Cleric Base/saved posts

The official GemStone IV encyclopedia.
< Cleric Base
Revision as of 01:23, 5 May 2019 by TAENAR (talk | contribs) (306 Living update)
Jump to navigation Jump to search

Posts relating to changes for all Cleric Base spells. Particularly long subjects have remained on their own pages, but are linked from here as well.

Miscellaneous

[NOTE: Original heading had Ranger info on it, this post is from sometime before 12/20/2007]

A few minor updates to Cleric spells have been made for clarity and consistence.
Prayer of Protection (303) has had its mnemonic changed from "warding" to "protection." "Warding" was an artifact of its old name before the de-ICEing.
Holy Blade (304) has become a misnomer as the spell can be applied to more than just blades. Its name has been changed to Bless Item and its mnemonic is now "bless."
Blinding (311) has been changed to Blind. This is primarily due to the name never changing after the de-ICE and secondarily because in our current spell naming schemes for single-name spells, we use infinitive verb forms and not gerunds. Its mnemonic is now also "blind."

- GM Oscuro -
Cleric/Empath Team

Prayer of Holding (301)

Category: Cleric Spells
Topic: Clerics
Message #: 6804
Author: GS4-Oscuro
Date: 10/23/2007 12:26:06 PM
Subject: Prayer of Holding (301) Updated

The Cleric spell 301, Prayer of Holding, has been updated.

The mana cost of the spell has been changed from 1 mana per 2 levels of the target, capped at 20 mana to a summation seed 1 based off of the target's level. That is, a level 1 target costs 1 mana whereas a level 105 target costs 14 mana. This mana cost grows at a much slower rate than the previous one.

The duration of Prayer of Holding previously was dramatically influenced by the level of the caster. This factor has been reduced in importance and replaced with an increased importance of warding margin (endroll).

When imbedded by the Magic Item Create (420) or Holy Receptacle (325) spells or charged by the Charge Item (517) spell, Prayer of Holding counts as a level 8 spell to emulate the variable mana cost for different targets.

Prayer of Holding now counts as a spell of war.

= - GM Oscuro - =

Category: Cleric Spells
Topic: Clerics
Message #: 1220
Author: GS4-ESTILD
Date: 12/13/2016 at 6:28:00 PM
Subject: Re: Prayer of Holding (301) Bug?

It depends. Prayer of Holding (301) is a persistent spell that triggers every 7 seconds. When it triggers, there is a random chance the creature can break out out of the binding and end the spell. The strength of the spell is based upon Cleric spell ranks and the warding margin of the initial cast. With a very high level Cleric with a 200+ warding endroll, a creature will only have something like a 5-10% chance to break out when the effect first triggers (7 seconds after the cast). As time goes on, with each new attempt, the strength of the spell gets weaker, so the chance for the creature to break out increases (e.g. the creature might have a 5-10% chance to break on the first attempt, then a 10-15% chance to break on the second, then 15-20%, etc). This break attempt is a part of the spell itself and not a creature action.

However, some creatures innately break immobilization effects and for those creatures, a lot of time it does count as an action (so they usually can't immediately attack you). That's not always the case though and varies for each creature.

GameMaster Estild

Smite/Bane (302)

Category: Sorcerers
Topic: Developer's Corner - Sorcerers
Message #: 1580
Author: GS4-OSCURO
Date: 09/27/2012 at 6:53:00 AM
Subject: Re: Mana Disruption (702) Update Ideas

That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.

All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.

GameMaster Oscuro

Category: Clerics
Topic: Cleric Spells
Message #: 666
Author: GS4-ESTILD
Date: 09/20/2012 at 6:22:00 PM
Subject: Re: 312 charged

TROUBLE 13:
"Although I haven't hunted my cleric in a while, I can tell you that the instant death isn't affected by end rolls, the death crits part is though."

RATHBONER:
"Instakills happen about 5% of the time with minimal ways to affect the chance."

Both of these statements are incorrect.

GameMaster Estild


Category: Professions
Topic: Cleric
Message #: 486
Author: GS4-ESTILD
Date: 04/24/2019 at 6:24:00 AM PDT
Subject: Spring Spectacular: Bane/Smite (302) Update!

Bane/Smite (302) will no longer deal half the normal damage when casting against alignment. It will still cost double the mana (4), but you should find it to be respectable damage even at that mana cost.

GameMaster Estild

Bless Item (304)

Category: Magic Spells and Systems
Topic: Magic Systems
Message #: 2995
Author: GS4-ESTILD
Date: 1/19/2009 10:46:49 PM
Subject: Bless/Curse

In an effort to better protect a player's equipment, blessing (via Bless Item (304) or Symbol of Blessing/Holiness) a cursed item will no longer result in an explosion, which would previously destroy said item.

GameMaster Estild

Category: Magic Spells and Systems
Topic: Magic Systems
Message #: 2997
Author: GS4-ESTILD
Date: 1/19/2009 10:55:35 PM
Subject: Bless/Curse

Does this mean that using symbol of holiness on a critter-generated cursed weapon will have no effect whatsoever anymore? Neither explosion nor temporary uncurse?-Grendeg

I don't believe it ever temporary uncursed items. Other than that, it will have no effect.

