Planar Shift (740)

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Planar Shift (740)
Mnemonic [SHIFT]
Duration Instantaneous
Utility Magic  
Subtype Travel 
Components See left 
Availability Single or Group 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Through sensing and then re-drawing unique patterns, sorcerers are able to Planar Shift themselves and possibly others, travelling instantaneously to almost any point in Elanthia. The focus of this magic is a basic valential summoning circle, which is then detailed with the particular runes corresponding to a unique flow pattern identifying a location within Elanith. The sorcerer then casts their magic upon the circle, causing a rift to open, which can then be traversed as a normal portal.

Necessary Components

To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries and each book must be bonded to in order to be recorded into.
Most rooms have a unique pattern of magical flows (rooms which cannot be teleported into will not). SENSE PATTERN records them into the book, and then they may then be drawn from it. The patterns are expressed as a colored series of runes within the book. The color represents the realm from which the pattern originates.
  • Chalk
WARNING: Do not mix and match chalks when drawing, results could be disastrous
Cross-realms transport:
Stubby chalks are high quality, about 50,000 silver for one transport. A piece of crystalline chalk can be made by sorcerers in the Trinkets subskill of Alchemy and are good for interrealm transport as well.
Same realms transport:
Long chalks are lesser quality and cost about 1,000 silver for 100 transports. A rough stick of white chalk can be made via Alchemy and is good for intrarealm travel.

Same-realm versus Cross-realms

Each individual room possesses a unique flow pattern which appears in the rune book as a series of archaic runes. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each town and its surrounding environs are considered a single "realm," as the individual patterns found in the area all share the same color. Often times the areas between major towns will be of more than one color, or the patterns are unrecognizable altogether. When travelling between locations which share a color, the travel is considered same-realm. Likewise, travelling from one location to another whose rune is of a different color, is considered cross-realms.

Same-realm Mechanics

Low quality chalks are used for shorter trips, thus transports within a single realm can be the most complex. Sorcerer Base ranks, Discipline, Aura, Wisdom, and ranks in Spiritual Mana Control and Elemental Mana Control all contribute to success. The maximum possible success rate is 95%, and an average sorcerer (decent stats, 1x in corresponding skills) would experience proficient shifting around level 60. Training in Sorcerous Lore, Demonology allows other characters grouped to the caster to be transported through opened rifts. Each 20 ranks of demonology will allow for one additional passenger to enter the rift safely (max 10 passengers at 200 ranks). It is possible to drag characters through a rift as well, each character dragged through requiring an additional 20 Demonology as with those who simply walk through. Once a rift has been opened, it remains for 60 sec before closing upon itself.

  • Hold the rune book in the right hand, and long chalk in the left.
  • TURN/FLIP the book to the page with the desired pattern.
  • DRAW SUMMONING CIRCLE.
  • DRAW PATTERN {#}.
  • PREPARE 740/CAST AT CIRCLE.
  • GO RIFT passengers first and caster last, the rift closes once the caster has passed through.

Cross-realms Mechanics

High quality chalk must be used for this process, therefore the success rate begins at 90%. Each 12 ranks of Sorcerous Lore, Demonology will increase the success by 1% (max 100% at 120 ranks). Characters other than the caster may not accompany them across realms, the caster is transported immediately upon casting at the circle. Demons and animated creatures will continue to follow their master as normal.

  • Hold the rune book in the right hand, and stubby chalk in the left.
  • TURN/FLIP the book to the page with the desired pattern.
  • DRAW SUMMONING CIRCLE.
  • DRAW PATTERN {#}.
  • PREPARE 740/CAST AT CIRCLE automatically transports you.

Failures

If the casting of this magic is unsuccessful, the caster will be struck with backlash energy causing damage and wounds. Injuries are typically mild, though extreme failures can cause death and even the possibility of accidentally summoning a demon into this plane, which can be hazardous in its own right.

If the area prevents teleportation, the sorcerer will not be able to overcome it. If the runes on your summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location. If in Ta'Vaalor, the caster must leave the city.

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