyes flash with a searing jolt of light!&amp;lt;br&amp;gt;&lt;br /&gt;
She is badly stunned!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:clear glass wand}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#706 Sorcerer Base Spell Circle: Mind Jolt], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treatise_on_the_Undead_(essay)&amp;diff=58980</id>
		<title>Treatise on the Undead (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treatise_on_the_Undead_(essay)&amp;diff=58980"/>
		<updated>2015-03-14T00:52:50Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: SILVEAN moved page Treaties on the Undead (essay) to Treatise on the Undead (essay): Spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{essay | title = Treatise on the Undead | author = Armaxis}}&lt;br /&gt;
&lt;br /&gt;
As a devout follower of Lord [[Luukos]], I and others have been subject to the propaganda of [[Voln]]: that we are soul-stealers, that we will become nothing but Undead slaves to the [[Arkati]] we serve. This essay is meant to clear up some of the propaganda Voln disseminates about Lord Luukos&#039; activities in the realm of Undead and also takes a look at some of their origins.&lt;br /&gt;
&lt;br /&gt;
It is a commonly held belief that Lord Luukos creates all Undead beings; this is completely false. Throughout history there have been other creators of Undead -- [[Despana]], [[Bandur Etrevion]], the Sorcerer of [[Bonespear Tower]]. In fact, Sorcerer&#039;s everywhere will soon be animating corpses as soon as the Guild finishes its research. Listed below are several examples of Undead beings expressing qualities only thought to be attainable by those of the living.&lt;br /&gt;
&lt;br /&gt;
Undead beings are capable of many things, giving credence to the fact that one can have a second chance at life through such a form. An example would be the case of Jerem and Reldia, two Undead individuals who broke free of the [[Ebon Gate]] and expressed a dislike for the society of Voln and their methods of &amp;quot;releasing&amp;quot; their kind. When I confronted the High Priest who performed the wedding, Neball, he said he did not worship Lord Luukos, nor was he created by him. The couple was clearly able to express emotion, and wished to spend their unlife peacefully without intervention of Voln zealots, a [[Lorminstra]]-sanctioned society based upon the &amp;quot;release&amp;quot; of Undead.&lt;br /&gt;
&lt;br /&gt;
Another exceptional case is that of Dharthiir, the lich which was Despana&#039;s General. This Undead being was not only able to express emotion, he was also able to become Despana&#039;s lover -- in every sense of the word. Dharthiir was also a brilliant strategist and was able to amount a formidable force of living beings to fight for Despana. It is assumed that Despana either created him using the book of Tormtor, or he existed before the discovery of it.&lt;br /&gt;
&lt;br /&gt;
Bandur Etrevion, a Sorcerer of incredible power and intelligence, is responsible for most of the Undead in the graveyard -- directly and perhaps indirectly. He created Undead in hordes, using them as laborers, warriors and little else. An incident of peculiar note was once told to me by Lord [[Silvean]] Rashere. There were reports of powerful Undead beings roaming about in the bog one day. Lord Rashere decided to investigate, and he did find some strong Undead in the area. What was peculiar though is that the very bog itself talked to him. It said that it was saddened by the torture inflicted upon its children. There were several others in the area, dispatching the unusual Undead, and the bog said that it would stop their actions with selfless zeal. It engulfed a certain hunter there. It seems the very essence of the area was able to create these Undead beings, and the area itself had a sentience to it, perhaps Undead in nature ( and perhaps the result of Bandur Etrevion&#039;s working with the power of undead so extensively in that particular region ); it was capable of loving and caring for the Undead beings it created. The very essence of the area breathes life into the ghouls and things which dwell there -- not Lord Luukos.&lt;br /&gt;
&lt;br /&gt;
Undeath is a force similar to Life and is able to take on characteristics of Life, blending them with the forces of Undeath. Some mortals actively seek to transform themselves into Undead beings, knowing that such a form, used correctly, is able to harness great power as well as granting a form of immortality. Perhaps Dharthiir was once a mortal, his abilities multiplied by his Undead form; we can only guess.&lt;br /&gt;
&lt;br /&gt;
As for Lord Luukos&#039; influence over the realm of Undead. . .it is admittedly great. I would go so far as to say he has mastered manipulating the force which is Undeath. He is able to take control of the existing lesser undead in an area, and use them for his purposes. Though there are certain Undead beings which are only seen when the Luukosian Order raises its armies, one would assume that such a superior form of Undead was created by Lord Luukos for the Order. During a communion which I participated in, a spirit referred to Luukos&#039; followers as &amp;quot;family.&amp;quot; This remark would imply a reference to the Undead in his Order, that they are seen as family, and that they are there by their own will. It would seem that Lord Luukos blesses his followers by creating such powerful undead forms for them.&lt;br /&gt;
&lt;br /&gt;
Also, it seems that Lord Luukos is able to create a form which would be crude to call &amp;quot;Undead.&amp;quot; Those who resemble serpents in physical appearance are often called Luukosians; not much is known about them, except that they are high ranking members of the Luukosian Order, and are most likely immortal. I believe them to be a blend of Undead and Luukos&#039; very essence, which he uses to transform said person&#039;s soul. Of course, this is only a theory of mine, as I&#039;ve not been able to speak with a Luukosian of the Order.&lt;br /&gt;
&lt;br /&gt;
Where did the force of Undead come from? That will forever be a mystery; perhaps it simply has been here for as long as the force of Life has, ever opposing Life, ever thriving, ever blending with the inhabitants of this realm. And just as the power of Life, the power of Undead can be used to create or destroy. Some think it never existed before Despana&#039;s hordes. Perhaps it did, and simply was not used in such a massive way.&lt;br /&gt;
&lt;br /&gt;
The point is that it is here now, and it shall forever remain with us. Just as mortals have manipulated the forces of Life, it would seem that we are destined to manipulate the forces of Undead, as well. The Order of Voln, Voln himself, and Lorminstra&#039;s quest would seem to be ill-fated, and downright genocidal in some cases. Maybe the Arkati of Liabo fear this power; perhaps it reminds them of their own mortality, and that is why they wish to rid the world of it. But whatever the reason, they continue with their propaganda, causing their followers and other mortals to fear the Undead and the power contained within them. It is a force just like any other, to be used to the advantage of those whom work with it. Hopefully one day, the citizens of Elanthia will realize the potential of Undead, and begin to unravel its secrets; one can only hope...&lt;br /&gt;
&lt;br /&gt;
Armaxis&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treatise_on_the_Undead_(essay)&amp;diff=58979</id>
		<title>Treatise on the Undead (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treatise_on_the_Undead_(essay)&amp;diff=58979"/>
		<updated>2015-03-14T00:51:48Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{essay | title = Treatise on the Undead | author = Armaxis}}&lt;br /&gt;
&lt;br /&gt;
As a devout follower of Lord [[Luukos]], I and others have been subject to the propaganda of [[Voln]]: that we are soul-stealers, that we will become nothing but Undead slaves to the [[Arkati]] we serve. This essay is meant to clear up some of the propaganda Voln disseminates about Lord Luukos&#039; activities in the realm of Undead and also takes a look at some of their origins.&lt;br /&gt;
&lt;br /&gt;
It is a commonly held belief that Lord Luukos creates all Undead beings; this is completely false. Throughout history there have been other creators of Undead -- [[Despana]], [[Bandur Etrevion]], the Sorcerer of [[Bonespear Tower]]. In fact, Sorcerer&#039;s everywhere will soon be animating corpses as soon as the Guild finishes its research. Listed below are several examples of Undead beings expressing qualities only thought to be attainable by those of the living.&lt;br /&gt;
&lt;br /&gt;
Undead beings are capable of many things, giving credence to the fact that one can have a second chance at life through such a form. An example would be the case of Jerem and Reldia, two Undead individuals who broke free of the [[Ebon Gate]] and expressed a dislike for the society of Voln and their methods of &amp;quot;releasing&amp;quot; their kind. When I confronted the High Priest who performed the wedding, Neball, he said he did not worship Lord Luukos, nor was he created by him. The couple was clearly able to express emotion, and wished to spend their unlife peacefully without intervention of Voln zealots, a [[Lorminstra]]-sanctioned society based upon the &amp;quot;release&amp;quot; of Undead.&lt;br /&gt;
&lt;br /&gt;