GameMaster Estild
Cleric/Empath Team

Category: Magic Spells and Systems
Topic: Magic Systems
Message #: 3003
Author: GS4-ESTILD
Date: 1/20/2009 12:22:22 AM
Subject: Bless/Curse

Yes, this change has the same effect on creatures too. The combat advantage it previously granted for only 4 mana with absolute success was also a reason for this change.

GameMaster Estild
Cleric/Empath Team

Holy Bolt (306)

Category: Professions
Topic: Cleric
Message #: 490
Author: GS4-ESTILD
Date: 04/27/2019 09:18 AM PDT
Subject: Spring Spectacular: Holy Bolt (Living) (306)

In addition to the existing lore benefits of Holy Bolt (306), also at 30 ranks of Spiritual Lore: Religion, clerics can now unlock a version of Holy Bolt that is more effective against the living. To use this version, the cleric must EVOKE the spell.

It uses the plasma critical table. The AvD and damage factor matches that of the 6 mana version of Telekinesis (1206), which puts it a bit under Minor Fire (906). Additional training in Spiritual Lore: Religion does increase the damage factor using the same scale as other bolts, but the first 30 ranks don't count since those are used to unlock the new version.

GameMaster Estild

Benediction (307)

Category: Clerics
Topic: Cleric Spells
Message #: 9389
Author: GS4-ESTILD
Date: 9/21/2010 2:58:01 PM
Subject: Bolt AS (Benediction (307) update)

It's the intended goal that bolting is an effective hunting method for all Pures. Until this point, Clerics and Sorcerers have been at a significant disadvantage in terms of the amount of bolt AS they could generate compared to Wizards and Empaths. As such, we're implementing some updates to resolve this issue. The Cleric solution is provided below and as previously announced by GameMaster Strathspey, Sorcerers will receive a similar update in the future with the release of Balefire (713), although the implementation and statistical details will be different.

Benediction (307) has been updated to provide a self cast bonus to bolt AS for every two spell ranks past 27 (where the normal group bonus of +15 AS/DS caps). For each point of increase, there is an increased mana cost of one. As with other combat modifiers, the bonus caps at level. At level 100, the spell will provide +15 generic AS/DS to the entire group and an additional +36 bolt AS for the caster, for a total of 53 mana. If multiple Clerics are grouped, they can each cast the spell to gain the self cast bonus.

GameMaster Estild
Cleric/Empath Team

Category: Clerics
Topic: Cleric Spells
Message #: 9394
Author: GS4-ESTILD
Date: 9/21/2010 5:23:08 PM
Subject: Re: Bolt AS (Benediction (307) update)

>2) Can you make it so that there's a Spell Aiming threshold requirement? I can imagine 307 being REALLY ANNOYING to cast (53 mana) for someone who has 0 ranks in Spell Aiming. -NOVAESKYE

Since the spell is typically only cast right before a hunt while resting on a node, I'm less inclined to set a precedent for such a mechanic.

>3) Now.. what are your thoughts about the DF of 306 against the living.. when combined with my thoughts of the "302 split"? -NOVAESKYE

There are no plans to make Holy Bolt (306) more effective against the living. For the mana cost, it's a powerful spell against the undead, which is offset by its weakness against the living. Fire Spirit (111) fulfills the role as the bolt spell of choice against the living.

It's doubtful any future spells or updates will use the alignment system to determine a bonus/penalty against the living/undead. In fact, it's one of the things we're removing with the update to Divine Wrath (335).

GameMaster Estild
Cleric/Empath Team

Category: Clerics
Topic: Cleric Spells
Message #: 9394
Author: GS4-ESTILD
Date: 9/21/2010 6:03:08 PM
Subject: Re: Bolt AS (Benediction (307) update)

>I have zero interest in spending 53 mana (or less depending on level/training) simply for the group effect and AS bonus for 307. My cleric does not train in bolting. I don't wish to sit around waiting on mana while my group, that I cast 307 for, waits for me to pulse. -Galenok

For the hunt/rest aspect of the game, you do not have to wait for mana. You simply cast your spells while you're resting, so that once your mind reaches the desired state, you can begin your hunt. If you are resting until your mind is "clear", after the first pulse at "muddled", you can cast Benediction and regain your mana before the next pulse or two that will set you to cleared. In such a scenario, you were waiting on your experience to be absorbed, not mana.

GameMaster Estild
Cleric/Empath Team

Condemn (309)

Category: Professions
Topic: Cleric
Message #: [1]
Author: GS4-ESTILD
Date: 04/29/2019 09:57 AM EDT
Subject: Spring Spectacular: New Condemn (309) Spell

Condemn (309) has been released as a new attack spell for clerics with deity specific messaging. When cast, it will subject the target to a maneuver roll (SMRv2) that uses the caster's Cleric spell and Spell Aiming ranks. If successful, the target will take concussion and deity specific critical damage. The damage will repeat every 2 seconds for a total of 5 rounds. Each time a target takes damage, they also receive a debuff that lowers its DS by 5 and TD 3, stacking up to a maximum of -25/-15, which persists for 15 seconds after the last round.

