Mental Lore, Transference: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(Added lore benefits for Vertigo)
 
(One intermediate revision by one other user not shown)
Line 3: Line 3:
In future, this lore may play a part in spells in the [[Major Mental]] list and [[Savant Base]] list.
In future, this lore may play a part in spells in the [[Major Mental]] list and [[Savant Base]] list.


==Minor Mental==
==[[Empath Base]]==

Allows empaths to TRANSFER scars from others at 50 ranks of Mental Lore, Transference

::*[[Limb Repair (1102)]]
::*[[System Repair (1103)]]
::*[[Head Repair (1104)]]
::*[[Organ Repair (1105)]]
::*[[Limb Scar Repair (1111)]]
::*[[System Scar Repair (1112)]]
::*[[Head Scar Repair (1113)]]
::*[[Organ Scar Repair (1114)]]

;*[[IMPRINT (verb)|Imprint]] (empath ability)
:Allows empaths to transfer wounds and scars from adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks

;*[[Solace (1140)]]
:Grants 3 + (Mental Lore, Transference Bonus / 50) charges and lasts the standard imprint duration. Increases the range of Solace to adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far at 105 ranks.

==[[Minor Mental]]==
;*[[Blink (1215)]]
;*[[Blink (1215)]]
:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]].
:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]].

Latest revision as of 15:00, 3 December 2017

Mental Lore, Transference aids in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel.

In future, this lore may play a part in spells in the Major Mental list and Savant Base list.

Empath Base

Allows empaths to TRANSFER scars from others at 50 ranks of Mental Lore, Transference

Allows empaths to transfer wounds and scars from adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks
Grants 3 + (Mental Lore, Transference Bonus / 50) charges and lasts the standard imprint duration. Increases the range of Solace to adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far at 105 ranks.

Minor Mental

The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the summation chart.
The warding margins required for higher tier effects occur at base values of 20, 70, and 120. These values are decreased on warding failure by a value of seed 6 with a 2x multipler of the summation chart. 50 ranks yields a bonus of 11, 100 ranks would yield a bonus of 19, etc.

Resources