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Through [[SENSE (verb)|sensing]] and then [[DRAW (verb)|re-drawing]] unique patterns, sorcerers are able to '''Planar Shift''' themselves and possibly others, travelling instantaneously to almost any point in [[Elanthia]]. The focus of this magic is a basic [[valence|valential]] [[summoning circle]], which is then detailed with the particular [[rune]]s corresponding to a unique [[flow pattern]] identifying a location within [[Elanith]]. The sorcerer then [[CAST (verb)|casts]] their magic upon the circle, causing a [[planar rift|rift]] to open, which can then be traversed as a normal portal. With sufficient skill, a sorcerer trained in [[#Lore Benefits|Demonology]] can travel locally, or, if highly skilled, then within the same [[teleportation zone]], without creating a summoning circle, though the dangers of such transport are doubled.


Planar Shift has a base success rate of 90% and is dependent on [[Discipline]], [[Aura]], and [[Wisdom]] stats. Training in [[#Lore Benefits|Sorcerous Lore, Demonology]], the [[Sorcerer Base]] spell circle, and [[SMC|Spiritual]] and [[Elemental Mana Control]]s will further improve the success rate up to a maximum of 99% (or a maximum of 98% when not using a summoning circle).
[[Category:Sorcerer Base Spells]]


If a cast is unsuccessful, the sorcerer will be struck with backlash energy causing [[damage]] and [[wounds]]. Injuries are typically mild, though extreme failures can cause death and even the possibility of accidentally [[demonic summoning|summoning a demon]] into this plane, which can be hazardous in its own right.
Through [[SENSE (verb)|sensing]] and then [[DRAW (verb)|re-drawing]] unique patterns, sorcerers are able to '''Planar Shift''' themselves and possibly others, travelling instantaneously to almost any point in [[Elanthia]]. The focus of this magic is a basic [[valence|valential]] [[summoning circle]], which is then detailed with the particular [[rune]]s corresponding to a unique [[flow pattern]] identifying a location within [[Elanith]]. The sorcerer then [[CAST (verb)|casts]] their magic upon the circle, causing a [[rift]] to open, which can then be traversed as a normal portal. With sufficient skill, a Sorcerer trained in [[Sorcerous Lore, Demonology|Demonology]] can travel locally without creating a summoning circle, though the dangers of such transport are doubled.


Planar Shift cannot be used to transport into or out of rooms that prevent teleportation. If the runes on a summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location. For example, if in [[Ta'Vaalor]], the caster must leave the city.
== Necessary Components for Creating a Summoning Circle ==


''[[Teleportation zone]]s were introduced in 2016 as part of the [[Teleportation review (saved posts)|Teleportation Review]]. It is important to know the difference and connection between a realm and a zone to have a full understanding of Planar Shift. Reviewing the [[realm]] article (which covers both) is strongly recommended for new users of this spell.
== Components ==
;* [[Rune book]]
;* [[Rune book]]
:To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries and each book must be bonded to in order to be recorded into. To bond to a rune book, go to any sorcerer guild summoning chamber and rub the [[latticed yellow crystal]].
:To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries each, and each book must be bonded to in order to record runes. A sorcerer may bond to only one rune book at a time. To bond to a rune book, go to any sorcerer guild summoning chamber and rub the [[latticed yellow crystal]]. Sorcerers may borrow another's rune book to draw patterns, but cannot record or erase patterns from any book but the one to which they are bonded.
;* A [[flow pattern|rune pattern]] of the desired destination
;* A [[flow pattern|rune pattern]] of the desired destination
:Most rooms have a unique pattern of magical flows (rooms which cannot be teleported into will not). [[SENSE (verb)|SENSE]] PATTERN records them into the book, and then they may then be drawn from it. The patterns are expressed as a colored series of runes within the book. The color represents the realm from which the pattern originates.
:Most rooms have a unique pattern of magical flows (rooms which cannot be teleported into will not). [[SENSE (verb)|SENSE]] PATTERN records them into the book, and then they may then be drawn from it. The patterns are expressed as a colored series of runes within the book. The color represents the [[realm]] from which the pattern originates. It is recommended to keep rune book pages organized by realm (i.e. rooms of a locale having the same color pattern).
;* Chalk
;* Chalk
:Chalks of the same type can be [[Phase (704)#Chalk|bundled using Phase]].
:Chalks of the same type can be [[Phase (704)#Chalk|bundled using Phase]].
:WARNING: Do not mix and match chalks when drawing, results could be disastrous
:WARNING: Do not mix and match chalks when drawing, results could be disastrous
:<b>Cross-realms transport: </b>
:'''Cross-realms transport:'''
::Stubby chalks are high quality, about 30,000 silver for one transport. A [[piece of crystalline chalk]] can be made by sorcerers in the Trinkets subskill of [[Alchemy]] and are good for interrealm transport as well.
::Crystalline chalks are high quality and cost about 30,000 silver for one transport, or made via [[Alchemy]]. Using crystalline chalk on same-realm transport will have no failure.