If a target is killed while under the effects of Condemn, the cleric will build up holy magic to be able to cast an empowered version of 309. Evoking the spell will cast the empowered version and causes all Damage over Time (DoT) rounds of the spell to immediately trigger. It takes 10 kills (of targets under the effect of the spell) to earn 1 charge. Training in Spiritual Lore: Religion reduces the number of kills needed by -1 per 50 skill. A cleric may only store 1 charge of holy magic for an empowered Condemn by default, but training in Spiritual Lore: Blessings increases that by +1 per seed 10 summation. You may view the number of stored charges with the SPELL verb.

Neutralize Curse has moved to the Arcane circle in spell slot 1716, and is available on scrolls and arcane trinkets that can be found in the treasure system. Clerics may also evoke Remove Curse (315) to cast the old Neutralize Curse. For the next 30 days, any magic item or scroll with 309 will automatically convert to 1716 when used.

Bless (304) may now be used to open the Graveyard gate near Wehnimer's Landing.

GameMaster Estild

Fervent Reproach (312)

Category: Clerics
Topic: Developer's Corner - Clerics
Message #: 1644
Author: GS4-ESTILD
Date: 11/28/2006 at 2:59:20 PM
Subject: Re: Interdiction is not so cool as it its name implies

THROGG:
"I am unclear on the meaning of this statement. What non-bolt attacks? Weapons? Or do you mean that damage from CS based attack spells is increased if the target is stunned? I don't recall ever seeing that before."

Bane/Smite (302), Fervent Reproach (312), Divine Fury (317), and Bone Shatter (1106) have had this benefit since the conversion to GemStone IV. GameMaster Uliq announced it before the migration.

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 8369
Author: GS4-ESTILD
Date: 5/5/2009 10:34:16 PM
Subject: Fervent Reproach (312) Lore Update

With the update to enhancives, Fervent Reproach's (312) lore benefit has been reworked to no longer grant +maximum health or mana. It will now just provide an increase to the caster's existing health/mana pools. This results in no net change, as the previous lore benefit would boost current and maximum resource pools when applied, but would not affect the pools when the effect faded.

GameMaster Estild

The following is a Discord chat with GM Estild on 8 March 2018:
allereli - Today at 10:55 AM
since I'm in the spell page, do you have specifics as to the lore benefits of 312?
GM Estild - Today at 10:56 AM
Let me check.
allereli - Today at 10:56 AM
when you say "1/4 the stat bonuses from the lore feature" you mean the duration?
GM Estild - Today at 10:57 AM
No, that was for the magnitude of the stat bonus.
The duration is 30 seconds + 1 second per 2 SL:B ranks.
allereli - Today at 10:59 AM
ok, we don't have any + to WIS bonus indicated for lores
GM Estild - Today at 11:00 AM
Still checking
The HP and mana bonus is 5 + (seconds charged (min 3) - 2) * (SL:B ranks/ 10), min 1, max 50.
WIS bonus is random ((seconds charged + (SL:B ranks / 10)) / 2) to (seconds charged + (SL:B ranks / 10)). min 1, max 40.
The chance to trigger is kind of convoluted, but it's based upon the warding margin, SL:B skill, and charge up time, divided by 4 if not channeling.
Sorry, the stat bonuses are not reduced by 1/4 for not channeling.  Just the chance to trigger it.
allereli - Today at 11:07 AM
does the WIS bonus show up in spell active?
GM Estild - Today at 11:09 AM
Yes.
Also not noted on the page, the eye color of the caster determines the color of the orbs.
allereli - Today at 11:11 AM
I've never hunted my cleric
in "enhancive benefit" triggering msg: The crystal blue sphere blinks out of existance for a fraction of a heartbeat,
is that typo fixed?
GM Estild - Today at 11:13 AM
Yes (with the "Tiny scintillas of <color> light spiral" happening first).  Which typo?
allereli - Today at 11:14 AM
existance --> existence
GM Estild - Today at 11:15 AM
I'll fix it now.
allereli - Today at 11:45 AM
how about the SL:Religion damage?
GM Estild - Today at 11:50 AM
The number of cycles is based on (warding margin / 50) + (Religion Lore ranks / 15).  Again, that's the 2-6 cycles, not the first.
allereli - Today at 11:53 AM
so just an increase in the additional cycles and not directly to the HP damage of any one cycle?
"With greater knowledge of Spiritual Lore, Religion, the physical rebuke will have greater effect." that's the play.net description, pretty vague
GM Estild - Today at 11:56 AM
Correct on your last question.
allereli - Today at 1:05 PM
correct? (wiki preview image)
GM Estild - Today at 1:06 PM
It caps at 5.
allereli - Today at 1:06 PM
lol forgot about that
I was about to go hunt my cleric
so combo of the warding and ranks is max 5?
GM Estild - Today at 1:07 PM
And if the warding margin is high enough, it reduces the maximum benefit from the lore.  E.g. if the wm was 250, lore doesn't matter at all.
allereli - Today at 1:07 PM
gotcha
better? (wiki preview image)
sorry, should be 6 total then
GM Estild - Today at 1:16 PM
Yep.
allereli - Today at 2:50 PM
from above: The HP and mana bonus is 5 + (seconds charged (min 3) - 2) * (SL:B ranks/ 10), min 1, max 50.
wouldn't the min be 5?
or you mean the bonus added from charge time/blessings min is 1?
GM Estild - Today at 3:15 PM
Yeah, it would be.  I think the code is actually enforcing 1, but it would never be that.
allereli - Today at 3:26 PM
T/F: the health, mana, and Wisdom bonus caps cannot overcome the normal enhancive bonus caps of 50, 50, and 40 (stat)
GM Estild - Today at 3:39 PM
Correct.
They're actual enhancive effects, so follow all the same rules (caps, show up in INFO/MANA/HEALTH commands, etc).