Another exceptional case is that of Dharthiir, the lich which was Despana&#039;s General. This Undead being was not only able to express emotion, he was also able to become Despana&#039;s lover -- in every sense of the word. Dharthiir was also a brilliant strategist and was able to amount a formidable force of living beings to fight for Despana. It is assumed that Despana either created him using the book of Tormtor, or he existed before the discovery of it.&lt;br /&gt;
&lt;br /&gt;
Bandur Etrevion, a Sorcerer of incredible power and intelligence, is responsible for most of the Undead in the graveyard -- directly and perhaps indirectly. He created Undead in hordes, using them as laborers, warriors and little else. An incident of peculiar note was once told to me by Lord [[Silvean]] Rashere. There were reports of powerful Undead beings roaming about in the bog one day. Lord Rashere decided to investigate, and he did find some strong Undead in the area. What was peculiar though is that the very bog itself talked to him. It said that it was saddened by the torture inflicted upon its children. There were several others in the area, dispatching the unusual Undead, and the bog said that it would stop their actions with selfless zeal. It engulfed a certain hunter there. It seems the very essence of the area was able to create these Undead beings, and the area itself had a sentience to it, perhaps Undead in nature ( and perhaps the result of Bandur Etrevion&#039;s working with the power of undead so extensively in that particular region ); it was capable of loving and caring for the Undead beings it created. The very essence of the area breathes life into the ghouls and things which dwell there -- not Lord Luukos.&lt;br /&gt;
&lt;br /&gt;
Undeath is a force similar to Life and is able to take on characteristics of Life, blending them with the forces of Undeath. Some mortals actively seek to transform themselves into Undead beings, knowing that such a form, used correctly, is able to harness great power as well as granting a form of immortality. Perhaps Dharthiir was once a mortal, his abilities multiplied by his Undead form; we can only guess.&lt;br /&gt;
&lt;br /&gt;
As for Lord Luukos&#039; influence over the realm of Undead. . .it is admittedly great. I would go so far as to say he has mastered manipulating the force which is Undeath. He is able to take control of the existing lesser undead in an area, and use them for his purposes. Though there are certain Undead beings which are only seen when the Luukosian Order raises its armies, one would assume that such a superior form of Undead was created by Lord Luukos for the Order. During a communion which I participated in, a spirit referred to Luukos&#039; followers as &amp;quot;family.&amp;quot; This remark would imply a reference to the Undead in his Order, that they are seen as family, and that they are there by their own will. It would seem that Lord Luukos blesses his followers by creating such powerful undead forms for them.&lt;br /&gt;
&lt;br /&gt;
Also, it seems that Lord Luukos is able to create a form which would be crude to call &amp;quot;Undead.&amp;quot; Those who resemble serpents in physical appearance are often called Luukosians; not much is known about them, except that they are high ranking members of the Luukosian Order, and are most likely immortal. I believe them to be a blend of Undead and Luukos&#039; very essence, which he uses to transform said person&#039;s soul. Of course, this is only a theory of mine, as I&#039;ve not been able to speak with a Luukosian of the Order.&lt;br /&gt;
&lt;br /&gt;
Where did the force of Undead come from? That will forever be a mystery; perhaps it simply has been here for as long as the force of Life has, ever opposing Life, ever thriving, ever blending with the inhabitants of this realm. And just as the power of Life, the power of Undead can be used to create or destroy. Some think it never existed before Despana&#039;s hordes. Perhaps it did, and simply was not used in such a massive way.&lt;br /&gt;
&lt;br /&gt;
The point is that it is here now, and it shall forever remain with us. Just as mortals have manipulated the forces of Life, it would seem that we are destined to manipulate the forces of Undead, as well. The Order of Voln, Voln himself, and Lorminstra&#039;s quest would seem to be ill-fated, and downright genocidal in some cases. Maybe the Arkati of Liabo fear this power; perhaps it reminds them of their own mortality, and that is why they wish to rid the world of it. But whatever the reason, they continue with their propaganda, causing their followers and other mortals to fear the Undead and the power contained within them. It is a force just like any other, to be used to the advantage of those whom work with it. Hopefully one day, the citizens of Elanthia will realize the potential of Undead, and begin to unravel its secrets; one can only hope...&lt;br /&gt;
&lt;br /&gt;
Armaxis&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=58087</id>
		<title>Dark Catalyst (719)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=58087"/>
		<updated>2015-03-01T01:38:59Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Added saved post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Dark Catalyst&lt;br /&gt;
| number = 719&lt;br /&gt;
| mnemonic = DARKCAT&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| type = Attack&lt;br /&gt;
| ctype = [[Lightning Critical Table|Lightning]], [[Impact Critical Table|Impact]], [[Fire Critical Table|Fire]], [[Cold Critical Table|Cold]] &lt;br /&gt;
| subtype = [[Warding]]&lt;br /&gt;
| target = Single&lt;br /&gt;
| interval = One-shot&lt;br /&gt;
| dtype = [[Hitpoint]] &amp;amp; [[Mana]]&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Converts the [[mana]] of the target into elemental energy, causing mana loss and massive critical damage. A successful cast can yield mana return between 1 and 14 to the caster (heavily weighted towards lower amounts).  The spell&#039;s offensive impact is determined by the target&#039;s current amount of magical power, the amount by which their spiritual warding fails, as well as one&#039;s training in the [[Elemental Lore]]s.  The amount of mana returned is modified by training in [[Elemental Mana Control]] and [[Spiritual Mana Control]].&lt;br /&gt;
&lt;br /&gt;
=== Target Types ===&lt;br /&gt;
&lt;br /&gt;
There are three types of targets when considering the efficiency of this spell.&lt;br /&gt;
*Magical&lt;br /&gt;
Targets with plenty of mana which are primarily spell casters (creatures and characters considered [[pure]]s). These targets will suffer the most damage from the spell, including subsequent casts.&lt;br /&gt;
*Semi-magical&lt;br /&gt;
Targets with some mana which are not primarily spell casters (creatures and characters considered [[semi]]s). Casts beyond the first are less effective and generally not worthwhile.&lt;br /&gt;
*Non-magical&lt;br /&gt;
Targets with little or no mana (creatures and characters considered [[square]]s). These targets will take very little damage from this spell, making poor targets.&lt;br /&gt;
&lt;br /&gt;
=== Damage Delivery ===&lt;br /&gt;
&lt;br /&gt;
If the target fails to ward off this spell, five individual strikes are unleashed upon the target. In order: essence ([[Hitpoint]] only, no crit), fire, ice, lightning, and impact. Training types of [[Elemental Lore]]s will increase the damage and severity of the critical strike for the corresponding element. A minimum of three ranks of a particular element is required, and diminishing returns begin at ten.&lt;br /&gt;
&lt;br /&gt;
At ten ranks of a given lore, the critical rank of the relevant damage cycle is increased by almost one level. At fifty lore ranks, it is increased by 2 and at one hundred lore ranks, it is increased by 3. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Air]]&lt;br /&gt;
|[[Lightning Critical Table|Electricity]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Earth]]&lt;br /&gt;
|[[Impact Critical Table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Fire]]&lt;br /&gt;
|[[Fire Critical Table|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Water]]&lt;br /&gt;
|[[Cold Critical Table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Be aware the killing power of this magic lies in its critical damage. It will routinely kill semi-magical and magical targets in a single cast.&lt;br /&gt;
*If the target dies before receiving all of the strikes, the spell will end immediately. This may also cut off having mana returned.&lt;br /&gt;
*Non-corporeal creatures do not crit thus making poor targets for this magic. However, you may [[phase]] them to increase their susceptibility.&lt;br /&gt;
*Creatures made of stone will receive up to 2 additional critical strikes shortly after the spell has resolved. This is due to stones weakness against the combination of heat and cold attacks.&lt;br /&gt;
*Regardless of the target type in terms of its magical categorization, the fact that a successful cast of Dark Catalyst subjects the target to a variety of elemental criticals is important in its own right.  For instance, most [[troll|trolls]] take double damage from fire and are unable to regenerate for a period of time.  While sorcerers have access to [[Fire Spirit (111)]], a warding spell may be preferred depending on the situation.  A sorcerer is advised to always remember the types of elemental damage inflicted by Dark Catalyst when facing opponents with both strengths against and weaknesses to particular elements.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[719 and Elemental Lore (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#719 Sorcerer Base Spell Circle: Dark Catalyst], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)/saved_posts&amp;diff=58086</id>