:<b>Same realms transport: </b>
== Cross-realms Mechanics ==

::Long chalks are lesser quality and cost about 1,000 silver for 100 transports. A [[rough stick of white chalk]] can be made via Alchemy and is good for intrarealm travel.
For sorcerers with fewer than 75 [[#Lore Benefits|Sorcerous Lore, Demonology]] ranks, high quality chalk must be used for this process. These must be purchased from the local Alchemist shop for 30,000 silvers, or made by a sorcerer alchemist. The success rate is the same as intra-realm transport. A sorcerer cannot bring companions with this version regardless of training, but [[Minor Summoning (725)|demons]] and [[Animate Dead (730)|animated creatures]] will continue to follow as normal.


# Hold the rune book in the right hand, and '''crystalline chalk''' in the left.
== Same-realm versus Cross-realms ==
# TURN/FLIP the book to the page with the desired pattern.
# DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
# DRAW PATTERN {#}.
# PREPARE 740|CAST CIRCLE automatically transports the caster.


:'''Same-realm transport:'''
Each individual room possesses a unique [[flow pattern]] which appears in the rune book as a series of [[Arcane language key (planar shift)|archaic runes]]. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each [[town]] and its surrounding environs are considered a single "realm," as the individual patterns found in the area all share the same color. Often times the areas between major towns will be of more than one color, or the patterns are unrecognizable altogether. When travelling between locations which share a color, the travel is considered same-realm. Likewise, travelling from one location to another whose rune is of a different color, is considered cross-realms.
::Long (or rough) chalks are lesser quality and cost about 1,000 silver for 100 transports, and can be made via Alchemy. With enough skill, as explained [[#Inter-realm Intra-zone Transport|below]], a sorcerer can attempt inter-realm intra-zone transports using low quality chalk.


== Same-realm Mechanics ==
== Same-realm Mechanics ==


Low quality chalks are used for intra-realm trips. Once a rift has been opened, it remains for 60 seconds before closing upon itself. It can be dispelled with [[Elemental Dispel (417)]] or [[Spirit Dispel (119)]].
Low quality chalks are used for shorter trips, thus transports within a single realm can be the most complex. [[Sorcerer Base]] ranks, [[Discipline]], [[Aura]], [[Wisdom]], and ranks in [[Spiritual Mana Control]] and [[Elemental Mana Control]] all contribute to success. More recently, skill in [[Sorcerous Lore, Demonology]] provides such a benefit that a Sorcerer who is 1xed in Demonology will find their success rate to be at or approaching 99% upon learning the spell. Those without any Demonology lore will find a similar success rate closer to level 60, variable somewhat due to stats and other skills.


Should the caster fail, there is a backlash of mild to moderate intensity which can stun and in very rare cases, kill the caster. However, the summoning circle will not be erased, and an additional attempt can be made. In an even rarer scenario, failure may allow a lesser demon to find its way into our world. If this should happen in town, a sorcerer will be charged with demonic summoning and arrested.
Training in [[Sorcerous Lore, Demonology]] also provides another benefit, in that it allows other characters [[group]]ed to the caster to be transported through opened rifts. Every 20 ranks of demonology will allow for one additional passenger to enter the rift safely (max 10 passengers at 200 ranks). It is possible to [[DRAG (verb)|drag]] characters through a rift as well, each character dragged through requiring an additional 20 Demonology as with those who simply walk through. Once a rift has been opened, it remains for 60 sec before closing upon itself.