GM Estild - Today at 4:55 PM
"Training in Spiritual Lore, Blessings will increase the duration of thee enhanced effect" thee or the?(edited)
GM Estild - Today at 5:00 PM
"In addition, not channeling will decrease the chance to trigger the enhancive effect by 25%."  It's actually by 75%, since it's 1/4 the normal chance.(edited)
allereli - Today at 5:00 PM
the
okay, will fix
GM Estild - Today at 5:01 PM
"As this bonus is shown as a true enhancive effect in INFO and SKILLS"  I don't think it will show up in SKILLS since it doesn't affect any skill.  Only INFO, MANA, and HEALTH.
allereli - Today at 5:02 PM
yeah I was thinking more generally, but will change
GM Estild - Today at 5:03 PM
"HP/mana bonuses = 5 + [(charge time (min 3) - 2) * (Blessings Lore ranks / 10)]
As shown in the equation below, the charge time must be set at a minimum to 3 for the benefit to actualize."  Sorry, I should have phrased that better.  You have no or less than 3 for the charge time.  For the calculation, it treats such values as a 3.
allereli - Today at 5:04 PM
so a zero would be 3?
GM Estild - Today at 5:04 PM
Correct.
Everything else looks great!  Thanks for updating it.

allereli - Today at 10:23 PM
I saw you removed the 5 from the wis bonus, which was there from before I started editing. it also still says: The total bonus to Wisdom stat is random between 5 and 40.  in the lore section, so should it be between 1 and 40 or 5 and 40?
GM Estild - Today at 10:51 PM
Should be 1 to 40.
The min 5 is just for the mana/health stat bonus
allereli - Today at 10:54 PM
and in this section will the 0 act as 3 as well?
GM Estild - Today at 10:54 PM
Negative.
allereli - Today at 10:55 PM
so it will always be 1 with a 3 charge time?
GM Estild - Today at 10:55 PM
Without lore, that would be the minimum.
random 1 to 3.
allereli - Today at 10:56 PM
zero charge time is always 1?
GM Estild - Today at 10:58 PM
Yep.

Relieve Burden (314)

Category: Arkati and Other Spirits
Topic: General Discussion
Message #: 911
Author: GS4-ESTILD
Date: 4/23/2010 12:34:35 PM
Subject: Re: Archaeologists Unearth Shrine + Relieve Burden (314)

The recent campaign by the Cleric Guild to collect alms has been a success, but many Theologians and other clergy have reported the tremendous burden that is placed upon them for carrying such large amounts of silver. It hampers their daily tasks and makes travel more difficult. To remedy the situation, the Cleric Guild has researched a method to reduce the encumbrance of silver through the aid of magic. All clerics may now cast Relieve Burden (314). And while the overall goal for the necessary funds to pay for the Chronomage service tomorrow is near, clerics are still encouraged to continue collecting alms until then.

314 - Relieve Burden [RELIEVE]
Duration: 900 seconds + 30 seconds for every Cleric spell rank known; cumulative
Type: Utility

Clerics often collect offerings of alms for the poor. This spell will negate the encumbrance associated with loose silvers (not in boxes, just what the target carries in his or her pockets). The number of silvers that can be held without burden is 10,000 silvers + 2000 * Seed 5 ranks in Spiritual Lore - Blessings. Only silvers in excess of the spell's ability will apply to encumbrance. For example, if a cleric can negate 12000 silvers and is carrying 14000 silvers, only 2000 apply to encumbrance.

With the increased bonus, the mana cost increases. The base is 14 mana, + 1 for every 4000 silvers negated beyond the base amount.

When cast upon others, the duration is 2 minutes and the target is relieved of only the base 10,000 silvers burden.

Relieve Burden will replace Interdiction (314) in the Cleric Base spell list. Interdiction has been moved to the creature-only spell list. Credit to former GameMaster Warden for the design and to GameMaster Oscuro for the coding.

GameMaster Estild

Interdiction

Category: Clerics
Topic: Developer's Corner - Clerics
Message #: 3022
Author: GS4-Oscuro
Date: 5/12/2010 4:54:49 PM
Subject: Re: Staff of the Proselyte (340)

>>I liked Interdiction because the duration was based off of level rather than warding.

If we did end up keeping Interdiction, we were going to drop that aspect. It's antiquated design. We now make spell durations based off of ranks in the circle rather than level.

GameMaster Oscuro

Divine Fury (317)

Category: Professions
Topic: Cleric
Message #: 447
Author: GS4-ESTILD
Date: 2/26/2019 09:29 PM PDT
Subject: Divine Fury's (317) Lore Benefit

Divine Fury's (317) lore benefit has been updated such that the cleric has a (Spiritual Lore - Religion ranks / 1.5)% chance for an extra critical cycle. The lore critical will also use plasma and match the primary (strongest) critical of the base effect of the spell and precedes the deity specific critical.