		<title>Dark Catalyst (719)/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)/saved_posts&amp;diff=58086"/>
		<updated>2015-03-01T01:35:34Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Created page with &amp;quot;{{saved-post|category=Sorcerers|topic=Sorcerer Banter|author=GS4-ESTILD|subject=Old people problems|messagenum=16|date=2/28/2015 7:19 PM}}  Dark Catalyst&amp;#039;s (719) Elemental Lor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{saved-post|category=Sorcerers|topic=Sorcerer Banter|author=GS4-ESTILD|subject=Old people problems|messagenum=16|date=2/28/2015 7:19 PM}}&lt;br /&gt;
&lt;br /&gt;
Dark Catalyst&#039;s (719) Elemental Lore bonus is a bit convoluted. I will tell you this: at 10 ranks of the appropriate lore, it almost adds one crit rank to the relevant damage cycle, at 50 lore ranks it adds 2 crit ranks, and at 100 lore ranks it adds 3 crit ranks. It&#039;s a flat modifier and the warding margin is not a factor. If you&#039;re wanting to crit kill with Dark Catalyst, the lore benefit is pretty good, although admittedly, you don&#039;t receive much other benefit with those ranks (at least until the Elemental Lore Review for the Minor Elemental spell circle).&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post|category=Sorcerers|topic=Sorcerer Banter|author=KARDIOS|subject=Old people problems||messagenum=13|date=2/28/2015 2:28 PM}}&lt;br /&gt;
&lt;br /&gt;
Below are all of the old GM posts that I saved, including the &amp;quot;polynomial equation&amp;quot; post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GS3-NILVEN &lt;br /&gt;
&lt;br /&gt;
Dark Catalyst Updated · on 9/30/2003 11:22:12 PM 3169 &lt;br /&gt;
&lt;br /&gt;
Dark Catalyst has been updated to take into account the effects of Elemental Lores. More specifically, it does more damage for a particular critical type if you have training in the appropriate Lore skill. The spell functions exactly the same as it did before for players with no lore training.&lt;br /&gt;
&lt;br /&gt;
Note: Lightning criticals are solely effected by Air lore as opposed to Air and Water lore like wizard bolts.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
_______________________&lt;br /&gt;
&lt;br /&gt;
GS3-NILVEN &lt;br /&gt;
&lt;br /&gt;
Re: Has anyone testing the lores and 719 yet? · on 10/2/2003 7:49:37 PM 23563 &lt;br /&gt;
&lt;br /&gt;
Elemental Lore training does not add extra flares.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
_____________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GS3-NILVEN &lt;br /&gt;
&lt;br /&gt;
Re: Has anyone testing the lores and 719 yet? · on 10/2/2003 8:29:45 PM 23565 &lt;br /&gt;
&lt;br /&gt;
&amp;gt;It should.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
No, DC flares are very powerful. Adding additional flares would be overpowering, adding to the damage/critical strength of existing flares is not.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
____________________&lt;br /&gt;
&lt;br /&gt;
GS4-NILVEN &lt;br /&gt;
&lt;br /&gt;
Re: elemental lore and DC · on 7/14/2005 8:21:04 AM 5567 &lt;br /&gt;
&lt;br /&gt;
Elemtan Lore helps with both damage and crit.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
____________________&lt;br /&gt;
&lt;br /&gt;
GS4-NILVEN&lt;br /&gt;
&lt;br /&gt;
Re: elemental lore and DC · on 7/14/2005 1:17:06 PM 5577&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Nilven, thank you for responding. Do you care to explain a bit more? Does it always help, is there a random roll? I how does it help with crits? I would love to have my DC be more powerful, but nearly every sorcerer tells me not to train in elemental lore fire or otherwize. They tell me it was tested alot and the effects are not noticable.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
1) It always helps.&lt;br /&gt;
2) It ups the critical rank on a diminishing returns basis.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
____________________&lt;br /&gt;
&lt;br /&gt;
GS4-NILVEN&lt;br /&gt;
&lt;br /&gt;
Re: elemental lore and DC · on 7/17/2005 3:50:54 PM 5612&lt;br /&gt;
&lt;br /&gt;
The spell&#039;s bonus works off ranks. Benefit starts to be seen from 3 ranks and onwards. Diminishing returns kick in at 10 ranks.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;br /&gt;
&lt;br /&gt;
___________________&lt;br /&gt;
&lt;br /&gt;
GS4-NILVEN&lt;br /&gt;
&lt;br /&gt;
Re: Elemental Lore - Seed · on 11/11/2005 12:08:41 AM 7029&lt;br /&gt;
&lt;br /&gt;
The elemental lore formula for Dark Catalyst doesn&#039;t follow any of the lore summation charts. It use a polynomial equation.&lt;br /&gt;
&lt;br /&gt;
Nilven&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=58085</id>
		<title>Dark Catalyst (719)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_Catalyst_(719)&amp;diff=58085"/>
		<updated>2015-03-01T01:03:14Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Added new info from GM Estild on elemental lore and 719&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Dark Catalyst&lt;br /&gt;
| number = 719&lt;br /&gt;
| mnemonic = DARKCAT&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| type = Attack&lt;br /&gt;
| ctype = [[Lightning Critical Table|Lightning]], [[Impact Critical Table|Impact]], [[Fire Critical Table|Fire]], [[Cold Critical Table|Cold]] &lt;br /&gt;
| subtype = [[Warding]]&lt;br /&gt;
| target = Single&lt;br /&gt;
| interval = One-shot&lt;br /&gt;
| dtype = [[Hitpoint]] &amp;amp; [[Mana]]&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Converts the [[mana]] of the target into elemental energy, causing mana loss and massive critical damage. A successful cast can yield mana return between 1 and 14 to the caster (heavily weighted towards lower amounts).  The spell&#039;s offensive impact is determined by the target&#039;s current amount of magical power, the amount by which their spiritual warding fails, as well as one&#039;s training in the [[Elemental Lore]]s.  The amount of mana returned is modified by training in [[Elemental Mana Control]] and [[Spiritual Mana Control]].&lt;br /&gt;
&lt;br /&gt;
=== Target Types ===&lt;br /&gt;
&lt;br /&gt;
There are three types of targets when considering the efficiency of this spell.&lt;br /&gt;
*Magical&lt;br /&gt;
Targets with plenty of mana which are primarily spell casters (creatures and characters considered [[pure]]s). These targets will suffer the most damage from the spell, including subsequent casts.&lt;br /&gt;
*Semi-magical&lt;br /&gt;
Targets with some mana which are not primarily spell casters (creatures and characters considered [[semi]]s). Casts beyond the first are less effective and generally not worthwhile.&lt;br /&gt;
*Non-magical&lt;br /&gt;
Targets with little or no mana (creatures and characters considered [[square]]s). These targets will take very little damage from this spell, making poor targets.&lt;br /&gt;
&lt;br /&gt;
=== Damage Delivery ===&lt;br /&gt;
&lt;br /&gt;
If the target fails to ward off this spell, five individual strikes are unleashed upon the target. In order: essence ([[Hitpoint]] only, no crit), fire, ice, lightning, and impact. Training types of [[Elemental Lore]]s will increase the damage and severity of the critical strike for the corresponding element. A minimum of three ranks of a particular element is required, and diminishing returns begin at ten.&lt;br /&gt;
&lt;br /&gt;
At ten ranks of a given lore, the critical rank of the relevant damage cycle is increased by almost one level. At fifty lore ranks, it is increased by 2 and at one hundred lore ranks, it is increased by 3. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Air]]&lt;br /&gt;
|[[Lightning Critical Table|Electricity]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Earth]]&lt;br /&gt;
|[[Impact Critical Table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Fire]]&lt;br /&gt;
|[[Fire Critical Table|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Water]]&lt;br /&gt;
|[[Cold Critical Table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Be aware the killing power of this magic lies in its critical damage. It will routinely kill semi-magical and magical targets in a single cast.&lt;br /&gt;
*If the target dies before receiving all of the strikes, the spell will end immediately. This may also cut off having mana returned.&lt;br /&gt;
*Non-corporeal creatures do not crit thus making poor targets for this magic. However, you may [[phase]] them to increase their susceptibility.&lt;br /&gt;
*Creatures made of stone will receive up to 2 additional critical strikes shortly after the spell has resolved. This is due to stones weakness against the combination of heat and cold attacks.&lt;br /&gt;
*Regardless of the target type in terms of its magical categorization, the fact that a successful cast of Dark Catalyst subjects the target to a variety of elemental criticals is important in its own right.  For instance, most [[troll|trolls]] take double damage from fire and are unable to regenerate for a period of time.  While sorcerers have access to [[Fire Spirit (111)]], a warding spell may be preferred depending on the situation.  A sorcerer is advised to always remember the types of elemental damage inflicted by Dark Catalyst when facing opponents with both strengths against and weaknesses to particular elements.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#719 Sorcerer Base Spell Circle: Dark Catalyst], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=57962</id>
