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{{not-yet-implemented | spell}}

{{spell |
{{spell |
| name = Planar Shifting
| name = Planar Shift
| number = 740
| number = 740
| mnemonic = Unknown
| mnemonic = SHIFT
| duration = Instantaneous
| duration = Instantaneous
| components = Chalks and a Runebook
| type = Utility
| type = Utility
| subtype = Travel
| skill = None
| components = See left
| availability = Single or Group
| navigation = {{Sorcerer base navigation}}
}}
}}
__TOC__
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).
Planar Shifting is a new [[Sorcerer Base]] spell currently being discussed amongst the Sorcery forums.


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.
By manipulating the fabric of space, the sorcerer opens a dimensional rift through which he or she can travel to any location in the world of Elanthia. With the exception of teleport restricted rooms (most of [[The Rift]], [[Major Sanctuary (220)|Sanctuary]], etc.), any individual room in any realm can be traveled to instantaneously. For future reference, interrealm travel is travel between various realms, and intrarealm travel is within a single realm.


Planar Shift is unique among teleportation abilities in that it is immune to Chronomage interception when traveling between realms.
The dimensional rift is filled with chaotic energies which are too dangerous to attempt to pass through normally. Therefore, the Sorcerer must create a runic summoning circle to defend him or herself from the chaotic energies, otherwise the safely traversing the rift will be impossible. These circles will be drawn in special magical chalks, which will run a cost for use of this spell. The cost of these chalks will be much higher for interrealm quality, as opposed to those used in intrarealm.


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.
With the right training, a sorcerer will be able to bring others through the portal as well, but this only applies to the intrarealm portion.


''[[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. Incorrectly understanding teleportation realms and zones may have negative consequences ranging from wasting expensive chalk to summoning a demon which kills you.
== Components ==
== Components ==
;* [[Rune book]]
There are two primary components stated to be used with the Planar Shifting spell, chalks and rune books.
: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
: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
: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 [[#Teleportation within a zone|below]], a sorcerer can attempt teleportation within a teleportation zone using low quality chalk.
:Crystalline chalks are high quality and cost about 30,000 silver for one transport, or made via [[Alchemy]]. Using crystalline chalk on teleportation within a realm will have no failure.
: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


== Teleportation within a realm ==
==== Chalks ====
The chalks involved in the use of this spell will be purchasable at local magic or alchemist shops, and possibly in [[Sorcerer Guild]] shops as well. So far, there are two types, intrarealm and interrealm.


Teleportation within a single realm can be done with low quality chalk. Using high quality chalk reduces the chance of failure. Once a rift has been opened this way, it remains for 60 seconds before closing upon itself. It can be dispelled with [[Elemental Dispel (417)]] or [[Spirit Dispel (119)]].
The interrealm chalks run 50,000 silvers for a single use. The chalk is so high quality in all of its aspects that most, if not all failures normally possible with the spell are negated. So far, Nilven has yet to state what, if any other failures are possible with this version of the spell, save outright failure. In this case, the spell would simply fail to active, causing no harm other than causing you to lose that use of chalk. These chalks are an absolute must for the interrealm portion of the spell, there will be no way around it.


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.
The intrarealm chalks will be much cheaper. While the interrealm chalks have been given a price tag of 50,000 silvers, these chalks we do not know so much about. Nilven went so far as to say that their price would be "trivial", but nothing more. It is my personal belief that Nilven would not call any significant amount of money trivial, so my estimate for their cost is between 100 and 2000 silvers per use. Keep in mind, this is entirely unofficial, just a guess. The chalks will be used to travel about within the realm, but they are far less well made; without the protective benefits of the interrealm version, many more failures are now possible, and success is far less likely. While these have not been gone into, it may be safe to assume that they might be physically dangerous.


# Hold the rune book in the right hand, and '''long chalk''' in the left.
It seems to have been implied that a sorcerer could use the interrealm chalks for travel within a realm for increased safety, but with such a high pricetag, it would be very bad economically. Also, both forms of the chalks may be purchasable in a bulk form, to save space.
# 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.


