Arcane Symbols

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Revision as of 10:24, 4 September 2015 by VANKRASN39 (talk | contribs) (add Mana Control Effect section (mostly copy and paste from MIU))
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Arcane Symbols is the skill which determines a character's proficiency with scrolls. Increased training will increase one's success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain traps (such as scarab and glyph traps) are easier to spot and/or disarm. Also used as a secondary success factor when casting Ensorcell (735).

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 1 1 1 2 1 1 2 2 - 2 2
Training Point Cost 0/7 0/7 0/6 0/4 0/5 0/5 0/2 0/2 - 0/2 0/1

Reading Scrolls

To view which spells appear on the scroll, read it. If the spell level is 20 or less, it requires a skill of (spell level * 5) to read. If the spell level is 21 - 40, it requires a skill of (100 + ((spell level - 20) * 3). If the spell level is greater than 40, it a skill of (160 + (spell level - 40)). Spells which have reached zero charges will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a sorcerer can use the odeir'cos rune upon it.

Scroll Activation

With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.

Example

>invoke 101
  1d100: 58 + Modifiers: 266 == 324

You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell. Sparks begin to fly between the crumbling scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.
>cast
You gesture.
A light blue glow surrounds you.
Cast Roundtime 3 Seconds.

Calculating Activation Success

The character's stats, skills and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the "modifiers" value. A d100 roll is then added, and if the total is greater than 100, the activation is successful.

Modifiers = (Arcane Symbols Skill bonus) + (Stat Modifier)
+ (Magical Knowledge Bonus) + (INTUITION bonus) + (LOGIC bonus)
- (Armor Penalty) - (Encumbrance Penalty) - (Spell Level × 5)
- 100 (if both hands full)
  • The inherent magical hindrance of armor can also potentially cause activations to fail.
  • One must be able to see the spell on the scroll by reading it in order to be able to invoke it.

Stat Modifier

Stat modifiers are determined by which spell circle the spell to be activated is in. For this table, use stat bonus and not the value of the stat itself (round down).

Circle
Number
Spell Circle Modifier
Calculation
100s Minor Spiritual WISDOM
200s Major Spiritual WISDOM ÷ 2
300s Cleric Base WISDOM ÷ 2
400s Minor Elemental AURA
500s Major Elemental AURA ÷ 2
600s Ranger Base WISDOM
700s Sorcerer Base (WISDOM+AURA) ÷ 4
900s Wizard Base AURA ÷ 2
1000s Bard Base LOGIC+INTUITION †
1100s Empath Base WISDOM ÷ 2
1200s Minor Mental ?
1600s Paladin Base LOGIC+INTUITION †
1700s Arcane (AURA+WISDOM+LOGIC) ÷ 3

† Not yet confirmed.

Magical Knowledge Bonus

Whether or not the spell to be activated lies within a character's sphere of magical knowledge can enhance the possibility of success.

Character has direct knowledge of the spell to be activated,
regardless of whether or not they can cast it yet
+60
Character can learn spells from the same circle of the spell to be activated,
but has not trained that rank yet
+40
Character can learn spells from the same sphere of the spell to be activated,
but cannot directly train from the same circle
+20
Character has no influence in the spell's sphere 0
  • Warriors and rogues are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.
  • Hybridists (bards, empaths, and sorcerers) are considered aligned with multiple spheres, and receive bonuses accordingly.
  • When activating magic from a hybrid circle, it is considered "within a known sphere" by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.

Armor Penalty

Not being adequately trained for worn armor may penalize a character's attempt to invoke a spell. This penalty is based on the armor's Roundtime adder and the wearer's Armor Use skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of armor use skill required to fully negate the penalty is (RT adder * 20) - 10.

For example, brigandine armor (AsG 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).

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Encumbrance Penalty

Encumbrance will reduce the activation modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of -20 since 24 lbs. is 20% of the character's body weight.

Encumbrance penalty calculations:

100 * (encumbered weight / character's body weight)

Calculating Duration

Calculating the duration of magic invoked from a scroll is similar to activating magical items. Each two ranks of Arcane Symbols counts as one 'phantom rank' of the spell circle to which the magic belongs.

Duration = Base Duration + ([Arcane Symbols Skill Ranks ÷ 2] × Per Spell Rank Duration)

Lore Effects

A character may train in elemental, mental, or spiritual lores to gain additional benefits from spells activated by arcane symbols. The bonuses applied by lore training are identical to those provided if cast through spell research training or spell knowledge enhancive items. However, major spell circles (major elemental and spiritual) require double the lore ranks to unlock the same bonuses and professional circles (cleric, bard, empath, paladin, ranger, sorcerer, and wizard base) require triple the training (Raise Dead (318) is an exception and does not require additional training). Minor circles (minor elemental, mental, and spiritual) do not require additional training in this way.

Mana Control Effects

A character may also train in Elemental, Spiritual, or Mental Mana Controls to gain applicable additional benefits from spells prepared (and later cast) by invoking scrolls. Mana control training is counted fully when the spell cast through scroll is a native learned spell to the character's profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell invoked.

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