		<title>Creature maneuver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=57962"/>
		<updated>2015-02-26T17:10:20Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Added new info from officials on CM and Perception effectiveness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Creature maneuvers&#039;&#039;&#039; are offensive maneuvers that are only available to [[creature]]s, not available to player characters.  These attacks do not show an open roll.&lt;br /&gt;
&lt;br /&gt;
Such maneuvers include:&lt;br /&gt;
&lt;br /&gt;
*the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]&lt;br /&gt;
&lt;br /&gt;
*a [[soul golem]]&#039;s steam push&lt;br /&gt;
&lt;br /&gt;
*an [[Illoke]]&#039;s ground stomp&lt;br /&gt;
&lt;br /&gt;
*an [[Ithzir adept]]&#039;s lightning mote&lt;br /&gt;
&lt;br /&gt;
*a [[war griffin]]&#039;s ride of doom&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
There are several attributes which can mitigate damage from creature maneuvers:&lt;br /&gt;
&lt;br /&gt;
;Training&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
;Statistics&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
;Spells&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Dauntless (1606)]] &lt;br /&gt;
&lt;br /&gt;
;Stance&lt;br /&gt;
*Defensive stance is best&lt;br /&gt;
&lt;br /&gt;
;Racial Bonuses&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Best !!Excellent !!Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Halfling]]||[[Half-elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Forest gnome]]||[[Dark elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Elf]]||[[Sylvankind]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Aelotoi]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[Creature maneuver (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creature Maneuvers]]&lt;br /&gt;
[[category:Advanced Mechanics]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=57879</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=57879"/>
		<updated>2015-02-22T17:03:02Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 600 sec&lt;br /&gt;
 | add_dur = +20 sec per [[Sorcerer Base|rank]]&amp;lt;br&amp;gt;+30 sec per [[Sorcerous Lore, Demonology|Demonology]] rank&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Runestone]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
* [[CAST (verb)|Cast]] at an appropriate runestone to initiate.&lt;br /&gt;
* The [[TELL (verb)|TELL MDEMON]] command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran|abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
* The link is [[refreshable]] with use of a [[vakra (rune)|vakra]] runestone.&lt;br /&gt;
&lt;br /&gt;
=== Demonology Benefits ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Demonology]] is the most important factor in the success of this magic. Each rank will increase the success of summoning a demon by 1%. Success of summoning with valence-only runestones begins at 50%, and the success for valence-and-archetype runestones begins at 0%. Additionally, training will strengthen the master&#039;s command over their demons, and increase the amount of [[mana]] and [[coins]] a demon may hold.&lt;br /&gt;
&lt;br /&gt;
* 50 ranks will summon using the three valence-only (Tier 1) runes with 100% consistency.&lt;br /&gt;
* 100 ranks will summon using valence-and-archetype (Tier 2) runes without failure.&lt;br /&gt;
* Consistent use of demon-specific (Tier 3) runes may vary among demons. 125 - 150 ranks is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Demons and the Law ===&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]]. Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Along with the illusion&#039;s duration expiring, certain demons performing particular actions will cause the illusion to drop as well.&lt;br /&gt;
&lt;br /&gt;
* Demons may still roam free in areas without lawmen. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Chambers ===&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will add a flat 600 sec to the duration of the spell, and provide 25 &#039;phantom&#039; ranks of Demonology for the purposes of calculating the success of the summoning only. Additionally, these extra 600 seconds will be applied when refreshing the duration in a chamber as well.&lt;br /&gt;
&lt;br /&gt;
* All [[Sorcerer Guild]]s contain a summoning chambers as well as some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
* This information was harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
|bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Follow &amp;amp; Return ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FOLLOW : demon will return to your location and/or follow you&lt;br /&gt;
* TELL MDEMON STOP : demon will cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
==== Go ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GO {direction|portal} : instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Find a Character ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FIND {character} : instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
==== Deliver a Message ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON DELIVER {character} {message} : instructs the demon to speak to another character on your behalf&lt;br /&gt;
* WHISPER {demon} {message} : for other characters to reply to a demon&#039;s message&lt;br /&gt;
* WHISPER MIST {message} : to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Darkness (206)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
==== Carry &amp;amp; Release ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON CARRY : demon will pick up and carry your eye&lt;br /&gt;
* TELL MDEMON RELEASE : demon will release your eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction. While independent the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to your eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].&lt;br /&gt;
&lt;br /&gt;
==== Carrying Items ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GET {item} : instructs the demon to pick up an object&lt;br /&gt;
* GIVE {demon} : gives the demon the object you are holding in your right hand&lt;br /&gt;
* TELL MDEMON GIVE {character} : demon will give an item it is currently carrying to a character&lt;br /&gt;
* TELL MDEMON DROP {item} : instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
==== Holding Coins ====&lt;br /&gt;
&lt;br /&gt;
* [[GIVE]] {demon} {#} : give silver coins to your demon&lt;br /&gt;
* TELL MDEMON GIVE {#} : instructs demon to give you coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
==== Mana Sharing ====&lt;br /&gt;
&lt;br /&gt;
* SEND {#} {demon} : send mana to your demon&lt;br /&gt;
* TELL MDEMON SEND {#} : instructs demon to send mana to you&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
==== Guard &amp;amp; Cease ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GUARD : demon will aid your chances of detecting pickpockets&lt;br /&gt;
* TELL MDEMON CEASE : demon ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
==== Scout ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON SCOUT : demons scouts the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
==== Eat ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON EAT {object} : instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
==== Interfere ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON INTERFERE : the demon will lend its ability to the prevention of establishing a sanctuary&lt;br /&gt;
* TELL MDEMON BREAK : instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
==== Control a web ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON TO CONTROL [WEB] : an arashan can take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
&lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
==== Leave ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON LEAVE : ends the duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Nindon&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Querthose, Krolnivar, Evyrsio, Rumpkin, Allereli&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Zurrain, Moredin&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Querthose, Iaz, Desorceri, Radamanthys, Cataclysmx, Vulterith, Isola, Stralan, Kaldonis, Silvean, Allereli&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Venrath, Drigore, Kaldonis &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Evyrsio, Ulthripe, Allereli, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Krolnivar, Querthose, Delarock, Matthosa, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling), Matthosa, Kaldonis, Silvean (Shadowling)&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Drigore, Silvean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Minor Demon Flavor Text]]&lt;br /&gt;
* [[Minor Summoning (725) update (saved post)#6/2/2008|Saved Posts]]&lt;br /&gt;
* [[Balefire (saved post)]]&lt;br /&gt;
* [[Balefire and Nightmare (saved post)]]&lt;br /&gt;
* [[Queen Mysara of Ta&#039;Illistim speaks (saved post)]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]]&lt;br /&gt;
* [[In-game Enchiridion Valentias (saved post)]]&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
* [[Demon permit opens in Kharam Dzu (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Sorcerer Base Spell Circle: Minor Summoning], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/enchiridionvalentia.asp The Enchiridion Valentia], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/introduction.asp Official Introduction to Summoning], on Play.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death_and_Funerary_Customs_Among_the_Faendryl_(essay)&amp;diff=57432</id>