# Hold the rune book in the right hand, and '''long chalk''' in the left.
Should the Sorcerer fail, there is a backlash of mild to moderate intensity which can stun and in very rare cases, kill the Sorcerer. However, the chalk will not be erased, and an additional attempt can be made. In an even rarer scenario, failure may allow a lesser demon to find its way into our world. If this should happen in town, a Sorcerer will be charged with demon summoning and arrested.
# TURN/FLIP the book to the page with the desired pattern.
# DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
# DRAW PATTERN {#}.
# PREPARE 740|CAST CIRCLE.
# GO RIFT '''All passengers must be members of the casters group, the caster must be the leader of that group, and all passengers must enter the rift first''' (dragged corpses may be dragged through by anyone, including the caster). The rift will close once the caster has passed through.


=== Inter-realm Intra-zone Transport ===
* Hold the rune book in the right hand, and '''long chalk''' in the left.
Sorcerers with 75 or more Demonology ranks may attempt to transport inter-realm in the same teleportation zone using low quality chalk. Except for a higher failure rate, the mechanics of this process as the same as the mechanics for [[#Same-realm Mechanics|same-realm transport]], including the ability to take group members.
* TURN/FLIP the book to the page with the desired pattern.
* DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
* DRAW PATTERN {#}.
* PREPARE 740/CAST AT CIRCLE.
* GO RIFT passengers first and caster last, the rift closes once the caster has passed through.
* [[Elemental Dispel (417)]] or [[Spirit Dispel (119)]] will manually close an open rift.


=== Gold Ring Function ===
===Success Rate===
Although the exact success formula is not public, it is known that Demonology Lore increases the success rate from a base of 90% to a maximum of at 99% at 120 ranks when transporting intra-realm using low quality chalk, or when transporting inter-realm using using high quality chalk. It is also known that transporting inter-realm intra-zone using low quality chalk imposes a penalty of 33 percentage points, which can be trained away at the rate of one percentage point for each three demonology ranks in excess of 75, until the penalty is completely eliminated at 174 demonology ranks.
Additionally, recent changes have allowed a skilled Sorcerer to use a more limited form of this spell without a circle entirely. To do so, a Sorcerer must have at least 40 ranks in [[Sorcerous Lore, Demonology]]. This spell will allow the Sorcerer to transport themselves to the last intra-realm location they shifted from, or room where they last used [[SENSE|SENSE PATTERN]] without holding a runebook, similar in functionality to a common [[gold ring]]. Doing so is twice as difficult as normal intra-realm shifting, and so should not be done recklessly except by the most skilled Sorcerers. The maximum success rate for this version is 98%, and a level 75 Sorcerer who is 1x in Demonology can expect to be seeing approximately this success rate, with minor variations to be expected due to skills and stats. This version also carries an increased risk of unleashing a demon upon failure. It cannot be used cross-realms, and if attempted, the spell will not work, with no catastrophic failure.
== Mana Control Benefit ==
Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way.


== Cross-realms Mechanics ==
== Lore Benefits ==
Training in [[Sorcerous Lore, Demonology]] provides three benefits:


=== Group Transport ===
High quality chalk must be used for this process. These must be purchased from the local Alchemist shop for 30,000 silvers, or made through Alchemy. The success rate is the same as intra-realm transport, however, failures have an increased chance of summoning a demon. A Sorcerer cannot bring companions with this version, regardless of training, but [[Minor Summoning (725)|Demons]] and [[Animate Dead (730)|animated creatures]] will continue to follow their master as normal.
Every 20 ranks of Demonology Lore will allow for one additional group member to enter the rift safely (max 10 passengers at 200 ranks before enhancives). It is possible to{{boldmono| [[DRAG]] }}characters through a rift as well, with each dragged character being treated the same as an additional group member. Group transport is available only when using low quality chalk, limiting its use to intra-realm transport or, for sorcerers with 75 or more demonology ranks, inter-realm intra-zone transport.


