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{{spell |
{{spell |
| name = Planar Rift
| 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 sorcerous teleportation spell, allowing for instantaneous travel between two locations. 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). Interrealm travel is travel between various in game realms, and intrarealm is within a realm.


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.
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 safely traversing the rift will be impossible. In addition, the circle must be scribed with a rune representing the desired location. These circles will be drawn in special magical chalks, which must be purchased.


Planar Shift is unique among teleportation abilities in that it is immune to Chronomage interception when traveling between realms.
With the right training, a sorcerer is able to bring others through the portal as well, but this only applies to the intrarealm portion.


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 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 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 can be bought at local magic or alchemist shops. There are two chalks, interrealm and intrarealm.


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)]].
A stubby translucent chalk is what interrealm chalk looks like. The interrealm chalks run 50,000 silvers for a single piece, subject to merchant discounts or price boosts based on standard store mechanics. The chalk is so high quality that it significantly reduces the risk of failure. These chalks are an absolute must for the interrealm portion of the spell, there is 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 are cheaper. They look like a long translucent chalk. These chalks are sold with 200 scribings, equating to 100 uses of the spell. The chalks are used to travel about within the realm, but they are far less well made; without the protective benefits of the interrealm version, success is far less likely.


# Hold the rune book in the right hand, and '''long chalk''' in the left.
==== Rune Book ====
# TURN/FLIP the book to the page with the desired pattern.
The rune book is necessary for cataloguing of room runes. It is purchasable from standard alchemy and magic shops. First off, to record runes into them, they must 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 other 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.
# 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 ==
The bonding process is simple and easy. A sorcerer must merely enter the local [[Sorcerer Guild]] and find the summoning chamber inside. There will be a crystal present inside of the chamber, and while holding the book in the right hand, the sorcerer must RUB the crystal. This will bond the book. If the book is unable to be bonded, or already bonded, one will be notified and nothing will happen.


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 to another, 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 ==
Rune books have ten pages of twenty runes each, making for 200 potential runes in one book. When learning a new rune, or making a circle, they must be held in the right hand. To turn pages, you either TURN book to go forward or FLIP book to go backward. TAP allows the user to select a rune, and RUB allows them to erase a rune. Also, you can WHISPER BOOK SHOW PATTERN <#>, and you will recieve a glimpse of the location corresponding with the rune.


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 is able to travel to any desired room in Elanthia, assuming the room is teleport accessible. 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 is be able to go to any room in the game and use the SENSE PATTERN verb to detect the rune and save it. This must be done while holding a bonded runebook, more details of which were discussed in the previous section. Sensing a rune is simple and easy, and it will permanently be available from that book henceforth. If the room is not teleport accessible, then an attempt to SENSE will result in messaging saying that the patterns are difficult to align to.


# Hold the rune book in the right hand, and '''crystalline chalk''' in the left.
The runes have a number of descriptors indicating what realm they are from, where within the realm, and finally, the individual room. In addition, a minor note of the room itself is found at the end of each rune.
# 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 ==
Here is an example of such a rune:


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.
1. a set of circular gold-bordered crimson "ydzgy" signs [Ta'Vaalor, Victory Court]


==Success Rate==
Gold-bordered crimson represents the realm, and circular, signs, and "ydzgy" represent various areas and rooms within the realm. While in this case, the realm is revealed through the room name (Ta'Vaalor is in the Vaalor realm), this is not always the case. In cases such as these, the color of the runes can be used to identify the realm.
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.
The following realm colors were taken with permission from [http://www.geocities.com/gsdemonologist/index.html Hakwea's Demonologist Handbook].


== Mana Control Benefit ==
*[[Wehnimer's Landing]] - Twilight Grey
Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way.
*[[Solhaven]] - Aquamarine
*[[Northern Canvasary]] - Slate Grey
*[[Icemule Trace]] - Frosty White
*[[Pinefar]] - Icy Blue
*[[River's Rest]] - Sky Blue
*[[Zul Logoth]] - Coppery Brown
*[[Illistim]] - Sapphire Blue
*[[Vaalor]] - Gold-bordered Crimson
*[[Cysaegir]] - Verdant Green
*[[Old Ta'Faendryl]] - Scarlet
*[[Shadow Valley]] - Shadowy Black


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

The process of using this spell is involved, but not too complex. First off, the sorcerer must hold his or her chalk in the left hand, with the rune book in the right. The sorcerer must then DRAW SUMMONING CIRCLE. This will incur 3 RT. The sorcerer must then DRAW PATTERN <#>, where the # is the corresponding room rune from the book, which will also incur around 3 or 4 RT. After this, the sorcerer may put the chalk and book away, it is no longer necessary. The final step in preparing the spell is to PREPARE 740 and then CAST CIRCLE. If the spell succeeds, a rift will be created. In the interrealm version, the rift immediately transport you. In the intrarealm, the rift is created but remains until the caster moves through it. As soon as the rift is entered, the transportation is complete and instantaneous, closing the rift behind.


=== Group Transport ===
=== 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{{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;}}
!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 intrarealm portion of the spell has the potential for bringing a group. The ability to bring a group is based on [[Sorcerous Lore, Demonology]]. With no ranks of Demonology lore, group transportation is impossible. More Demonology lore allows for more people to use the rift.


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.
For those who do have Demonology lore, the process is simple. When the transport rift is created, those who are joined to the caster may simply GO RIFT and use it as the caster would. It is important that they are joined to the caster, and that they go first. If someone who is not joined to the caster tries to enter, he or she will be wounded and take damage from chaotic energies. If the caster goes first, the rift closes behind him or her, leaving the others stranded.


== Success and Failure ==
=== INCANT Form ===
=== Interrealm Success ===


Having 40 ranks of Demonology Lore unlocks the INCANT form of Planar Shift, as detailed above.
Interrealm success rates are 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 [[Sorcerous Lore, Demonology]]. Every 12 ranks of Demonology lore increase the success rate by 1%, maxing out at 100% with 120 ranks.


=== Intrarealm Success ===
== 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
Intrarealm success rates are much more complicated, as well as more failure prone. There are five character based factors stated as contributing to success: Sorcerer Spell Ranks, [[Discipline]], [[Aura]], [[Wisdom]], and ranks in [[Spiritual Mana Control]] and [[Elemental Mana Control]].
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
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 [[Familiar Gate (930)]] equation, with one difference. In the place of level, which contributes to the Wizard's Gate, there is are Control Ranks.
<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
The way in which the control ranks factor in is complex. 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 Familiar Gate. So, for example, say a level 50 Wizard casts Familiar 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.
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
=== Failures ===
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.
Most of the failures with this spell are limited to a backlash of energy from the circle. There are varying types of these. The most basic is a simple intrarealm failure. It causes a backlash of energy which inflicts minor to moderate damage and a wound on the caster. These can do crush, slash, or vacuum damage. In addition, a similar failure is possible with interrealm transport. This can occur on its own, or can also occur if intrarealm chalks are used for interrealm travel. This backlash is much more dangerous, easily capable of killing the caster. There is also a chance, albeit slim, that upon failing an interrealm cast, a [[lesser demon]] will find its way into our world and be released. This demon can and will go on a killing rampage. If this occurs in town, the caster will be charged with Demonic Summoning.
</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]]
*[[Planar Shifting saved post 13]]
*[[Planar Shifting saved post 14]]
*[[Planar Shifting saved post 15]]


[[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