GameMaster Estild

Soul Ward (319)

Category: Clerics
Topic: Cleric Spells
Message #: 838
Author: GS4-ESTILD
Date: 11/09/2014 11:28 PM EST
Subject: Soul Ward (319) Released!

Soul Ward (319) is a new defensive spell now available to Clerics. Below is the spell description (which can also be found at http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#319 ):

In the year 5114, by Koar's command, one of his high priests organized people of all faith to come together and commune to ask for assistance in combating the Shadows. The Arkati responded by bestowing their Clerics with a powerful protective ward through the Soul Ward spell. Soul Ward will shield the caster from the first attack any from opponent. Training in http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings provides for a chance to negate subsequent attacks. The chance of success is 1% at 1 lore ranks, and has a maximum of 19% at 190 lore ranks. In addition, a Cleric may INFUSE SPIRIT which will allow them to avoid an additional attack from all present opponents in the room at the cost of 1 spirit point. This ability may also be used while under a status effect (stunned, roundtime, etc) at the cost of 2 spirit points.

My personal thanks to GameMaster Kenstrom for incorporating this spell's release into his Cross Into Shadows storyline, GameMaster Xayle for writing the spell's messaging, and GameMaster Mestys for QC and releasing the spell when I could not be available.

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 1037
Author: GS4-ESTILD
Date: 04/08/2015 12:14 PM EDT
Subject: Re: 319 Still Wonky

To make it easier to identify if Soul Ward (319) is simply failing to trigger or if it's just a matter that the target warded the Cleric's spell, I've added messaging for the latter. Basically, if it's the first attack from the creature and you see no messaging at all from Soul Ward, then it's a bug (in which case, please post here and provide a log).

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 1047
Author: GS4-ESTILD
Date: 04/28/2015 03:30 PM EDT
Subject: Soul Ward (319) Update

I've released an update to Soul Ward (319) to replace the -25 TD with a +TD modifier equal to (target level / 5) when a target tries to ward the spell (thus to have their attack negated). I realize this will not be a popular change, but the spell was proving to be too effective. Clerics will still have an extremely high chance of success against like level targets, but this should at least give some lucky creatures an opportunity to get at least one attack through before dying. I also realize this will significantly diminish the effectiveness of the spell for non-Clerics, but we have to balance spells for the native casters first and foremost.

GameMaster Estild

Ethereal Censer (320)

Category: Professions
Topic: Cleric
Message #: 389
Author: GS4-ESTILD
Date: 11/14/2018 11:51 AM ET
Subject: Ethereal Censer (320)

Ethereal Censer is now available to clerics. When cast, it will perform a maneuver attack against one target, then provide a 30 second mana reduction enhancement to the caster. The strength of the attack is determined by Cleric spell ranks, Spell Aiming, and Spiritual Lore, Religion. While the mana reduction enhancement is active, the cleric will gain 20 mana over the duration of the effect. The spell has a 30 second cooldown, but has a small chance to end early every 2 seconds with Spiritual Lore, Religion increasing the odds.

The base mana reduction benefit is 20% and increases once a cleric has more than 200 skill in Spirit Mana Control (up to 25% at 2x SMC and 30% at 3x SMC, using the formula of ((SMC skill - 200) / 20)). In addition, there is a spell rotation bonus for casting different spells. Everytime the cleric casts a different spell than the previous few spells, the bonus is +5%, up to +25% after 5 spells. If at anytime the cleric recasts any of spell they had already cast since starting the rotation, the bonus resets to 0%.

GameMaster Estild

Category: Professions
Topic: Cleric
Message #: 391
Author: GS4-ESTILD
Date: 11/14/2018 12:57 PM ET
Subject: Ethereal Censer (320)

A few notes:

The mana reduction does not benefit spells level 20 or higher.

The mana reduction benefit does keep track of partial savings. Meaning, if you cast 302 and it cost 2 mana, it will keep track that you should have saved 0.4 mana and once you combine it with a future savings to reach more than 1.0, it will grant that amount of reduction.

GameMaster Estild

Holy Receptacle (325)

Category: Clerics
Topic: Cleric General Discussion
Message #: 1087
Author: GS4-OSCURO
Date: 5/14/2008 10:21:55 PM
Subject: RUMMAGE and Holy Receptacle (325)

The RUMMAGE verb has been updated to find Holy Receptacle (325) blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for scrolls with spells, runestones or alchemy ingredients. The syntax is as follows:

RUMMAGE [in|on|under|behind] {container} HOLY {tier}

- GM Oscuro -

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1786
Author: CARABELE
Date: 6/5/2008 11:02:57 AM
Subject: Re: More in imbedding

>How do you know what is conservative for blessing and what isn't?<

By the silver value of the gem (not gemshop appraised value, but character appraised value -- if the character is well trained in trading -- or loresung appraised value).

Any gem worth less that 1500 silvers will generally hold only 15 mana.
Any gem between about 1500 and 3000 silvers will generally hold 20 mana.
Any gem between about 3000 and 4500 silvers will generally hold 30 mana.
Any gem between about 4500 silvers and 6000 silvers will generally hold 40 mana.
Any gem between about 6000 silvers and 7500 silvers will generally hold 50 mana.
Any gem above 7500 silvers in value will generally hold 60 mana.