:{| {{prettytable|text-align:center;}}
* Hold the rune book in the right hand, and '''crystalline chalk''' in the left.
!align="right"|Sorcerous Lore, Demonology ranks||20||40||60||80||100||120||140||160||180||200||220||240
* TURN/FLIP the book to the page with the desired pattern.
|-
* DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
|align="right"|# of group members who can enter rift (excluding caster)||1||2||3||4||5||6||7||8||9||10||11||12
* DRAW PATTERN {#}.
|}
* PREPARE 740/CAST AT CIRCLE automatically transports you.
=== Gold Ring Function ===
At 40 ranks of Demonology Lore, a sorcerer may use the "[[gold ring]]" (component-less) function of the spell, eliminating the need for a summoning circle entirely. Using{{boldmono| [[INCANT]]}}, the caster will transport themselves to the last intra-realm location they shifted from, or room where they last used{{boldmono| [[SENSE|SENSE PATTERN]] }}without holding a runebook. At 75 or more demonology ranks, a sorcerer may use this ability inter-realm intra-zone. This ability is twice as difficult to use as when using a rune book and chalk. The maximum success rate for this version is 98%, and a level 75 Sorcerer who is 1x in Demonology can expect to see approximately this success rate, with minor variations to be expected due to skills and stats. This version also carries an increased risk of unleashing a demon upon failure.


== Failures ==
== Messaging ==
;Success
<pre{{log2}}>
>prep 740
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...
Your spell is ready.
>cast circle
You gesture at a summoning circle.
Your spell activates the dormant summoning circle. Pure white flames of essence blaze around each rune and link them together in a complex circular web. As the web completes itself, the runes transform from their translucent color to brilliant twilight grey. Lines of twilight grey energy snake from the runes to activate the sigil at the center of the circle. The central sigil vanishes, and, with a blinding flash of light, a shifting twilight grey rift opens.
Cast Roundtime 3 Seconds.


>look rift
If the casting of this magic is unsuccessful, the caster will be struck with backlash energy causing [[damage]] and [[wounds]]. Injuries are typically mild, though extreme failures can cause death and even the possibility of accidentally [[demonic summoning|summoning a demon]] into this plane, which can be hazardous in its own right.
A collage of images fills your mind as you peer into the depths of a shifting twilight grey rift. You gaze unwaveringly, transfixed by the jumble of historic images racing across your consciousness. Massive [[Drake|winged beasts]], reptilian in nature, flit through a flame-ravaged sky, locked in battle with [[Ur-Daemon|otherwordly]] creatures. Soon enough, the scene changes to one of serenity and peace, various humanoids emerging en masse from caves. That image, too, fades and is replaced by a great amalgamation of humanoids, all different races standing across a great decaying [[Undead War|battlefield]] juxtaposed to zombies, banshees and other abominations. But, after only a few seconds, that scene too disappears as quickly as it entered your now reeling mind. Just as it seems the jumble of images will stop, they start again, in quick succession like a seamstress wielding her loom. An eternity of tranquil images passes you by, only to be suddenly, and devastatingly replaced by a [[Lerep Hochstib|crude half-elf]] leading an army of humans towards a [[Wehnimer's Landing|small town]]. But alas, as the story gets interesting, all the images fade and you avert your gaze.
</pre>


;Minor Failure
If the area prevents teleportation, the sorcerer will not be able to overcome it. If the runes on your summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location. If in [[Ta'Vaalor]], the caster must leave the city.
<pre{{log2}}>
>prep 740
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...
Your spell is ready.
>cast circle
You gesture at a summoning circle.
A small shadowy rift begins to take form before your eyes. Suddenly, a small black void floats out of the rift and stops directly over you!
... 5 points of damage!
Veins in arm stand out briefly!
Cast Roundtime 3 Seconds.