== Teleportation within a zone ==
==== Rune Book ====
The rune book will be involved in storage of room runes, which will be discussed later. But they have quite a few important specifications. First off, they can be bonded to by a sorcerer. A sorcerer can only be bonded to one book at a time, and only one sorcerer can be bonded to a book at one time. A sorcerer can unbond with his or her book easily, but the book can never again be bonded to by any Sorcerer. The book need not be present to be unbonded with. In this manner, a stolen book can be unbonded with, and a new one begun.


Teleportation to another realm within the same teleportation zone works differently depending on your training in [[#Lore Benefits|Sorcerous Lore, Demonology]]. With fewer than 75 ranks, it works identically to teleportation to another zone, below, including the high quality chalk requirement and the inability to transport a group. With 75 ranks or more, it works as teleportation within a realm, above, including allowing the use of low quality chalk and the ability to transport a group.
Bonding accomplishes one major function; it allows new room runes to be added into the book. Only when bonded can this be accomplished. An unbonded book will effectively be locked to further adding of runes. Of course, the runes in an unbonded book will be usable by any sorcerer. In this manner, a sorcerer can own many unbonded books if he or she desires. As said, once a sorcerer unbonds with a book, it can never be bonded to again, which seals its locked status forever.


Using low quality chalk for teleportation within a zone adds an additional 33% failure chance, reduced by 1% per 3 ranks of Sorcerous Lore, Demonology beyond 75, to a minimum of 0% additional failure chance.
Even if it is bonded, any Sorcerer can use the runes within the books. A sorcerer can lend his or her book to another for temporary or long term use. Of course, the other sorcerer cannot add runes to it, but it will still be usable. A sorcerer could even give or sell a book to another, but because the library of runes within it can no longer grow, it loses some of its use.


== Teleportation to another zone ==
As a final note, it is possible, though perhaps a bit more unlikely at this point, that the rune book will be part of the [[Enchiridion Valentia]], which is already for sale in the guild shops. If it isn't, it will also be purchasable in the guild shops.


Teleportation to another teleportation zone always requires high quality chalk. Using low quality chalk will cause an automatic failure. The success rate is the same as transport within a realm. 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.
== Spell Systems and Usage ==
=== Room Rune System ===
It has been previously stated that a Sorcerer will be able to travel to any desired room in Elanthia, assuming the room is applicable. The ability to pick which room to travel to is gained through the Room Rune System, which I will refer to as the RRS for short. A Sorcerer will be able to go to any room in the game and use the SENSE verb to detect the rune and save it. The runes won't be learned exactly, they will be stored within a bonded runebook, more details of which were discussed in the previous section. Sensing a rune will be simple and easy, and it will permanently be available from that book henceforth. No official statement has been made as to whether runebooks will have a room rune limit, anything goes for now.


# Hold the rune book in the right hand, and '''crystalline chalk''' in the left.
=== Spell Usage ===
# 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.


== INCANT Teleportation ==
While the actual process hasn't been expounded upon all too much, the following process seems to be the case. The Sorcerer will first use his or her chalk to draw the defensive circle. This will have some accompanying roundtime, which Nilven has estimated as around ten seconds. As a substep, the drawing of the room rune is a step, but it has not been stated whether it is part of the first step, or is actually a second, independent step. Eitherway, to perform that step the Sorcerer will probably need the runebook at that time. After this preparation is complete, the Sorcerer must merely cast the spell, and transportation from the starting to ending locations will be instantly complete, assuming it was a success, though probably accompanied by some messaging.


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 same-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 to teleport between realms (within a 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.
=== Group Transport ===


==Success Rate==
As previously stated, the intrarealm portion of the spell will have the potential for bringing a group. How exactly this is accomplished has not been revealed. What we do know is that the ability to bring a group is somehow tied to Demonology, and it seems to be that without, it is not possible. Whether more Demonology will allow more group members or something else, we don't know. Group Transport will not be at all possible for interrealm travel.
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 with a realm using low quality chalk, or when transporting between realms (within a zone) using using high quality chalk. It is also known that teleporting 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. Even with 174 demonology ranks, it is still possible to have a demonic failure using low quality chalk.


