Familiar Gate (930): Difference between revisions

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'''Familiar Gate''' creates a magical portal between a [[wizard]] and their [[Call Familiar (920)|familiar]]. Anyone can step through the portal before the caster does, allowing transport for a group of individuals to the location of the familiar, or from the location of the familiar to the location of the caster. The caster's training affects how long the portal stays open and how many can pass through it. Also, the caster can drag a corpse through the rift allowing for rescues. The portal closes the moment the caster steps through. The number of people who can pass through the portal is dependent upon [[Wizard Base]] circle ranks and [[Elemental Mana Control]].
'''Familiar Gate''' creates a magical portal between a [[wizard]] and their [[Call Familiar (920)|familiar]]. Anyone can step through the portal before the caster does, allowing transport for a group of individuals to the location of the familiar, or from the location of the familiar to the location of the caster. The caster's training affects how long the portal stays open and how many can pass through it. Also, the caster can drag a corpse through the rift allowing for rescues. The portal closes the moment the caster steps through. The number of people who can pass through the portal is dependent upon [[Wizard Base]] circle ranks and [[Elemental Mana Control]].


Familiar Gate does have a chance to fail and harm the caster. There is always a minimum of 5% failure with chance to cast cast, with the training helping to mitigate the damage done to the caster on failure. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, [[Discipline]], [[Aura]], and training in the Wizard Base spell circle.
Familiar Gate does have a chance to fail and harm the caster. There is always a minimum of 5% failure with chance to cast. Training also helps mitigate the damage done to the caster on a failure. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, [[Discipline]], [[Aura]], and training in the Wizard Base spell circle.


The familiar can be commanded to go through the gate so that the caster can open a new gate to return to the original point. Casting the spell without having a familiar summoned throws the caster into the same [[temporal rift]] caused by setting off a [[Traps#Glyph|glyph trap]].
The familiar can be commanded to go through the gate so that the caster can open a new gate to return to the original point. Casting the spell without having a familiar summoned throws the caster into the same [[temporal rift]] caused by setting off a [[Traps#Glyph|glyph trap]].
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::''Not all thresholds shown''
::''Not all thresholds shown''

==Adjacent Realm Travel==

Upon achieving 75 ranks of Elemental Lore, Water, casters with familiars will have access to a new TELL command: Travel. This command will allow the caster to specify a nearby town that is within the teleportation realm and order the familiar to travel to that town. Upon arrival (travel time length is determined by Elemental Lore: Air), the familiar will seek out a point of wizardly interest (if available) and rest there from their journey. Due to the distance, the caster cannot issue any further commands to the familiar (beyond severing the connection on their end by issuing a LEAVE command) but can attempt to open a Familiar Gate to it. The caster has 10 minutes from issuing the TRAVEL command to do so and if they fail to arrive in the familiar's realm within that time period, the familiar will automatically return to the wizard.

Opening a portal to another realm is more difficult -- a 33% penalty to the success chance of creating a portal will be applied. Every 3 ranks of Elemental Lore: Water beyond 75 ranks will reduce this penalty by 1% (to a minimum of zero). If successful, the portal will be visibly unstable. All living people passing through must do so one at a time and are each subject individually to a Chronomage interception chance. Those bearing a gold ring will be subject to the standard Chronomage interception chance. For those not bearing a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks beyond 75 ranks of the caster's Elemental Lore: Water (to a minimum of 5%). Anyone who is intercepted without a standard gold ring will additionally be Chrono-locked (see above). Chronomages take pity on any dead bodies passing through and will allow them to reach their destination unmolested (but may still intercept the dragger).

==Chance for Success==
If your skills add up to 95 or better you'll be at the base failure rate. There's always a 5% chance of failure. This formula does not account for adjacent realm penalties.
<div {{prettydiv|margin-right=400px}}><tt>'''Wizard ranks
::'''+ (DIS Bonus &divide; 2)
::'''+ (AUR Bonus &divide; 2)
::'''+ (EMC Ranks &divide; 3)
::'''+ Item Bonuses (e.g. gate runestone)
::'''vs d100 Roll</tt></div>

==Messaging==
==Messaging==
Familiar Gate was released early during the [[Vvrael]] quest. [[Daephron Illian]] had sealed himself into a temporal rift using an enruned box, and the assistant of the Ashrim royal mage Malaphor fled to [[Wehnimer's Landing]] through a familiar gate from [[Ruin Creek]].
Familiar Gate was released early during the [[Vvrael]] quest. [[Daephron Illian]] had sealed himself into a temporal rift using an enruned box, and the assistant of the Ashrim royal mage Malaphor fled to [[Wehnimer's Landing]] through a familiar gate from [[Ruin Creek]].

Latest revision as of 06:55, 5 April 2023

Familiar Gate (930)
Mnemonic [FAMGATE]
Duration Special
Utility Magic  
Subtype Teleportation 
Components A familiar
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Familiar Gate creates a magical portal between a wizard and their familiar. Anyone can step through the portal before the caster does, allowing transport for a group of individuals to the location of the familiar, or from the location of the familiar to the location of the caster. The caster's training affects how long the portal stays open and how many can pass through it. Also, the caster can drag a corpse through the rift allowing for rescues. The portal closes the moment the caster steps through. The number of people who can pass through the portal is dependent upon Wizard Base circle ranks and Elemental Mana Control.

