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{{not-yet-implemented | spell}}

{{spell |
{{spell |
| name = Planar Rift
| name = Planar Rift
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}}
}}


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.
Planar Shifting is a new [[Sorcerer Base]] spell currently being discussed amongst the Sorcery forums.


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.
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.


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

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.


== Components ==
== Components ==
There are two primary components stated to be used with the Planar Shifting spell, chalks and rune books.
There are two primary components used with the Planar Shifting spell, chalks and rune books.


==== Chalks ====
==== 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.
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.


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.
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.


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.
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.

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.


==== Rune Book ====
==== 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.
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.

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.


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.
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.


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.
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.


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.
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.


== Spell Systems and Usage ==
== Spell Systems and Usage ==
=== Room Rune System ===
=== 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.
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 is be able to go to any room in the game and use the SENSE PATTERN 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 is simple and easy, and it will permanently be available from that book henceforth.


=== Spell Usage ===
=== Spell Usage ===


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.
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.

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.


=== Group Transport ===
=== Group Transport ===


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 training in [[Sorcerous Lore, Demonology]], and it seems to be that without, it is not possible. How exactly this lore influences the mechanics is unknown at this time. Group Transport will not be at all possible for interrealm travel.
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.

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 ==
== Success and Failure ==
=== Interrealm Success ===
=== Interrealm Success ===


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 Sorcerous Lore, Demonology. It is as simple as that. It has been stated that with Demonology lore, it will be possible to attain a 100% success rate, but not how much will be needed for it.
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 [[Sorcerous Lore, Demonology]]. Every 12 ranks of Demonology lore increase the success rate by 1%, maxing out at 100% with 120 ranks.


=== Intrarealm Success ===
=== Intrarealm Success ===


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 ranks in [[Spiritual Mana Control]] and [[Elemental Mana Control]].
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 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 attributes to the Wizard's Gate, there is the Control Ranks.
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 attributes to the Wizard's Gate, there is the Control Ranks.
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=== Failures ===
=== Failures ===


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 which inflicts minor to moderate damage and a wound on the caster. 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.
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.


== What Lies Ahead? ==
== What Lies Ahead? ==
=== The Future of 740 ===

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.

=== Alchemy and 740 ===
=== Alchemy and 740 ===



Revision as of 07:15, 6 March 2006

Planar Shift (740)
Mnemonic [Unknown]
Duration Instantaneous
Utility Magic  
Subtype {{{subtype}}} 
Skill Enhancement {{{skill}}} 
Components Chalks and a Runebook 
Availability {{{availability}}} 


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, Sanctuary, etc). Interrealm travel is travel between various in game realms, and intrarealm is within a realm.

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.

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

Components

There are two primary components used with the Planar Shifting spell, chalks and rune books.

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.

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.

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.

Rune Book

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.

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.

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.

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.

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.

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 is be able to go to any room in the game and use the SENSE PATTERN 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 is simple and easy, and it will permanently be available from that book henceforth.

Spell Usage

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.

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.

Group Transport

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.

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

Interrealm Success

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 Sorcerous Lore, Demonology. Every 12 ranks of Demonology lore increase the success rate by 1%, maxing out at 100% with 120 ranks.

Intrarealm Success

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 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 attributes to the Wizard's Gate, there is the Control Ranks.

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 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.

Failures

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 which inflicts minor to moderate damage and a wound on the caster. 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.

What Lies Ahead?

Alchemy and 740

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.

Alchemy and Pegasus Transport

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.


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