The factors for success include: sorcerer spell ranks, discipline, aura, wisdom, elemental/spiritual mana control ranks, and demonology ranks. The exact formulas are not known, except for the rate at which demonology helps.
== Success and Failure ==
=== Interrealm Success ===


== Mana Control Benefit ==
Interrealm success rates seem to be quite simple. The spell starts with a base rate of 90% success. The only way to increase the chance to succeed even further is by training in Demonology. It is as simple as that. How much Demonology will be needed to increase the rate is unknown at this point.
Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way.


=== Intrarealm Success ===
== Lore Benefits ==
Training in [[Sorcerous Lore, Demonology]] provides three additional benefits beyond the reduction in the failure rate:


=== Group Transport ===
Intrarealm success rates are much more complicated, as well as more failure prone. There are five character based factors currently stated as contributing to success: Sorcerer Spell Ranks, Discipline, Aura, Wisdom, and Spiritual/Elemental Mana Control ranks.
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 low quality chalk could have been used for the teleportation.


:{| {{prettytable|text-align:center;}}
A number of things about this equation are known. First off, Sorcerer Spell Ranks are to be considered significantly more important in it than the Spiritual/Elemental Control ranks. Secondly, the success equation is identical to that of the Wizard's Gate equation, with one difference. In the place of level, which attributes to the Wizard's Gate, there is the Control Ranks.
!align="right"|Sorcerous Lore, Demonology ranks||20||40||60||80||100||120||140||160||180||200||220||240
|-
|align="right"|# of group members who can enter rift (excluding caster)||1||2||3||4||5||6||7||8||9||10||11||12
|}


=== Teleport within Zone ===
The way in which the control ranks factor in is rather confusing. Basically, its on a ranks per level scale, the standard being 1xed in both controls. What this will do is put the same thing into the equation as level would be applied in the Wizard's Gate. So, for example, say a level 50 Wizard cast Wizard's Gate. Just making up numbers, but lets say it added 50 to the equation. Well, a Sorcerer casting 740 who was level 50 and 1xed in both controls would also have 50 added to the equation. So through the controls, level can contribute. The interesting thing is, this means the Sorcerer can further train for success. By training more in the controls, the Sorcerer can increase this factor for the spell. Certain combinations of ranks seem to be more important. For example, someone 2xed in one control, with 0x in the other WILL have a higher benefit than someone 1xed in both. But, aside from that particular type of training, more is basically always better.


Having 75 ranks of Demonology Lore unlocks the ability to teleport within a teleportation zone using low quality chalk and with a group, as detailed above. Additional ranks over 75 reduce the additional failure chance from using low quality chalk for such a teleportation.
=== Failures ===


=== INCANT Form ===
We don't have much information right now on what types of failures will be possible. It seems as if there will be a simple spell failure, in which nothing occurs and the only loss is that of the chalk used. Aside from that, nothing has been mentioned, though Nilven seems to have something interesting in mind, but we don't know what it is yet.


Having 40 ranks of Demonology Lore unlocks the INCANT form of Planar Shift, as detailed above.
== What Lies Ahead? ==
=== The Future of 740 ===


== Messaging ==
We really don't know all too much about the status of the spell. But, significant detail seems to have been created for it. Taking that into consideration, it seems likely that the spell may be working its way towards the day when it is a reality. For now, we will wait for Nilven to tell us more.
;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
=== Alchemy and 740 ===
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
Nilven informed the Sorcery community that if it so desires, chalk making can be a part of alchemy. If it was though, it would not allow Sorcerers to remove a significant amount of cost from making them, although it would remove a little. He then went on to say that this may not be the case with 750's chalks, alluding to the idea that through alchemy, 750 chalk costs could be significantly reduced. For now, this is a possible feature this spell could include.
<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
=== Alchemy and Pegasus Transport ===
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.
</pre>