Familiar Gate does have a chance to fail and harm the caster. There is always a minimum of 5% failure with chance to cast. Training also helps mitigate the damage done to the caster on a failure. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, Discipline, Aura, and training in the Wizard Base spell circle.

The familiar can be commanded to go through the gate so that the caster can open a new gate to return to the original point. Casting the spell without having a familiar summoned throws the caster into the same temporal rift caused by setting off a glyph trap.

Mana Control Benefit

Training in Elemental Mana Control (EMC) allows for more people to pass through the gate in conjunction with Wizard Base circle ranks. The exact formula is not released, but with 100 Wizard Base ranks and 100 ranks of EMC, up to 24 people may pass through a single gate.

Gate Rune

The gate rune may be drawn upon a prepared runestone to provide a bonus to success equal to 10% plus 1% per 10 Magic Item Use skill bonus when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone's power, and typical runestones will be created with one charge.

Magic Item Use ranks 0 2 4 6 8 10 13 15 18 20 24
Total Gate Rune success bonus 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Magic Item Use ranks 27 30 35 40 50 60 100 150 200 250
Total Gate Rune success bonus 21% 22% 23% 24% 25% 26% 30% 35% 40% 45%
Not all thresholds shown

Adjacent Realm Travel

Upon achieving 75 ranks of Elemental Lore, Water, casters with familiars will have access to a new TELL command: Travel. This command will allow the caster to specify a nearby town that is within the teleportation realm and order the familiar to travel to that town. Upon arrival (travel time length is determined by Elemental Lore: Air), the familiar will seek out a point of wizardly interest (if available) and rest there from their journey. Due to the distance, the caster cannot issue any further commands to the familiar (beyond severing the connection on their end by issuing a LEAVE command) but can attempt to open a Familiar Gate to it. The caster has 10 minutes from issuing the TRAVEL command to do so and if they fail to arrive in the familiar's realm within that time period, the familiar will automatically return to the wizard.

Opening a portal to another realm is more difficult -- a 33% penalty to the success chance of creating a portal will be applied. Every 3 ranks of Elemental Lore: Water beyond 75 ranks will reduce this penalty by 1% (to a minimum of zero). If successful, the portal will be visibly unstable. All living people passing through must do so one at a time and are each subject individually to a Chronomage interception chance. Those bearing a gold ring will be subject to the standard Chronomage interception chance. For those not bearing a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks beyond 75 ranks of the caster's Elemental Lore: Water (to a minimum of 5%). Anyone who is intercepted without a standard gold ring will additionally be Chrono-locked (see above). Chronomages take pity on any dead bodies passing through and will allow them to reach their destination unmolested (but may still intercept the dragger).

Chance for Success

If your skills add up to 95 or better you'll be at the base failure rate. There's always a 5% chance of failure. This formula does not account for adjacent realm penalties.

Wizard ranks
+ (DIS Bonus ÷ 2)
+ (AUR Bonus ÷ 2)
+ (EMC Ranks ÷ 3)
+ Item Bonuses (e.g. gate runestone)
vs d100 Roll

Messaging

Familiar Gate was released early during the Vvrael quest. Daephron Illian had sealed himself into a temporal rift using an enruned box, and the assistant of the Ashrim royal mage Malaphor fled to Wehnimer's Landing through a familiar gate from Ruin Creek.

Portal:

>look portal
Ethereal wisps of essence shroud the shifting portal, glowing with the shared luminescence of its bright, white outline.  Within, dark blue and black essence swirls in a turbulent storm of hazy transluscence, giving the occasional glimpse of the portal's opposite side.

Portal Opening In Room:

Pale, swirling mist begins to billow out from nothingness before you, and quickly coalesces into a small orb of shifting essence.  Suddenly, the orb expands and forms an elliptical portal of swirling blues and blacks, its edges shrouded in dancing blue-white mist.

Portal Closing:

The swirling mist begins to speed up as it spirals back into the opening and fades away.

Casting With Familiar:

You trace a series of glowing runes while chanting the phrase for Familiar Gate...
Your spell is ready.
You gesture.
A swirling grey-blue mist slowly fills the area. It begins to spin faster and faster, congealing into a large upright disk. The mist slows its spinning and within the swirling vapors you can make out an opening.

Casting Without Familiar: (Temporal Rift)

XXX gestures.
A panicked look briefly crosses XXX's face as she is suddenly engulfed in a cloud of swirling blue-white essence!  Bizarre, alien sounds, discordant and grating, can be heard from within the mist for the moment before it dissipates.  When the mist clears, XXX is nowhere to be seen.

Spell Failure:

You trace a series of glowing runes while chanting the phrase for Familiar Gate...
Your spell is ready.
You gesture.
Dark, swirling mist billows before you from nothingness, tiny pinpoints of light glimmering from its inky depths. Slight crackling can be heard from within and the scent of ozone tickles at your nose. Suddenly, a blinding arc of lightning tears through the air and stikes you!
... 10 points of damage!
Electric shot shoots pain along your back and legs.
You are stunned for 2 rounds!
The dark mist swirls once and quickly dissipates.

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