Minor Mental/saved post archive

The official GemStone IV encyclopedia.
< Minor Mental
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

SimuCon 2008

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 138
Author: GRANTA
Date: 8/9/2008 1:17:14 PM
Subject: Hot off the presses, MINOR MENTAL!

1201 Minor damage spell. Like Harm.

1202 Iron Skin. Increases ASG benefits when no armor or cloth armor.

1203 Powersink. Warding spell. MMC single cast to multi targets. Increased spell prep time, good for critters.

1204 Foresight. Ye Olde DS spell. Not self-cast only.

1205 Soothing Word. Removes detrimental emotional effects from target, such as fear or rage.

1206 Telekinesis. Throw objects for damage based on spell aiming. Mana cost based encumbrance.

1207 Force Projection. Single target knockdown. Not warding based. "Single target ewave."

1208 Mindward. Mental TD, NOT self cast only.

1209 Dragon Claw. Hands and feet charged with energy. Unarmed attacks give a chance for warding rolls for energy criticals.

1210 Thought Lash. Crackling whip of psychic energy that hits a target for special effects, entangle. Warding based.

1211 Confusion. Target gets confused, no maneuvers, can attack anything.

1212 Shroud of Deception. Caster looks like a different race, gender, or physical appearance.

1213 Mind over Body. Group "Focus" spell. Reduced stamina costs for actions.

Focus is a new mechanic for group benefits, usually pretty powerful.

1214 Brace. Thick bone plates on forearms. If no shield/weapon, chance to deflect ranged/melee attacks. Chance to disarm on parry.

1215 Blink Chance to avoid attacks that would otherwise hit caster. Similar to 115 but works on AS/DS instead of CS/TD.

1216 Focus Barrier. Focus spell. Provides generic DS to everyone.

1217 Vision. Allows caster to watch a target for a short duration. Must be alive.

1218 Mental Dispel

1219 Mass Vertigo Casters moves multiple targets to the astral plane. Targets fall down and get roundtime.

1220 Premonition. Generic DS and maneuver defense. Self-cast only.

1225 Mindwipe. Warding. Reduces target's effective level. Single target for 13 mana, mass for 25. Doesn't effect experience or treasure.

1235 Provoke. Beacon in an area, increases generation rates of creatures.

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 141
Author: GRANTA
Date: 8/9/2008 1:34:14 PM
Subject: Re: Hot off the presses, MINOR MENTAL!

Estild and Oscuro said that since this is a minor list, quite a few of the spells could be expected to be found on scrolls, though no specific details of which spells.

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 167
Author: GS4-OSCURO
Date: 8/10/2008 5:27:18 PM
Subject: Hot off the presses, MINOR MENTAL!

A couple things Belnia forgot to mention that were released at the con:

Iron Skin (1202) will provide its AsG benefit based on Monk level and Transformation lore. Savants are meant to get use out of the spell, but Monks will have a higher potential AsG cap w/ it than Savants will.

Only one focus spell can be active at a time, so while the benefits are generally rather large, such as being a good buff for the whole group, a player has to choose which one they have active. Mind over Body and Focus Barrier are the two focus spells being introduced in the MnM list, and we'll have a few more available to Savants. If there are two Monks in a group, it will be possible to have one running Mind over Body and the other running Focus Barrier.

>>I don't understand how a class that is supposed to train in spells and has CS based attacks in circle that is meant for them...is a square.

Like any list, not every spell is meant for every individual with access to it. The warding spells without pushdowns (and Telekinesis) are meant to be more useful for Savants, while other spells like Iron Skin, Dragonclaw, Brace and Mind over Body will be more useful to Monks. Both classes can and likely will use all of these spells, but not in the same capacity. Attacks that we want Monks to fully utilize will either not be warding based (Force Projection), or have a TD pushdown (Powersink).

>>Are paladin squares too? Cause I darn sure have never though of em as squares.

No. Squares have access to two minor spell lists. Semis have access to one minor spell list and a profession list. Pures have access to a profession list and two others. Thus, Monks are squares and Paladins are semis. Monks will be the most magical of squares and Paladins are the most physical of semis, so the line blurs somewhere between them.

>>My biggest question is what form of Redux Monks are going to follow. Semi-dux? Or the severely-penalized-for-spells Square redux?

There is only one redux system which is available to all classes. Squares just typically have a much higher redux than semis and pures have none. Monks, even with spell training, will have redux available to them. With a typical training path, though, they'll have less redux than Warriors and Rogues and more than the other classes.

GM Oscuro

Iron Skin (1202)

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 177
Author: GS4-ESTILD
Date: 8/11/2008 1:18:41 PM
Subject: Hot off the presses, MINOR MENTAL!

It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. -Lia

Monks will not have inherent armor. From our design standpoint, they will wear no or cloth armor and use Iron Skin (1202). Iron Skin will provide a base amount of armor equivalent protection, with Mental Lore, Transformation increasing the bonus. Monks will also receive an innate bonus to this spell based upon their level.

And are you still considering switching rogues to MnM instead of MnS? -Lia

No, there is no such consideration at this time.

GameMaster Estild

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 178
Author: GS4-OSCURO
Date: 8/11/2008 1:33:26 PM
Subject: Hot off the presses, MINOR MENTAL!

>>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. Traditionally, squares have redux and high AsG armor instead of massive DS. Does this mean that high level Monks can have skin that's the equivalent of chain hauberk or even plate, with 0 spell hindrance? Would 1202 make this even more powerful?

1202 is what's giving them the ability in the first place. It's not innate. Iron Skin will harden the caster's skin and make it act as AsG 6 (full leather) as a base. This base increases with Monk level and Transformation lore (on separate seeds, so the increases are front-loaded). Chain AsGs will be possible, but I'm not sure about plates. Monks that 1x transformation lore will have a higher possible AsG with Iron Skin than non-Monks that 2x. I'm not sure what was decided with spell hindrance and Iron Skin, but my guess is it won't cause it.

Monks will also have redux available, and will also be expected to gain a little DS through spells.

>>And are you still considering switching rogues to MnM instead of MnS?

As far as I know, there aren't any plans for it to happen. Many of the spells on the MnM list are designed considering that Monks will be the only square with access, and I don't think it would make much sense to have a square be the only class able to imbed MnM spells. In the end, it's to the Rogue team, GMs Ildran, Coase and Warden, though.

GM Oscuro