These are rough estimates of course, but seem to hold true as an overall rule of thumb.

Still, because a gem might hold 60 mana doesn't mean your character can necessarily use all 60 mana capacity, much the same as I have noticed with imbedding.

Check out the Lore Benefits Summation Chart at... http://carabele.com/LoreBenefits.htm

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1786
Author: GM Estild
Date: 6/5/2008 6/5/2008 12:07:11 PM
Subject: Re: More in imbedding
CARABELE
Maybe that was just ill luck or something, but I'm pretty sure (can't be positive unless a GM says one way or another) that gems cap out at 60 mana.


There is no hard cap.

GameMaster Estild
Cleric/Empath Team

Category: Clerics
Topic: Cleric Spells
Message #: 8226
Author: GS4-OSCURO
Date: 4/1/2009 4:31:04 PM
Subject: Holy Receptacle, Nexus (325, tier 3) Update

In an attempt to increase the utility of Nexus gems, they can now be used to teleport between adjacent realms. Additionally, the chance of successful use is increased if the destination room is a shrine dedicated to the god of the Cleric or a god in the same pantheon. The chance is decreased when teleporting to a shrine of a god in a different pantheon.

- GM Oscuro -

Category: Clerics
Topic: Cleric Spells
Message #: 8230
Author: GS4-ESTILD
Date: 4/1/2009 5:09:56 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update

>You'd need to set up a relay of gems to hop from city to city. ~ LORDKRIP

Bind locations are not 1 per realm; they are 1 per Cleric. It is unlikely that we will be further increasing cross-realm teleportation for Clerics.

GameMaster Estild
Cleric/Empath Team

Category: Clerics
Topic: Cleric Spells
Message #: 8242
Author: GS4-ESTILD
Date: 4/1/2009 7:21:15 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update

>But I was also thinking of actually inside the Rift proper (not the Cavern), as didn't Nexus gems used to work from there? ~ CARABELE

There is only one method to teleport out of the Rift, and it's not a spell.

>While I enjoy any additional functionality to Nexus, I would like to point out that most towns have multiple extra pocket realms located between them and the next town, which would severely reduce the usefulness of being able to move from a shrine in one town to a shrine in a nearby town. ~GRANTA

That's not the intent. It's just a benefit for anchoring to a shrine. Anchor and teleport wherever you want, but you can increase your odds of success if it's a shrine.

But to put it into perspective, a Lorminstra Cleric can anchor to the temple in the Landing, then teleport a corpse from the Shadow Lands. They gain the benefit of teleporting to an adjacent realm and a significant boost to their success rate.

GameMaster Estild
Cleric/Empath Team

Category: Clerics
Topic: Cleric Spells
Message #: 8264
Author: GS4-OSCURO
Date: 4/1/2009 9:49:15 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update

Clerics are only allowed one bind point at a time rather than infinite destinations like 740 allows. This aspect means there's no bouncing back and forth between locations. It's merely an "I'm coming home" type of teleport. Clerics can only teleport to adjacent realms, which means that in most cases, you can't even teleport from one city to another. The main intent of this update was to improve Clerics' ability to rescue (such as teleporting a body from the Icemule trail home or from OTF to Ta'Illistim) since they are primarily a service oriented class. This is a far cry from the "I can go anywhere I want" aspect of true cross realm magic.

Nexus was one of the least used spells in the game. It needed an update and this one is consistent with the design direction of Clerics as a rescuing class.

- GM Oscuro -

Chrism Gem Saved Posts

Prayer of Communion (330)

Jharra's Commune Guide (saved post)

Category: Clerics
Topic: Cleric Spells
Message #: 7454
Author: GS4-OSCURO
Date: 3/31/2008 4:56:19 PM
Subject: Prayer of Communion (330) Updated!

The Cleric spell Prayer of Communion (330) has received some updates:

- The COMMUNE verb has been introduced to allow a Cleric to choose to which deity they will be communing. Usage is COMMUNE {deity name|deity number}. COMMUNE LIST will provide a list of all gods to which one can commune. PREP/CAST and INCANT may still be used, but they will default to targeting the god to which the Cleric is CONVERTed.

- Previously, targeting an item with Prayer of Communion resulted in a bonus to success. This was, in spirit, meant to be used as a bonus for casting at holy symbols, however, it was applied to all items. Thus, this bonus has been removed and replaced with more appropriate modifiers.

- A Cleric communing to the god they are CONVERTed to will receive a bonus to success. Communing to a god in the same pantheon as the Cleric's god yields a smaller bonus and communing to a god in a different pantheon than the Cleric's patron will result in a penalty to success.

- A Cleric communing to a god in a shrine dedicated to that god receives a bonus to success.

- Training in Spiritual Lore, Religion now adds 2% per seed 6 summation of lore ranks to the success rate for Prayer of Communion.

- As before, overuse of the Prayer of Communion spell (i.e. frequent use within a short time period) can result in detrimental effects to the caster. These effects have been increased in magnitude a bit, as many previous effects were simply curses which could be removed with Remove Curse (315). A slight increase to failure rate has been introduced in the case of overuse. Overuse of the spell will be plainly indicated via messaging.