>cast circle
==Log Clip==
You gesture at a summoning circle.
Most commonly, abyran'ra are inadvertently summoned to Elanthia, making them rather grouchy:
A small shadowy rift begins to take form before your eyes. Suddenly, a dark cloud emerges from the rift, and begins crushing you!
<div {{log}}>
... 15 points of damage!
You gesture at a summoning circle.<br>
Blow to your chest causes your heart to skip a beat.
A small shadowy rift begins to take form before your eyes. Suddenly, a flurried black haze slices at you from within the rift.<br>
You are stunned for 1 round!
... 30 points of damage!<br>
Cast Roundtime 3 Seconds.
Off-balance slash to your left arm shatters your elbow.<br>
</pre>
&#042;CRUNCH&#042;<br>

You are stunned for 5 rounds!<br>
;Demonic Failure
!S><br>
Most commonly, a [[lithe black abyran'ra]] is inadvertently summoned to Elanthia, making them rather grouchy:
The rift begins to waver lazily and suddenly implodes upon itself in a large plume of soot-filled black smoke. When the rift clears, [[abyran|a lithe black abyran'ra]] is standing around, surveying the surroundings.<br>
<pre{{log2}}>
Cast Roundtime 3 Seconds.<br>
You gesture at a summoning circle.
!S><br>
A small shadowy rift begins to take form before your eyes. Suddenly, a flurried black haze slices at you from within the rift.
A lithe black abyran'ra tries to sink its curved fangs into you!<br>
... 30 points of damage!
AS: +480 vs DS: +394 with AvD: +32 + d100 roll: +39 = +157<br>
Off-balance slash to your left arm shatters your elbow.
&nbsp;&nbsp;&nbsp;... and hits for 26 points of damage!<br>
&#042;CRUNCH&#042;
&nbsp;&nbsp;&nbsp;Minor puncture to the left leg.<br>
You are stunned for 5 rounds!
!S><br>
!S>
A lithe black abyran'ra swiftly raises its arms and slashes its talons at you!<br>
The rift begins to waver lazily and suddenly implodes upon itself in a large plume of soot-filled black smoke. When the rift clears, a lithe black abyran'ra is standing around, surveying the surroundings.
CS: +410 - TD: +346 + CvA: +12 + d100: +24 - -5 == +105<br>
Cast Roundtime 3 Seconds.
&nbsp;&nbsp;&nbsp;Warding failed!<br>
!S>
&nbsp;&nbsp;&nbsp;Your eyes suddenly cloud over. A moment later you realize you cannot see at all.<br>
A lithe black abyran'ra tries to sink its curved fangs into you!
!S><br>
AS: +480 vs DS: +394 with AvD: +32 + d100 roll: +39 = +157
A lithe black abyran'ra whips its coils underneath itself swiftly, then suddenly tenses its muscles, leaping forth with astonishing speed toward you! The black abyran'ra lashes out with its tail as it nears you, catching you around your waist as it spins in ever tighter circles! Within mere seconds, its coils wrap tightly around you, and its lidless eyes stare intently at you before it makes a sharp dive, moving fluidly to let its fangs find your neck!<br>
&nbsp;&nbsp;&nbsp;... 10 points of damage!<br>
... and hits for 26 points of damage!
Minor puncture to the left leg.
&nbsp;&nbsp;&nbsp;Well placed shot to the neck!<br>
!S>
&nbsp;&nbsp;&nbsp;You feel a fierce poison coursing through your veins!<br>
A lithe black abyran'ra swiftly raises its arms and slashes its talons at you!
<br>
CS: +410 - TD: +346 + CvA: +12 + d100: +24 - -5 == +105
The black abyran'ra loosens its coils and slithers to the ground.<br>
Warding failed!
</div>
Your eyes suddenly cloud over. A moment later you realize you cannot see at all.
!S>
A lithe black abyran'ra whips its coils underneath itself swiftly, then suddenly tenses its muscles, leaping forth with astonishing speed toward you! The black abyran'ra lashes out with its tail as it nears you, catching you around your waist as it spins in ever tighter circles! Within mere seconds, its coils wrap tightly around you, and its lidless eyes stare intently at you before it makes a sharp dive, moving fluidly to let its fangs find your neck!
... 10 points of damage!
Well placed shot to the neck!
You feel a fierce poison coursing through your veins!