		<title>Death and Funerary Customs Among the Faendryl (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death_and_Funerary_Customs_Among_the_Faendryl_(essay)&amp;diff=57432"/>
		<updated>2015-02-18T02:36:49Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by [[Silvean Rashere]]&lt;br /&gt;
&lt;br /&gt;
To All Faendryl in the Diaspora, Greetings:&lt;br /&gt;
&lt;br /&gt;
The question of death and dying has been referred to me as if I might reach out with skeleton key and unlock all the mysteries of the cosmos for eager minds. To my never ending disappointment, such a thing is beyond my grasp. But I can bring you consolation still, for there is no mystery in death among the Faendryl.&lt;br /&gt;
&lt;br /&gt;
With each generation, our people move one step closer to apotheosis. In a sense, this is the faith of our people since we do not and cannot perfectly know the particulars of this event. But, at the same time, we have sure knowledge that this event shall occur in history even as it brings about history&#039;s end. An abundance of signs provide testimony to this news, but none of these are so clear as the inimitable glory of the Faendryl people. In short, we are the eschaton. With the fulfillment of this destiny, our present understanding of life and death, past and future shall be proven insufficient.&lt;br /&gt;
&lt;br /&gt;
And so, should a Faendryl succumb to death, this is only a temporary affair. Take comfort in the knowledge that all who are lost shall be joined with us again. Our final step shall be into a new reality beyond all valences, beyond all death. This is a step we are destined to take together. If you will indulge me, I ask you to consider the crest of my own family: By our blood, even the stars shall be subdued.&lt;br /&gt;
&lt;br /&gt;
Your mind properly formed in regard to our destiny, let us discuss how best to care for our dead. You will recall, of course, that the bodies of the most esteemed Faendryl are preserved in great mausoleums so that they might continually act as guides and witnesses among us. The Faendryl form is sacred, inviolable. It is fitting that those with knowledge of the appropriate rites should first cleanse and then preserve our ancestors from all decay. It is a great comfort to walk among the tombs of the Patriarchs and know that they are waiting, eternally watchful.&lt;br /&gt;
&lt;br /&gt;
Cremation is a permissible alternative. The rendering of the Faendryl body to smoke and ash is redolent of our eventual transcendence beyond substance and form. The fire itself can be achieved through any means, magical or mundane. It is customary for the family and close associates of the deceased to participate in the kindling of the flame once any memorial activities have concluded. As the flame ignites, a respected and learned Faendryl should recite:&lt;br /&gt;
&lt;br /&gt;
:::In the name of the Patriarch we stand as witness to the passing of (name) from among us. Though we find ourselves in a valence of shadows where death is the greatest seeming of all, we look forward to a time when our people shall be made whole once more.&lt;br /&gt;
&lt;br /&gt;
At this point it is customary for those in attendance to reply with: &lt;br /&gt;
&lt;br /&gt;
:::Glory to the Faendryl.&lt;br /&gt;
&lt;br /&gt;
Once the cremation has ended and at the conclusion of any local or familial customs, the ceremony is closed with this recitation:&lt;br /&gt;
&lt;br /&gt;
:::Glory and honor to the Patriarch, let the memory of (name) remain with us as a testimony to the enduring will of our people. Let us go forth into this broken world with a renewed desire to bring about our destiny so that we shall meet again.&lt;br /&gt;
&lt;br /&gt;
And so ends such a ceremony and my advice on the matter. By my hand on Volnes, the 16th Day of Fashanos during the reign of Korvath Dardanus Faendryl, Patriarch XXXIX, Honor to His Name.&lt;br /&gt;
&lt;br /&gt;
[[category:essays]] [[category:Faendryl]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=57431</id>
		<title>Silvean (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Silvean_(prime)&amp;diff=57431"/>
		<updated>2015-02-18T02:33:19Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Silvean.jpg|frame|alt=Sylvean Rashere Faendryl|Sylvean Rashere Faendryl]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvean Rashere&#039;&#039;&#039; was a sorcerer first active in the [[Wehnimer&#039;s Landing]] area, and then in both [[Kharam Dzu]] and the [[Elven Nations]] as travel conduits reopened. After his marriage to Lylia Ravenbane, the two became frequent participants in the social and political events of their time.&lt;br /&gt;
&lt;br /&gt;
Born into a prosperous family, Silvean evidently benefited from a classical education in New Ta&#039;Faendryl but additional details of his early years are obscure. Biographical flourishes in his writings reveal a youthful penchant for courtesans and a preference for the active life over the contemplative that may explain his subsequent wanderlust. Among many aristocratic tendencies, he spoke favorably of [[Faendryl]] decadence and often reminded others that he was 273rd in line for the Patriarchal throne.&lt;br /&gt;
&lt;br /&gt;
A prolific author, Silvean was perhaps best known for his essays in support of Faendryl interests. The persistent theme of his work was the belief that a chaotic world could only be rightly ordered by the wisdom and power of the Faendryl. With additional commentary on topics ranging from sorcerous theory to Elven literature, it is clear that Silvean viewed himself as both consummate scholar and the voice of the Faendryl people in the diaspora.&lt;br /&gt;
&lt;br /&gt;
==Official Documentation==&lt;br /&gt;
*[[A Ceremony for the Marriage of Faendryl in the Diaspora (Official)]] with Lylia Rashere&lt;br /&gt;
&lt;br /&gt;
==Later Writings==&lt;br /&gt;
*[[A Sorcerous Pact]]&lt;br /&gt;
*[[A Treatise on Faendryl Historiography]]&lt;br /&gt;
*[[Against the ban on minor demons|Against the Ban on Minor Demons]]&lt;br /&gt;
*[[Against The Koarites (essay)|Against The Koarites]]&lt;br /&gt;
*[[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
*[[Death and Funerary Customs Among the Faendryl]]&lt;br /&gt;
*[[Elven Anxieties in Patience and the Lily]]&lt;br /&gt;
*[[Faendryl Atheism and Sorcery as Religion (essay)|Faendryl Atheism and Sorcery as Religion]]&lt;br /&gt;
*[[Fat Familiars: A Satirical Essay]]&lt;br /&gt;
*[[Human Anxieties in Zajai and the Butterfly]]&lt;br /&gt;
*[[Hymm of Sacred Blood (essay)|Hymn of Sacred Blood]]&lt;br /&gt;
*[[On the False Claims of the Monks (essay)|On the False Claims of the Monks]]&lt;br /&gt;
*[[The Blood Prophet]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[[The Righteous Cleric]] &lt;br /&gt;
*[[The Summoning: A Faendryl Horror Story]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]] (OOC)&lt;br /&gt;
&lt;br /&gt;
==Early Writings==&lt;br /&gt;
*[[An Essay on Elven Superiority]]&lt;br /&gt;
*[[Concerning the Worship of Marlu (essay)|Concerning the Worship of Marlu]]&lt;br /&gt;
*[[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
*[[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
*[[Understanding the Departure of the Dhe&#039;nar (essay)|Understanding the Departure of the Dhe&#039;nar]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurers]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death_and_Funerary_Customs_Among_the_Faendryl_(essay)&amp;diff=57430</id>
		<title>Death and Funerary Customs Among the Faendryl (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death_and_Funerary_Customs_Among_the_Faendryl_(essay)&amp;diff=57430"/>
		<updated>2015-02-18T02:31:56Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: Created page with &amp;quot;by Silvean Rashere  To All Faendryl in the Diaspora, Greetings:  The question of death and dying has been referred to me as if I might reach out with skeleton key and unlo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by [[Silvean Rashere]]&lt;br /&gt;
&lt;br /&gt;
To All Faendryl in the Diaspora, Greetings:&lt;br /&gt;
&lt;br /&gt;
The question of death and dying has been referred to me as if I might reach out with skeleton key and unlock all the mysteries of the cosmos for eager minds. To my never ending disappointment, such a thing is beyond my grasp. But I can bring you consolation still, for there is no mystery in death among the Faendryl.&lt;br /&gt;
&lt;br /&gt;
With each generation, our people move one step closer to apotheosis. In a sense, this is the faith of our people since we do not and cannot perfectly know the particulars of this event. But, at the same time, we have sure knowledge that this event shall occur in history even as it brings about history&#039;s end. An abundance of signs provide testimony to this news, but none of these are so clear as the inimitable glory of the Faendryl people. In short, we are the eschaton. With the fulfillment of this destiny, our present understanding of life and death, past and future shall be proven insufficient.&lt;br /&gt;
&lt;br /&gt;
And so, should a Faendryl succumb to death, this is only a temporary affair. Take comfort in the knowledge that all who are lost shall be joined with us again. Our final step shall be into a new reality beyond all valences, beyond all death. This is a step we are destined to take together. If you will indulge me, I ask you to consider the crest of my own family: By our blood, even the stars shall be subdued.&lt;br /&gt;