The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#330

- Oscuro -

Category: Clerics
Topic: Cleric Spells
Message #: 7456
Author: GS4-ZYLLAH
Date: 3/31/2008 4:37:21 PM
Subject: PRAYER OF COMMUNION GUIDE

To aid clerics in the use of one of their most precious gifts from the Arkati, Brother Willoughby Hornsmith (old blowhard that he is) has taken time to share with his Brother and Sisters his expertise on Communing. His words of wisdom can be found here: http://www.play.net/gs4/info/spells/communion.asp

We hope that this guide will help clerics make better use of one of their highest level spells by giving some ideas of what all goes into a good Commune. Commune is such an unusual spell, since it's entire purpose is a roleplay enhancement to the profession. But sometimes it can feel like trying to roleplay blind when not knowing what's really expected in order to succeed. So hopefully this will help! Along with the spell updates.

Clerics are also always encouraged to speak to other clerics who have successfully Communed in the past to get first hand accounts of their experiences. There is no one right way to Commune, but there are definitely some wrong ways to go about it. ;)

Zyllah

Category: Magic Spells/Systems
Topic: Mentalist Circle
Message #: 540
Author: GS4-ESTILD
Date: 6/21/2010 2:19:11 PM
Subject: Re: Shroud of Deception

Yeah, if only it actually worked like that. 1 out of 50 successful communes does not equal "summoning a GameMaster with a moment's notice for in character interaction." Sorry, not trying to be difficult, but I think your statement is an unrealistic characterization of Prayer of Commune. You're not even REMOTELY CLOSE to being guaranteed a response. -ROBERTSM8

Your success rate of 1 out of 50 is also not REMOTELY CLOSE to the overall success rate of the spell. The Cleric Dev team can and does monitor all Commune requests, even to go as far to be notified via email when the spell is cast and answered by staff. And according to recent attempts (since the last update a year or two back), a majority of players do receive responses.

The times where there is no response that I have witnessed, it's deserved due to the cleric's lack of seriousness with the spell (despite all the documentation available which tells you how to succeed with the spell).

GameMaster Estild

Divine Wrath (335)

Category: Clerics
Topic: Cleric Spells
Message #: 755
Author: GS4-ESTILD
Date: 02/03/2014 08:36 AM EST
Subject: Divine Wrath (335)

Divine Wrath has been updated and moved from spell slot 319 to 335. This allows for a more powerful spell in exchange for the higher level and mana cost. The updates to the spell include:

  • There is no longer a cooldown on the spell. Clerics may recast it as often as they like except if the spell is already active.
  • It will not deal damage if the Cleric is not present in the same room when each round triggers.
  • The spell’s damage no longer has deity alignment as a factor. It affects living and undead creatures equally.
  • The spell will always have 3 rounds of damage. Spiritual Lore, Religion is no longer a factor.
  • The spell is significantly more deadly than before and now affects players too! Each round is stronger than the previous.
  • When the spell is CAST, it only affects creatures. The maximum number of targets it can affect is 2 + 1 per 75 Spirit Mana Control skill.
  • When the spell is CHANNELed, it can affect creatures and players (preferring the former first). The maximum number of targets it can affect is 5 + 1 per 50 Spirit Mana Control skill.
  • Players outside of the Cleric’s group and who worship deities of the same pantheon of the Cleric’s deity are immune to the spell unless the spell is CHANNELed directly at them.
  • Spiritual Lore, Spirit Summoning decreases the amount of time before the first damage round occurs. The delay is reduced by 2 seconds at 20, 45, 75, 110, and 150 ranks, down to the minimum of a 2-second delay.
  • Spiritual Lore, Religion increases the amount of critical damage dealt with each round.
  • A few deities have updated messaging and/or critical damage types:
    • Charl: has a random chance to trigger different messaging which uses impact criticals.
    • Koar: has a random chance to utilize heat criticals instead of electricity. No change in the messaging.
    • Ivas: slightly updated messaging and will always use crushing criticals.
    • Aeia: will always use crushing criticals.
    • Arachne: completely new messaging that utilizes puncture criticals.

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 765
Author: GS4-ESTILD
Date: 02/04/2014 12:48 AM EST
Subject: Re: 317 and 335 and religion lore

For Divine Fury (317), the chance for the third crit cycle to occur is (Spiritual Lore, Religion skill - 70) / 2. So if you 1x, at level 50, you have a 40% chance for the third crit cycle to trigger. At 1x level 100, you have a 65% chance.

For Divine Wrath (335), Spiritual Lore, Religion adds a direct modifier, based upon a seed 6 summation, to the crit rank. A Cleric with 105 Religion lore ranks is going to see a significant boost to their Divine Wrath vs. a Cleric with little or no lore.

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 790
Author: GS4-ESTILD
Date: 02/28/2014 4:58 PM EST
Subject: Re: 335, friendly targets, and stop
CLAUDE209
First, it would be nice if when casting the PC friendly version of 335 it does not attack friendly targets, such as talador knights, militia guardsmen, etc. In an invasion, this makes it difficult to manage the spell without getting on the bad side of helpful NPC's.

That's up to the creature's script creator. They have the ability to make creatures immune to any and every spell, but it's at their discretion.