The black abyran'ra loosens its coils and slithers to the ground.
</pre>
;Misfire
<pre{{log2}}>
>cast runestaff
You gesture at a twisted orase runestaff capped with a smoky crystal orb.
As you prepare to cast, you realize your orase runestaff will not properly protect you from the ravages of planar travel.
Cast Roundtime 3 Seconds.
</pre>
{{AR2}}
{{AR2}}
{{:rough stick of white chalk}}
{{:rough stick of white chalk}}


{{:piece of crystalline chalk}}
{{:piece of crystalline chalk}}

==See Also==
==Resources==
*[[Latticed yellow crystal]]
*[[Latticed yellow crystal]]
*[[/saved posts|Saved posts]]
*[[Planar Shift (740) Update (saved post)]]
*[[/saved post archive|Saved post archive]]
*[[Planar Shift (guide)|Kastrel's Planar Shifting Guide]]
*[[Planar Shift (guide)|Kastrel's Planar Shifting Guide]]
*[[Planar Shift 2005-2006 saved posts]]
*[[Arcane language key (planar shift)]]
*[[Arcane language key (planar shift)]]

== External Links ==
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#740 Sorcerer Base Spell Circle: Planar Shift], on Play.net
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#740 Sorcerer Base Spell Circle: Planar Shift], on Play.net



Revision as of 19:12, 18 July 2020

Planar Shift (740)
Mnemonic [SHIFT]
Duration Instantaneous
Utility Magic  
Subtype Travel 
Components See left 
Availability Single or Group 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Through sensing and then re-drawing unique patterns, sorcerers are able to Planar Shift themselves and possibly others, travelling instantaneously to almost any point in Elanthia. The focus of this magic is a basic valential summoning circle, which is then detailed with the particular runes corresponding to a unique flow pattern identifying a location within Elanith. The sorcerer then casts their magic upon the circle, causing a rift to open, which can then be traversed as a normal portal. With sufficient skill, a sorcerer trained in Demonology can travel locally, or, if highly skilled, then within the same teleportation zone, without creating a summoning circle, though the dangers of such transport are doubled.

Planar Shift has a base success rate of 90% and is dependent on Discipline, Aura, and Wisdom stats. Training in Sorcerous Lore, Demonology, the Sorcerer Base spell circle, and Spiritual and Elemental Mana Controls will further improve the success rate up to a maximum of 99% (or a maximum of 98% when not using a summoning circle).

If a cast is unsuccessful, the sorcerer will be struck with backlash energy causing damage and wounds. Injuries are typically mild, though extreme failures can cause death and even the possibility of accidentally summoning a demon into this plane, which can be hazardous in its own right.

Planar Shift cannot be used to transport into or out of rooms that prevent teleportation. If the runes on a summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location. For example, if in Ta'Vaalor, the caster must leave the city.

Teleportation zones were introduced in 2016 as part of the Teleportation Review. It is important to know the difference and connection between a realm and a zone to have a full understanding of Planar Shift. Reviewing the realm article (which covers both) is strongly recommended for new users of this spell.

Components

To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries each, and each book must be bonded to in order to record runes. A sorcerer may bond to only one rune book at a time. To bond to a rune book, go to any sorcerer guild summoning chamber and rub the latticed yellow crystal. Sorcerers may borrow another's rune book to draw patterns, but cannot record or erase patterns from any book but the one to which they are bonded.
Most rooms have a unique pattern of magical flows (rooms which cannot be teleported into will not). SENSE PATTERN records them into the book, and then they may then be drawn from it. The patterns are expressed as a colored series of runes within the book. The color represents the realm from which the pattern originates. It is recommended to keep rune book pages organized by realm (i.e. rooms of a locale having the same color pattern).
  • Chalk
Chalks of the same type can be bundled using Phase.
WARNING: Do not mix and match chalks when drawing, results could be disastrous
Cross-realms transport:
Crystalline chalks are high quality and cost about 30,000 silver for one transport, or made via Alchemy. Using crystalline chalk on same-realm transport will have no failure.

Cross-realms Mechanics

For sorcerers with fewer than 75 Sorcerous Lore, Demonology ranks, high quality chalk must be used for this process. These must be purchased from the local Alchemist shop for 30,000 silvers, or made by a sorcerer alchemist. The success rate is the same as intra-realm transport. A sorcerer cannot bring companions with this version regardless of training, but demons and animated creatures will continue to follow as normal.

  1. Hold the rune book in the right hand, and crystalline chalk in the left.
  2. TURN/FLIP the book to the page with the desired pattern.
  3. DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
  4. DRAW PATTERN {#}.
  5. PREPARE 740|CAST CIRCLE automatically transports the caster.
Same-realm transport:
Long (or rough) chalks are lesser quality and cost about 1,000 silver for 100 transports, and can be made via Alchemy. With enough skill, as explained below, a sorcerer can attempt inter-realm intra-zone transports using low quality chalk.

