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Posts are in date order, not spell order.
Posts are in date order, not spell order. See also [[Fash'lo'nae's Gift (1750) (saved posts)]].
==Q & A==
==Q & A==
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Revision as of 13:34, 11 October 2016

Posts are in date order, not spell order. See also Fash'lo'nae's Gift (1750) (saved posts).

Q & A

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 61
Author: GS4-ESTILD
Date: 10/16/2009 10:11:27 AM
Subject: Re: Arcane Circle

With these spells that are considered native to a specific circle, will elemental detection cast by an appropriately skilled caster reveal the spell? -LORDKRIP

No, they will sense an unknown spell from a familiar realm of magic. I'll have to check into the issue with coral wands.


With those spells being native to the Wizard circle, will they get spell hindrance as part of the Wizard Circle? Also, is there a hindrance chart for the Arcane Circle on its own, or does it copy another circle? GRANTA

Yes, an arcane spell will use the spell hindrance of its native circle. If it is not native to any circle, it will mimic the Sorcerers circle spell hindrance. This is not yet live though.

GameMaster Estild

Duplication

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 70
Author: GS4-ESTILD
Date: 10/16/2009 11:22:44 AM
Subject: Re: Arcane Circle

Speaking of:

  • Does Duplicate still work on the Arcane wands? (If not, why not?)
  • Does Duplicate work on any of the other items (bronze squares, cubes, orbs, whatnot)? (If not, why not?)

-KRAKII

Duplicate should work on the same items that it worked on before, which does include blue and crystal wands. I'm not sure about expanding that, but I will tell you we're going to be releasing magical trinkets for most all Arcane spells. These trinkets will be wizard rechargeable, including small statues, quartz orbs, etc.

GameMaster Estild

Spellburst

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 71
Author: GS4-ESTILD
Date: 10/16/2009 11:29:23 AM
Subject: Re: Arcane Circle

You've said 1700s are not affected by rift stripping, what about temple/otf spellburst? -Virilneus

Yes, the Arcane circle is also exempt from spell burst.

GameMaster Estild

Scrolls

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 83
Author: GS4-ESTILD
Date: 10/16/2009 1:55:49 PM
Subject: Re: Arcane Circle

Will all Arcane spells be found on scrolls 1701-1750? -SARDINUS

Yes.

GameMaster Estild

10/27/09 Update

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 168
Author: GS4-ESTILD
Date: 10/27/2009 9:59:32 PM
Subject: Re: Arcane Circle

Arcane trinkets can now be found in the treasure system. This makes every spell in the Arcane circle available on scrolls and magical items. Except for bronze squares, all of these items are Wizard rechargeable (via Charge Item, spell 517).

Scrolls will no longer generate exclusively with Arcane spells. Instead, every spell slot on a scroll has the chance of being an Arcane spell.

Spell hindrance for the Arcane circle will mimic that of the Sorcerer spell list, unless the spell is native to another circle. Spell nativity can be found at http://www.play.net/gs4/info/spells/spelllist.asp?circle=14 and Sorcerer spell hindrance can be found at http://www.play.net/gs4/info/armory/armor.asp.

Flaming Aura will now use heat criticals, show up under SPELL ACTIVE, and become dormant while in town if the justice system is active.

GameMaster Estild

Arcane Decoy (1701)

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 338
Author: GS4-NAOS
Date: 2/2/2010 12:33:28 PM
Subject: Re: Arcane Decoy.

The point of Arcane Decoy is definitely meant to be a defense against dispels, but that doesn't necessarily mean that some things might not be 'more powerful' than it.

That effect on Darkstone was definitely an oversight on my part, but I don't necessarily think it will (or should) be changed.

If the point of contention is the official spell description, we can tweak it if it's really an issue.

--
Naos

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 343
Author: GS4-ESTILD
Date: 2/16/2010 8:13:40 AM
Subject: Re: Arcane Decoy.

I've updated the spell description to replace "any" with "most".

GameMaster Estild

Arcane Blast (1700)

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 693
Author: GS4-ESTILD
Date: 03/30/2015 07:52 PM EDT
Subject: Arcane Blast (1700)

A new level 0 spell called Arcane Blast (1700) has been released. All Pures (Wizards, Clerics, Empaths, Sorcerers, and Savants) will have innate knowledge of this spell and can simply PREPARE 1700 or ARCANEBLAST (or INCANT) to cast it. It requires no mana to cast, but does subject the caster to 5 seconds of roundtime. If cast from stance defensive or guarded, it cast a warding attack at the target. If cast from a higher stance, it will cast a bolt attack at the target. Holy Receptacle (325), Magic Item Creation (420), Haste (506), Rapid Fire (515), Charge Item (517), and Scroll Infusion (714) do not work with this spell.

It is our hope that this new ability will allow our players to play their characters as a caster from the start instead of relying on physical weapons due to mana constraints. We've updated the sprite quest to inform new characters of this new ability.

GameMaster Estild

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 783
Author: GS4-ESTILD
Date: 02/25/2016 02:31 PM EST
Subject: Re: Arcane Blast (1700)

Arcane Blast (1700) now uses EVOKE to cast the bolt version.

GameMaster Estild

Quake (1714)

Category: Sorcerers
Topic: Sorcerer Spells
Message #: 2845
Author: GS4-IXIX
Date: 07/17/2015 09:48 AM EDT
Subject: HSN: New spell for slot 709 released!

Quake has moved to the Arcane spell circle, in slot 1714, and Grasp of the Grave is now 709.

When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their Sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.

After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's Sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!

Watch out for the cold hands of the dead, lest you join them!

Ixix

Martial Prowess (1705)

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 756
Author: GS4-ESTILD
Date: 07/19/2015 02:57 PM EDT
Subject: HSN: Martial Prowess (1705) Joins the Arcane Circle

Just a minor update, but Martial Prowess, the spell currently found in moonstone cubes, is now considered an Arcane spell in the 1705 slot. This update also makes it possible to find the spell on scrolls. F2P players should also now be able to use the spell (due to previously being a non-standard spell, they were not able to).

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 761
Author: GS4-ESTILD
Date: 07/21/2015 10:22 PM EDT
Subject: Re: HSN: Martial Prowess (1705) Joins the Arcane Circle

As a part of this update, a new, rarer version of the moonstone cubes will drop in the treasure system. The newer versions can be recharged.

Flaming Aura (1706)

Category: Magic Spells and Systems
Topic: Arcane Circle
Message #: 787
Author: GS4-ESTILD
Date: 05/12/2016 10:56 AM EDT
Subject: Re: 1706 in Pinefar

>WARTLEY14

>If I remember correctly, 1706 is not supposed to work inside of towns. This is not the case with the Pinefar trading post. I am hoping that this is not by design and can be fixed.

Flaming Aura (1706) has been updated so that when it is cast by a player, it will only flare against creatures (and vice versa for creatures).