&lt;br /&gt;
Your mind properly formed in regard to our destiny, let us discuss how best to care for our dead. You will recall, of course, that the bodies of the most esteemed Faendryl are preserved in great mausoleums so that they might continually act as guides and witnesses among us. The Faendryl form is sacred, inviolable. It is fitting that those with knowledge of the appropriate rites should first cleanse and then preserve our ancestors from all decay. It is a great comfort to walk among the tombs of the Patriarchs and know that they are waiting, eternally watchful.&lt;br /&gt;
&lt;br /&gt;
Cremation is a permissible alternative. The rendering of the Faendryl body to smoke and ash is redolent of our eventual transcendence beyond substance and form. The fire itself can be achieved through any means, magical or mundane. It is customary for the family and close associates of the deceased to participate in the kindling of the flame once any memorial activities have concluded. As the flame ignites, a respected and learned Faendryl should recite:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the name of the Patriarch we stand as witness to the passing of (name) from among us. Though we find ourselves in a valence of shadows where death is the greatest seeming of all, we look forward to a time when our people shall be made whole once more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point it is customary for those in attendance to reply with &amp;quot;Glory to the Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once the cremation has ended and at the conclusion of any local or familial customs, the ceremony is closed with this recitation:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glory and honor to the Patriarch, let the memory of (name) remain with us as a testimony to the enduring will of our people. Let us go forth into this broken world with a renewed desire to bring about our destiny so that we shall meet again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so ends such a ceremony and my advice on the matter.&lt;br /&gt;
&lt;br /&gt;
By my hand on Volnes, the 16th Day of Fashanos during the reign of Korvath Dardanus Faendryl, Patriarch XXXIX, Honor to His Name.&lt;br /&gt;
&lt;br /&gt;
[[category:essays]] [[category:Faendryl]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Art_of_Roleplaying_in_GemStone_IV_(guide)&amp;diff=56248</id>
		<title>The Art of Roleplaying in GemStone IV (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Art_of_Roleplaying_in_GemStone_IV_(guide)&amp;diff=56248"/>
		<updated>2015-02-06T03:04:01Z</updated>

		<summary type="html">&lt;p&gt;SILVEAN: /* Features and Attire */&lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;font-size:20pt&amp;quot;&amp;gt;The Art of Roleplaying in GemStone IV&lt;br /&gt;
&lt;br /&gt;
by&lt;br /&gt;
&lt;br /&gt;
[[Silvean]]&#039;s Player&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Since returning to [[GemStone IV]] in 2013, I have been thinking about writing some explanatory notes and reflections on [[roleplay]]ing based on my own experiences with the hobby over the last twenty years. I have been continually putting this project off in favor of writing more documents in the voice of Silvean, but [[user:VANKRASN39|Allereli&#039;s player]] finally shook me from this procrastination by asking for my input on an article. If you like what you read here, please feel free to thank me.  If you hate it, blame her. &lt;br /&gt;
&lt;br /&gt;
In contrast to my most well-known character, I am not an egomaniac. I cannot claim to be a perfect roleplayer and I cannot claim this guide is comprehensive. Roleplaying can be intensely personal, and individual players will have their own opinions about best practices. I have recently participated in some great conversations under the “General Roleplaying” category on the [http://forums.play.net/forums/GemStone%20IV/view official forums] and learned as much from disagreements as I have from the consensus.&lt;br /&gt;
&lt;br /&gt;
I have titled this guide “The Art of Roleplaying” on the understanding that art involves creative personal expression.  This does not, however, mean there is no skill to roleplaying and I think anyone can train themselves to be a better roleplayer with a little practice.  My aim here is to provide a set of tools to help you practice the skill of roleplaying and a series of concepts to help you reflect on the art.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==What is a Roleplaying Game (RPG)?==&lt;br /&gt;
&lt;br /&gt;
It is easy to become bogged down by semantics when puzzling over what counts as roleplaying, and it may be helpful to distinguish between roleplaying games (RPGs) and roleplaying (RP) as one possible activity in such games.&lt;br /&gt;
&lt;br /&gt;
RPGs became popular in the tabletop format with the release of Dungeons &amp;amp; Dragons in 1974.  Itself an inheritor of miniature war games, Dungeons &amp;amp; Dragons allows players to create and develop a character over the course of imaginary adventures in a fantasy setting. A Dungeon Master sets the scene and controls the monsters. Dice and statistics are used to resolve conflict in the game: roll to see if your knight successfully hits the troll, roll to see how much damage is done. The success of Dungeons &amp;amp; Dragons led to a number of other tabletop roleplaying games, including the [[Rolemaster]] system and its [[Shadow World]] campaign setting. These properties formed the basis for GemStone&#039;s setting until 1995.&lt;br /&gt;
&lt;br /&gt;
In the video game market, RPG is a genre distinguished by a concern for elaborate world building, narrative development, and enhanced control over the player character(s). Science fiction and fantasy settings are common and typical examples include the Ultima, Final Fantasy, Neverwinter Nights, Mass Effect, and Fallout series. It is becoming increasingly popular to include some of these RPG characteristics in games that would otherwise fall into another genre, e.g. football games that let you design and “level up” your own quarterback.  GemStone is, of course, a type of RPG video game.&lt;br /&gt;
&lt;br /&gt;
==What is Roleplaying (RP)?==&lt;br /&gt;
&lt;br /&gt;
Last year I attended a Dungeons &amp;amp; Dragons event hosted by a gaming store. My group and I created characters and worked our way through a published adventure involving the rescue of some kidnapped Dwarves.  During the game we rolled dice to determine if our attacks hit and used map grids to determine the range of our characters&#039; movement in a given turn. We also spent time describing our characters&#039; clothing and expressing their personality. My cleric, the aptly named Boltho the Fat, was an excellent cook and prepared a lovely stew from the baboon that inexplicably attacked us with a band of pirates. The party&#039;s ranger, a great lover of animals who refused to attack the baboon in the first place, was not at all pleased with this turn of events. By the end of the evening we had just barely finished the quest in time for the store to close and our Dungeon Master explained the delay to the owner, “We did some roleplaying.” Well, of course, we were playing a roleplaying game after all. What did he mean?&lt;br /&gt;
&lt;br /&gt;
Roleplaying or RP generally refers to any effort to develop and express your character&#039;s personality. To roleplay is to dream up a role in the context of a game setting and play it out. With tabletop games, roleplaying encompasses your attempts to describe, think like, and take on the persona of your character. Dungeons &amp;amp; Dragons can be played with minimum roleplaying by focusing primarily on statistics and not bothering to explain whether or not your character is a baboon-eating glutton. Other tabletop games, like the popular Vampire: The Masquerade series, are more focused on roleplaying and even go so far as to swap out the title of Dungeon Master for Storyteller in order to emphasize narrative development.&lt;br /&gt;
&lt;br /&gt;
=GemStone Roleplaying=&lt;br /&gt;
&lt;br /&gt;
Roleplaying in GemStone is enforced by policy in the sense that you are expected to remain in character (IC) and reserve any [[out of character]] (OOC) communication for whispers or a private room. To be IC means that you are speaking in the voice of your character, and GemStone mandates that anything said in public must be IC. This is a minimum requirement, a requirement to avoid disrupting the environment by communicating out loud about game statistics or the latest football game. An especially antisocial person could effectively play GemStone and avoid violating the roleplaying policy by never speaking to another character. And while there is a certain amount of fun to be had in GemStone through the hunting of monsters and leveling of characters alone, the opportunity to develop and express your character&#039;s personality is one of the best aspects of the game. &lt;br /&gt;
&lt;br /&gt;
As a text-based game, GemStone is well-suited to roleplay since your ability to develop and express your character&#039;s personality is not limited by available graphics. If you have a particular vision of what a Halfling pirate should look like from head to toe, you can ultimately spell that vision out with custom-made items. If you have an idea of how such a pirate should speak and behave, you can make that idea a reality through your interactions with others.&lt;br /&gt;