CLAUDE209
Secondly, when 335 was being discussed (long time ago) I thought we were going to be allowed to STOP the spell, terminating it early. Any chance we can still have this ability?

Ultimately, we decided to implement the player friendly version as a result of those decisions, but I agree that STOP could still be useful. It's now possible to STOP DIVINE WRATH, STOP 335, or STOP DIVINEWR to end the spell early. You must be in the same room where you cast the spell (but if you're not, you don't really have to worry about hurting other players since the damage cycles won't trigger unless you're present).

GameMaster Estild

Category: Clerics
Topic: Cleric Spells
Message #: 1002
Author: GS4-ESTILD
Date: 03/31/2015 12:28 PM EDT
Subject: Re: 319 and fumbled attacks
RATHBONER
and does 340 not do anything for 335 at all?
I was feeling pretty wrathful after that hamstringing, so I decided to switch to 335 test mode and threw in a chant symbol for good measure but it seemed to wear off before any attacks happened.

Yes, Symbol of the Proselyte (340) works with Divine Wrath (335). You just need to CHANT before each cycle of damage.

GameMaster Estild

Category: Professions
Topic: Cleric
Message #: 505
Author: GS4-ESTILD
Date: 05/01/2019 08:37 AM CDT
Subject: Spring Spectacular: Divine Wrath (335) Update

Divine Wrath (335) has been updated to remove the previous Spiritual Lore: Spirit Summoning benefit. The first 3 rounds of the spell now immediately trigger when cast, which results in damage (from round 3 - rounds 1 and 2 are just messaging). Rounds 4 and 5 then trigger 6 seconds apart and also deal damage (as before).

GameMaster Estild

Symbol of the Proselyte (340)

Symbol of the Proselyte (340) (saved posts)

Miracle (350)

Category: Clerics
Topic: Cleric Spells
Message #: 6986
Author: GS4-OSCURO
Date: 12/7/2007 10:58:36 PM
Subject: Miracle (350) Released!

The capstone Cleric spell, Miracle, has been implemented!

350 - Miracle [miracle]
Duration - Immediate

Type: Utility

The pinnacle of clerical magic can be seen when Clerics request a Miracle from their deity. A Cleric with knowledge of the Miracle spell can BESEECH his or her patron after he or she has died in a desperate plea to be brought back to life. Doing so comes at a cost of 50 Mana Points (MP). The Cleric calls the spiritual servants of the patron deity to sanctify the area and cause it to become a temporary Minor Sanctuary. This is done with the same limitations as the Minor Sanctuary spell, except that the failure rate is significantly reduced due to the patron's servants assisting the Cleric's call. Training in Spiritual Lore, Summoning reduces the failure rate.

If the formation of the sanctuary is successful, the Cleric is immediately resurrected by servants of his or her deity. The Cleric is returned to life with full Health and Spirit Points, however, all wounds remain on the Cleric's body. Training in Spiritual Lore, Blessings gives a chance that a Chrism-like effect (Tier 4 of the Holy Receptacle spell) is placed on the Cleric prior to their resurrection. The chance is 5% at 2 ranks up to 90% at 189 ranks.

A Cleric can only muster the spiritual strength to successfully use Miracle once every 24 hours. However, those truly dedicated to the study of faith can petition their patrons more frequently. By training in Spiritual Lore, Religion a Cleric will recover his spiritual strength more quickly, reducing the normal 24 hours by 1 hour at 4 ranks and up to 16 hours at 184 ranks.

Note: Using the BESEECH command at any other time will not cost the cleric 50 MPs.

Mana Points do not return while dead, so it may be wise to keep a reserve of mana when adventuring in dangerous locations.

A special thanks to GM Thandiwe who wrote the beautiful deity-specific messaging with aid from GMs Gyres and Lothwyn.

- GM Oscuro -

Category: Clerics
Topic: Cleric Spells
Message #: 8887
Author: GS4-OSCURO
Date: 10/2/2009 8:51:13 PM
Subject: Miracle (350) Lore Update

Miracle (350)'s Spiritual Lore, Religion benefit has been changed from a reduction of the cooldown time to instead grant additional uses of the spell in the same 24 hour window. At 60, 125 and 195 ranks of Spiritual Lore, Religion, a Cleric gains an additional use of Miracle per day. For example, a Cleric with 125 ranks of Spiritual Lore, Religion can cast Miracle three times per day.

- GM Oscuro -

Category: Professions
Topic: Cleric
Message #: 510
Author: GS4-ESTILD
Date: 05/04/2019 05:28 AM PDT
Subject: Spring Spectacular: Miracle (350) Updated

Miracle (350) has been updated so that it always provides a powerful chrism effect to the cleric. Spiritual Lore: Blessings will now provide a chance (5% per seed 2 summation) for a free MANA SPELLUP after the cleric is resurrected. Lastly, clerics can now BESEECH TELEPORT so that they are teleported, then raised at the realm's location where corpses end up after decaying. In order for the teleport to work, it's subject to the same restrictions as creating the minor sanctuary in the room they died in. So if there are no creatures, it's guaranteed success, but if there are a lot of creatures, it's a skill check and can fail. Enjoy!

GameMaster Estild