Same-realm Mechanics

Low quality chalks are used for intra-realm trips. Once a rift has been opened, it remains for 60 seconds before closing upon itself. It can be dispelled with Elemental Dispel (417) or Spirit Dispel (119).

Should the caster fail, there is a backlash of mild to moderate intensity which can stun and in very rare cases, kill the caster. However, the summoning circle will not be erased, and an additional attempt can be made. In an even rarer scenario, failure may allow a lesser demon to find its way into our world. If this should happen in town, a sorcerer will be charged with demonic summoning and arrested.

  1. Hold the rune book in the right hand, and long chalk in the left.
  2. TURN/FLIP the book to the page with the desired pattern.
  3. DRAW SUMMONING CIRCLE. (RUB CIRCLE to erase.)
  4. DRAW PATTERN {#}.
  5. PREPARE 740|CAST CIRCLE.
  6. GO RIFT All passengers must be members of the casters group, the caster must be the leader of that group, and all passengers must enter the rift first (dragged corpses may be dragged through by anyone, including the caster). The rift will close once the caster has passed through.

Inter-realm Intra-zone Transport

Sorcerers with 75 or more Demonology ranks may attempt to transport inter-realm in the same teleportation zone using low quality chalk. Except for a higher failure rate, the mechanics of this process as the same as the mechanics for same-realm transport, including the ability to take group members.

Success Rate

Although the exact success formula is not public, it is known that Demonology Lore increases the success rate from a base of 90% to a maximum of at 99% at 120 ranks when transporting intra-realm using low quality chalk, or when transporting inter-realm using using high quality chalk. It is also known that transporting inter-realm intra-zone using low quality chalk imposes a penalty of 33 percentage points, which can be trained away at the rate of one percentage point for each three demonology ranks in excess of 75, until the penalty is completely eliminated at 174 demonology ranks.

Mana Control Benefit

Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way.

Lore Benefits

Training in Sorcerous Lore, Demonology provides three benefits:

Group Transport

Every 20 ranks of Demonology Lore will allow for one additional group member to enter the rift safely (max 10 passengers at 200 ranks before enhancives). It is possible to DRAG characters through a rift as well, with each dragged character being treated the same as an additional group member. Group transport is available only when using low quality chalk, limiting its use to intra-realm transport or, for sorcerers with 75 or more demonology ranks, inter-realm intra-zone transport.

Sorcerous Lore, Demonology ranks 20 40 60 80 100 120 140 160 180 200 220 240
# of group members who can enter rift (excluding caster) 1 2 3 4 5 6 7 8 9 10 11 12

Gold Ring Function

At 40 ranks of Demonology Lore, a sorcerer may use the "gold ring" (component-less) function of the spell, eliminating the need for a summoning circle entirely. Using INCANT, the caster will transport themselves to the last intra-realm location they shifted from, or room where they last used SENSE PATTERN without holding a runebook. At 75 or more demonology ranks, a sorcerer may use this ability inter-realm intra-zone. This ability is twice as difficult to use as when using a rune book and chalk. The maximum success rate for this version is 98%, and a level 75 Sorcerer who is 1x in Demonology can expect to see approximately this success rate, with minor variations to be expected due to skills and stats. This version also carries an increased risk of unleashing a demon upon failure.

Messaging

Success
>prep 740
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...
Your spell is ready.
>cast circle
You gesture at a summoning circle.
Your spell activates the dormant summoning circle.  Pure white flames of essence blaze around each rune and link them together in a complex circular web.  As the web completes itself, the runes transform from their translucent color to brilliant twilight grey.  Lines of twilight grey energy snake from the runes to activate the sigil at the center of the circle.  The central sigil vanishes, and, with a blinding flash of light, a shifting twilight grey rift opens.
Cast Roundtime 3 Seconds.