;Demonic Failure
Responding to fears that the Pegasus Transport System could completely outclass 740, Nilven informed us that while he doesn't work on the system, it is unlikely. He went further to state that should the spell be entirely outclassed by the Pegasus System, that he would personally work towards having the spell revamped to compete.
Most commonly, a [[lithe black abyran'ra]] is inadvertently summoned to Elanthia, making them rather grouchy:
<pre{{log2}}>
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.
&#042;CRUNCH&#042;
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.
</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}}
{{:rough stick of white chalk}}


{{:piece of crystalline chalk}}
== Saved posts about Planar Shifting ==


==Resources==
*[[Planar Shifting saved post 01]]
*[[Latticed yellow crystal]]
*[[Planar Shifting saved post 02]]
*[[Planar Shifting saved post 03]]
*[[/saved posts|Saved posts]]
*[[Planar Shifting saved post 04]]
*[[/saved post archive|Saved post archive]]
*[[Planar Shifting saved post 05]]
*[[Planar Shift (guide)|Kastrel's Planar Shifting Guide]]
*[[Planar Shifting saved post 06]]
*[[Arcane language key (planar shift)]]
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#740 Sorcerer Base Spell Circle: Planar Shift], on Play.net
*[[Planar Shifting saved post 07]]
*[[Planar Shifting saved post 08]]
*[[Planar Shifting saved post 09]]
*[[Planar Shifting saved post 10]]
*[[Planar Shifting saved post 11]]
*[[Planar Shifting saved post 12]]


[[category:Transport]]
[[Category:Sorcerer Base Spells]]

Latest revision as of 20:56, 12 August 2023

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 is unique among teleportation abilities in that it is immune to Chronomage interception when traveling between realms.

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. Incorrectly understanding teleportation realms and zones may have negative consequences ranging from wasting expensive chalk to summoning a demon which kills you.

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
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 teleportation within a teleportation zone using low quality chalk.
Crystalline chalks are high quality and cost about 30,000 silver for one transport, or made via Alchemy. Using crystalline chalk on teleportation within a realm will have no failure.
Chalks of the same type can be bundled using Phase.
WARNING: Do not mix and match chalks when drawing, results could be disastrous

Teleportation within a realm

Teleportation within a single realm can be done with low quality chalk. Using high quality chalk reduces the chance of failure. Once a rift has been opened this way, 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.

Teleportation within a zone

Teleportation to another realm within the same teleportation zone works differently depending on your training in Sorcerous Lore, Demonology. With fewer than 75 ranks, it works identically to teleportation to another zone, below, including the high quality chalk requirement and the inability to transport a group. With 75 ranks or more, it works as teleportation within a realm, above, including allowing the use of low quality chalk and the ability to transport a group.

Using low quality chalk for teleportation within a zone adds an additional 33% failure chance, reduced by 1% per 3 ranks of Sorcerous Lore, Demonology beyond 75, to a minimum of 0% additional failure chance.

Teleportation to another zone

Teleportation to another teleportation zone always requires high quality chalk. Using low quality chalk will cause an automatic failure. The success rate is the same as transport within a realm. 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.

INCANT Teleportation

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 same-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 to teleport between realms (within a 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.

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 with a realm using low quality chalk, or when transporting between realms (within a zone) using using high quality chalk. It is also known that teleporting 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. Even with 174 demonology ranks, it is still possible to have a demonic failure using low quality chalk.

The factors for success include: sorcerer spell ranks, discipline, aura, wisdom, elemental/spiritual mana control ranks, and demonology ranks. The exact formulas are not known, except for the rate at which demonology helps.

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 additional benefits beyond the reduction in the failure rate:

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 low quality chalk could have been used for the teleportation.

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

Teleport within Zone

Having 75 ranks of Demonology Lore unlocks the ability to teleport within a teleportation zone using low quality chalk and with a group, as detailed above. Additional ranks over 75 reduce the additional failure chance from using low quality chalk for such a teleportation.

INCANT Form

Having 40 ranks of Demonology Lore unlocks the INCANT form of Planar Shift, as detailed above.

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