Spiritual Mana Control

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The Spiritual Mana Control skill serves the same purpose as Elemental Mana Control and Mental Mana Control; it determines the efficiency with which a player can control the flows of mana of the Spiritual realm. Mana Control skill has an effect on a wide variety of spells and magical abilities.

SMC also factors into avoiding spell burst, runestaff defense, and some alchemy skills (mainly determining success at the training cauldrons).

Ranks and Training Costs

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 1 1 1 1 1 1 3 2 - 2 1
Training Point Cost 0/10 0/10 0/8 0/15 0/5 0/5 0/3 0/3 - 0/3 0/12

Spells and Abilities Affected by SMC

Mana sharing

This skill allows you to share mana with other players who also have some Spiritual Mana Control skill by using the SEND (verb). The mana transferred is:

Mana Sent × 0.95 × [Sender's SMC skill / 100] × [Receiver's SMC skill / 100]

Mana gain

This skill can directly increase the amount of mana gained per pulse.

Profession Status Effect on mana per pulse
Cleric Primary 1 mana per pulse for every 10 ranks
Paladin Primary 1 mana per pulse for every 10 ranks
Ranger Primary 1 mana per pulse for every 10 ranks
Empath Primary if SMC > MMC, otherwise Secondary +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary
Sorcerer Primary if SMC > EMC, otherwise Secondary +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary
Warrior Primary if SMC > EMC, otherwise Secondary +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary
Rogue Primary if SMC > EMC, otherwise Secondary +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary
Monk Primary if SMC > MMC, otherwise Secondary +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary
All others Auxiliary Does not affect mana per pulse

For hybrid professions, if both skills are equal, an arbitrary one is concerned primary; for the purposes of calculating how much mana you gain per pulse, it doesn't matter which one is chosen.

MANA (verb) (ability)

Determines or helps determine sorcerer, empath, paladin, ranger, and cleric MANA SPELLUP and MANA PULSE proficiency.

Multicast (ability)

Determines or helps determine sorcerer, empath, paladin, ranger, and cleric multicast proficiency.

Minor Spiritual

Major Spiritual

Cleric Base

  • Raise Dead (318) - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks
  • Ethereal Censer (320) - increases the base mana reduction by 1% per 20 ranks beyond 100 ranks
  • Sanctify (330) - increases skill at a rate of +1 per 2 ranks
  • Divine Wrath (335) - increases the number of targets by 1 per 75 skill bonus (or 1 per 50 skill bonus for the EVOKEd version)

Ranger Base

  • Imbue (614) - increases the success rate and chance of turning a stick into a rod
  • Resist Nature (620) - increases the duration of the applied resistance and allows the spell to be applied padded armor based on a seed 1 summation of ranks

Sorcerer Base

  • Mana Disruption (702) - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster's Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher SMC, it will attempt to randomly select a spiritual spell first
  • Corrupt Essence (703) - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]
  • Balefire (713) - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus
  • Scroll Infusion (714) - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.
  • Dark Catalyst (719) - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.
  • Implosion (720) - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.
  • Ensorcell (735) - Spiritual Mana Control Ranks is a secondary factor in the success of Ensorcell.
  • Planar Shift (740) - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way
  • Sacrifice (ability) - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.

Empath Base

Paladin Base

  • Repentance (1615) - Training in Spiritual Mana Control will increase lethality by raising the lower bound of potential damage when the spell is EVOKEd. This benefit is capped at 1x training in Spiritual Mana Control.
  • Holy Weapon (1625) - A fully bonded weapon can hold multiple charges of an infused spell totaling 30 mana + (Spiritual Mana Control skill / 2); the mana will be infused at the time of imbuing and not activation.
  • Divine Word (1640) - Reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks
  • Divine Incarnation (1650) - increases the size of the divine energy pool by one for every 5 ranks.

Scrolls and Magical Items

Characters trained mana controls to gain applicable additional benefits from spells activated by items using Magic Item Use or scrolls using Arcane Symbols will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character's profession, a minor circle spell, or known through a spell knowledge 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 activated/invoked.

Resources