&lt;br /&gt;
With a massive [[:category:Verbs|VERB]] list and some fine control over the way your character might [[speech|SAY]] a phrase, GemStone provides substantial options for players looking to craft a persona. In fact, the parenthetical power of the [[ACT]] command lets you do just about anything you want but some modesty is recommended. The lingering question, however, is just how do you determine what sort of character you want to roleplay?&lt;br /&gt;
&lt;br /&gt;
==Character Concept==&lt;br /&gt;
&lt;br /&gt;
Every character begins with an idea, a general concept you will want to explore further after a look through the game documentation (http://www.play.net/gs4/index_documents/world.asp). This concept may amount to only a couple of words and can even be reduced to the minimal concept necessary to create a GemStone character, i.e., [[race]] and [[profession]].&lt;br /&gt;
&lt;br /&gt;
For instance, let&#039;s consider a [[Sylvan]] [[ranger]]. We&#039;ll assume you chose this combination not just because you like the stat bonuses but because there is something about the idea you want to explore further. The basic character concept immediately brings up new questions. What does it mean to play a race with a special relationship to the forest in a profession exemplifying that relationship? How will this character relate to life in towns and cities? How will this character view other races and professions?   &lt;br /&gt;
&lt;br /&gt;
Perhaps you are interested in the theme of power and want to play out the role of a power hungry [[Faendryl]] [[sorcerer]]. There are certainly people who stop there and never really develop the character farther but what you have already is a spark, an idea, something that can be pursued. Why is your character power hungry? What is he blind to because of this drive? How does he reconcile his ego with the daily indignities of being an adventurer?&lt;br /&gt;
&lt;br /&gt;
By thinking through the questions generated by your character concept, you will create a deeper understanding of your character&#039;s background and worldview.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Effective roleplaying demands some sense of your character&#039;s background; it is important to know where your character has come from to get a sense of where she is going. While the initial character concept may amount to a few words composed after a cursory glance at the game documentation, a working background will start with at least a full paragraph more tightly linked with Elanthian history and culture. As you begin to roleplay with your character in-game, I think a short background is sufficient while you get a feel for things. There is no rule preventing you from developing a character&#039;s background with the character itself.&lt;br /&gt;
&lt;br /&gt;
Some players greatly enjoy writing backgrounds for their characters and spin out dozens of pages about family turmoil, loves lost, epic quests, and sworn enemies. There&#039;s a whole category for “Character Histories” under the “General Roleplaying” topic of the official forums where you can post your masterpiece. My only caution is to remember that less is often more in terms of the claims you make for your character. It is perfectly believable that your [[human]] [[rogue]] is the third son of a minor [[Turamzzyrian]] noble family. It is ridiculous to claim that your character is the son of the empress or the Baron of Bourth.&lt;br /&gt;
&lt;br /&gt;
Once you have an idea of your character background, how do you use it? Here I can recommend some classic writing advice: show, don&#039;t tell. There are few situations where it is appropriate to begin narrating the story of your character in-game and you are not really exploring your character&#039;s personality, not really roleplaying deeply, by doing so. Instead, let your character background inform her attitude and actions. Let an ambiguous comment about the background slip from time to time if the setting seems especially appropriate. The background should be something that breathes life into the character and shapes your roleplay rather than a mere prop.&lt;br /&gt;
&lt;br /&gt;
However you may choose to use your background, there are at least two fundamental questions you should know the answers to as you begin to explore your roleplay:&lt;br /&gt;
&lt;br /&gt;
#How did your character end up in their profession?&lt;br /&gt;
#Why has your character become an adventurer?&lt;br /&gt;
&lt;br /&gt;
==Character Worldview==&lt;br /&gt;
&lt;br /&gt;
Character worldview is often folded into discussions of character background but I think it helpful to separate the two topics. A good portion of the character background may be taken up with things that have happened to your character: dates, places, events. Ultimately, as you begin to play out the role of someone so formed, you also get a sense of how they might see the world around them. Let&#039;s look at a few more fundamental questions:&lt;br /&gt;
&lt;br /&gt;
#What is your character&#039;s relationship to their cultural heritage?&lt;br /&gt;
#Does your character have any strong political views?&lt;br /&gt;
#Is your character religious at all?&lt;br /&gt;
&lt;br /&gt;
Questions like these can lead to profound reflection and form the basis for deep roleplaying. If you are committed to the experience of pretending to be someone else, to look through their eyes, then you will need to think on what the world looks like through that gaze. While some enjoy roleplaying characters reminiscent of their real-life identity, some of my most rewarding experiences have come through roleplaying opposites. In either case, to see a character really take on a life of its own and the experience of seeing that life play out in a believable way is one of the great joys of roleplay. This, I think, is where it is at its most intellectually and emotionally fulfilling.&lt;br /&gt;
&lt;br /&gt;
In worldview, also, we come across the issue of whether your character is good or evil. Much digital ink has been spilled over this question with insightful observers noting, that in real life, we often paint in shades of gray rather than black and white. Roleplaying has a kind of literary quality that makes me cautious about comparisons to “real life,” but I am well aware that much of the roleplay around issues of morality is superficial. Dungeons &amp;amp; Dragons famously uses the alignment system for its characters with options on a spectrum between good and evil, lawful and chaotic. For roleplaying purposes, such a system acts more like an initial character concept. To decide that your character is “lawful and evil” provides only a starting point from which to seek more meaningful reflections. With this question of roleplaying good and evil, the critically important takeaway is to avoid shallow representations of these concepts. Consider how your character thinks of their own morality, how do they attain their moral sense and where might it lead?&lt;br /&gt;
&lt;br /&gt;
==Stats and All That==&lt;br /&gt;
&lt;br /&gt;
GemStone provides some latitude for unusual choices when it comes to [[stats]] and [[skills]]. There is, therefore, room for you to apply some creativity and make the character build an aspect of your roleplay. As a mild example, your “[[wizard]] who grew up on the streets” concept might include 1x training in [[pickpocketing]] even though it&#039;s not a standard wizard skill. Perhaps your witch hunter rogue focuses an unusual amount of early attention on [[magic item use]], [[arcane symbols]], and anti-magic [[combat maneuver]]s as a sign of her profession. More drastically, perhaps your martial sorcerer is trained to use a [[polearm]]!&lt;br /&gt;
&lt;br /&gt;
==Features and Attire==&lt;br /&gt;
&lt;br /&gt;
Gemstone offers nearly unlimited opportunities for the customization of your character&#039;s features and attire. The [[character guide|Character Guide]] and the official alteration guidelines available through the [[ALTER]] verb provide an overview of what is mechanically possible and allowable in terms of policy. Official lore documents can provide some guidance on the [http://www.play.net/gs4/info/races/races.asp races] of Elanthia, their [http://www.play.net/gs4/info/tomes/clothing/home.asp distinct forms of dress], and the symbolic [http://www.play.net/gs4/info/gems/ meaning of gems] used for adornment. &lt;br /&gt;
&lt;br /&gt;
The potential for other players to look at your character and get a sense of who that person is before you have typed a word makes your features and attire one of the most powerful roleplaying tools in Gemstone. In connection with a strong sense of background and worldview, it is advisable to aim for some consistency in dress. It is instructive that GameMaster NPCs are often given one notable feature and just a few worn items in order to provide a strong and immediate sense of identity.&lt;br /&gt;
&lt;br /&gt;
Given the creativity that goes into GemStone item design, it is possible to build up entire character concepts around the cleverness of a particular object. Perhaps a clockwork dagger concealer will inform the kind of rogue you are envisioning or a particularly evocative set of prayer beads will shape the way you think about your cleric. With the prevalence of scripted items in GemStone, the possibilities are expanded even beyond an item&#039;s passive appearance to include the descriptive impact of its actions. It is easy to imagine how an item may come to have a life of its own that becomes intertwined with the one you are creating for your character.&lt;br /&gt;