>look rift
A collage of images fills your mind as you peer into the depths of a shifting twilight grey rift.  You gaze unwaveringly, transfixed by the jumble of historic images racing across your consciousness.  Massive winged beasts, reptilian in nature, flit through a flame-ravaged sky, locked in battle with otherwordly creatures.  Soon enough, the scene changes to one of serenity and peace, various humanoids emerging en masse from caves.  That image, too, fades and is replaced by a great amalgamation of humanoids, all different races standing across a great decaying battlefield juxtaposed to zombies, banshees and other abominations.  But, after only a few seconds, that scene too disappears as quickly as it entered your now reeling mind.  Just as it seems the jumble of images will stop, they start again, in quick succession like a seamstress wielding her loom.  An eternity of tranquil images passes you by, only to be suddenly, and devastatingly replaced by a crude half-elf leading an army of humans towards a small town.  But alas, as the story gets interesting, all the images fade and you avert your gaze.
Minor Failure
>prep 740
You begin drawing a faint, twisting symbol while softly intoning the words for Planar Shift...
Your spell is ready.
>cast circle
You gesture at a summoning circle.
A small shadowy rift begins to take form before your eyes.  Suddenly, a small black void floats out of the rift and stops directly over you!
   ... 5 points of damage!
   Veins in arm stand out briefly!
Cast Roundtime 3 Seconds.

>cast circle
You gesture at a summoning circle.
A small shadowy rift begins to take form before your eyes.  Suddenly, a dark cloud emerges from the rift, and begins crushing you!
   ... 15 points of damage!
   Blow to your chest causes your heart to skip a beat.
   You are stunned for 1 round!
Cast Roundtime 3 Seconds.
Demonic Failure

Most commonly, a lithe black abyran'ra is inadvertently summoned to Elanthia, making them rather grouchy:

You gesture at a summoning circle.
A small shadowy rift begins to take form before your eyes. Suddenly, a flurried black haze slices at you from within the rift.
... 30 points of damage!
Off-balance slash to your left arm shatters your elbow.
*CRUNCH*
You are stunned for 5 rounds!
!S>
The rift begins to waver lazily and suddenly implodes upon itself in a large plume of soot-filled black smoke. When the rift clears, a lithe black abyran'ra is standing around, surveying the surroundings.
Cast Roundtime 3 Seconds.
!S>
A lithe black abyran'ra tries to sink its curved fangs into you!
AS: +480 vs DS: +394 with AvD: +32 + d100 roll: +39 = +157
   ... and hits for 26 points of damage!
   Minor puncture to the left leg.
!S>
A lithe black abyran'ra swiftly raises its arms and slashes its talons at you!
CS: +410 - TD: +346 + CvA: +12 + d100: +24 - -5 == +105
   Warding failed!
   Your eyes suddenly cloud over. A moment later you realize you cannot see at all.
!S>
A lithe black abyran'ra whips its coils underneath itself swiftly, then suddenly tenses its muscles, leaping forth with astonishing speed toward you!  The black abyran'ra lashes out with its tail as it nears you, catching you around your waist as it spins in ever tighter circles! Within mere seconds, its coils wrap tightly around you, and its lidless eyes stare intently at you before it makes a sharp dive, moving fluidly to let its fangs find your neck!
   ... 10 points of damage!
   Well placed shot to the neck!
   You feel a fierce poison coursing through your veins!

The black abyran'ra loosens its coils and slithers to the ground.
Misfire
>cast runestaff
You gesture at a twisted orase runestaff capped with a smoky crystal orb.
As you prepare to cast, you realize your orase runestaff will not properly protect you from the ravages of planar travel.
Cast Roundtime 3 Seconds.

Alchemy Recipes

A rough stick of white chalk
Eastern version Western version
  1. Add trinket oil
  2. Add 2 doses of powdered white marble
  3. Add s'ayanad crystal
  4. Boil
  1. Add trinket oil
  2. Add 2 doses of powdered white clamshell
  3. Add s'ayanad crystal
  4. Boil


A piece of crystalline chalk
  1. Add trinket oil
  2. Add essence of air
  3. Add 2 doses of quartz sand
  4. Simmer
  5. Add powdered uncut emerald
  6. Add powdered aster opal
  7. Infuse
  8. Refract Moonlight through a shadowglass lens
  9. Boil
  10. Chant Planar Shift (740)

Resources