&lt;br /&gt;
=Roleplaying Venues=&lt;br /&gt;
&lt;br /&gt;
Now that you have a character concept and at least an early sense of background and ideology, how do you explore all of this in game? My advice is to start small and never be afraid to make a mistake. Getting a feel for GemStone&#039;s mountain of verbs and speech options takes some time, but sticking consistently to your vision for your character is more important than the occasional typo. I often see expert roleplayers and [[GameMaster]]s alike flub a word here or there and move right through it. &lt;br /&gt;
&lt;br /&gt;
Finding opportunities for roleplay is another challenge and naysayers occasionally claim the game population has become too small for RP outside of isolationist cliques. They&#039;re wrong. There are a number of possible roleplaying venues; just be aware of their individual strengths and weaknesses:&lt;br /&gt;
&lt;br /&gt;
==[[Node]]s==&lt;br /&gt;
Popular resting places like the [[Hearthstone Manor]] porch near Wehnimer&#039;s Landing or the Hanging Gardens in Ta&#039;Illistim can provide opportunities for impromptu roleplaying. It is here that you can experiment with IC interactions while forming connections between your character and others. On a more discouraging note, many players like to go AFK while letting their characters rest on nodes and you may find yourself with a particularly non-responsive environment. If your roleplay is met with a stony silence, do not take it personally. Try again another time.&lt;br /&gt;
&lt;br /&gt;
==Amunet==&lt;br /&gt;
Characters now enjoy access to both a local and global amunet. If you head to a node intent on roleplay and find it deserted, then you are one [[crystal amulet]] away from an IC method for communicating with a large portion of the population.&lt;br /&gt;
&lt;br /&gt;
==[[CHE|Cooperative Houses of Elanthia]] (CHE) and House Events==&lt;br /&gt;
Described by GemStone documents as “private clubs,” the houses are also presented as a source for “roleplaying opportunities” or a means for achieving IC “political objectives.” As the primary social organizations for characters, choosing an active house well-suited to your roleplay interests can be one of the best ways to engage the community.&lt;br /&gt;
&lt;br /&gt;
==[[MHO|Meeting Hall Organization]]s (MHO) and Events==&lt;br /&gt;
MHOs are player-run groups organized around a goal that somehow impacts the larger community. In GameMaster Kenstrom&#039;s words, “Almost any sort of goal will work, as long as it will somehow involve or affect non-members.” Unlike houses, a character may be a member of more than one MHO at a time and enjoy a variety of opportunities for organized roleplay.&lt;br /&gt;
&lt;br /&gt;
==[[Profession Guild]]s==&lt;br /&gt;
The system of profession guilds remains unfinished with no current plans for additional development. Consequently, the roleplay opportunities provided by the guilds are extremely uneven. Some professions (e.g. monks) have no accessible guild structures at all while others (e.g. sorcerers) have access to guild structures, trainable guild abilities, and guild titles. For sorcerers, warriors, and rogues, the process of training guild skills requires interaction between members and presents numerous roleplaying opportunities.&lt;br /&gt;
&lt;br /&gt;
==GameMaster Events==&lt;br /&gt;
GameMasters can take on the guise of [[NPC|non-player character]]s (NPCs) and initiate any number of roleplaying events, e.g. festivals, [[merchant]]s, quests, wars, world-changing sagas. In recent years there has been a resurgence of “[[:category:storylines|storylines]]” with a series of connected events forming narratives of epic complexity. Attentiveness to the official forums and amunet will help you identify when and where such events may be held. &lt;br /&gt;
&lt;br /&gt;
First-time attendance can be overwhelming since dozens of characters may turn out to see the latest oddity. Communicating your character&#039;s personality in such a setting is desirable but it&#039;s important to get a feel for the rhythm of the scene and avoid adding to screen scroll by saying or doing too much. Many characters will engage in IC whispers during the most hectic of events so they can roleplay more intimately while being part of the larger scene.&lt;br /&gt;
&lt;br /&gt;
==Center Stage==&lt;br /&gt;
At times you may find your character called upon to take center stage during an event, most commonly during an event sponsored by a CHE or MHO. Pretend, for instance, that you have become known for playing a [[paladin]] with a special devotion to [[Charl]], god of the seas and all the popcorn shrimp therein. A MHO dedicated to religion in Elanthia might then ask you to speak about Charl at an event one evening and now you find yourself with a roleplaying opportunity rather different from your prior experience. Here you will need to combine the thoughtfulness and preparation characteristic of the IC forum post with the spontaneous energy of everyday roleplay in GemStone. My practice in such cases is to write out as much as I can of what my character will say and do in a text document; I am then able to copy and paste from this document as needed during the event. There may be other ways to handle this process but two things are absolutely essential: thorough preparation and at least one rehearsal.&lt;br /&gt;
&lt;br /&gt;
=Out of Game Resources=&lt;br /&gt;
==Official Calendar==&lt;br /&gt;
It is helpful to keep an eye on the [http://forums.play.net/calendar?game=gemstone Google Calendar linked on the GemStone website] for upcoming RP events.  In this way you can keep track of activities hosted by CHEs and MHOs you are not a member of along with those hosted by any other IC organizations, e.g. the [[Mentors]].&lt;br /&gt;
&lt;br /&gt;
==Official Forums==&lt;br /&gt;
It has long been an accepted practice to compose IC posts on the official forums in a variety of genres. I have posted IC letters to other characters and essays on a range of topics connected in some way to game lore.  Characters involved in ongoing GameMaster storylines often find the official forums a useful tool for posting IC reflections on the latest events.  As a medium, the IC post allows you to engage in thoughtful roleplay without the pressure of needing to respond immediately as you would to in-game conversation.&lt;br /&gt;
&lt;br /&gt;
=OOC Venues=&lt;br /&gt;
The LNet chat function provided through [[The Lich|Lich]] is OOC. I have occasionally received private IC messages using its “;chat to” function but this practice is not common or widely accepted. The [http://forum.gsplayers.com unofficial GemStone forums] are also OOC and not likely to be a friendly place for attempts at IC posting. On rare occasions GameMasters will create a room or series of rooms for an OOC event in-game; allowing players into GM areas of the game for an OOC event has become something of a New Year&#039;s tradition.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Thinking through character concept, background, and worldview is essential for strong roleplay. I hope this process will help you create characters of such depth and believability that you&#039;ll look upon them as an authentic kind of personal expression, a kind of art.&lt;br /&gt;
&lt;br /&gt;
=Appendix I: Some Background Questions=&lt;br /&gt;
&lt;br /&gt;
#Where was your character born and raised?&lt;br /&gt;
#What is your character&#039;s relationship to her family or whoever raised her?&lt;br /&gt;
#Was your character privileged by either money or rank?&lt;br /&gt;
#What is the best memory from your character&#039;s childhood?&lt;br /&gt;
#What is the worst memory from your character&#039;s childhood?&lt;br /&gt;
#What type of education did your character receive?&lt;br /&gt;
#Has your character had any romantic relationships?&lt;br /&gt;
#If playing an older character, what did they do before entering their profession?&lt;br /&gt;
#How did your character end up in their profession?&lt;br /&gt;
#How did your character become an adventurer?&lt;br /&gt;
&lt;br /&gt;
=Appendix II: Some Worldview Questions=&lt;br /&gt;
&lt;br /&gt;
#What is your character&#039;s relationship to their cultural heritage?&lt;br /&gt;
#Does your character have strong views on the best way to structure a society?&lt;br /&gt;
#Does your character have any opinions on Elanthian history?&lt;br /&gt;
#What does your character think of other races?&lt;br /&gt;
#What does your character think about other professions?&lt;br /&gt;
#Is your character religious at all?&lt;br /&gt;
#What are some of your character&#039;s primary goals and why?&lt;br /&gt;
#How would you describe your character&#039;s sense of morality?&lt;br /&gt;
#Does your character find it easy to trust others?&lt;br /&gt;
#Does your character have any doubts or fears?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the first version of The Art of Roleplaying in GemStone IV. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I intend to update this document in the future and welcome any feedback or suggestions.&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Reverse verb list]]&lt;br /&gt;
*[[Mentor style class (log)]]&lt;br /&gt;
*[[DEMEANOR (verb)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Guides]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>SILVEAN</name></author>
	</entry>
</feed>