Planar Shift (740)

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
Planar Shift (740)
Mnemonic [SHIFT]
Duration Instantaneous
Utility Magic  
Subtype {{{subtype}}} 
Skill Enhancement {{{skill}}} 
Components {{{components}}} 
Availability {{{availability}}} 

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.

Necessary Components

To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries and each book must be bonded to in order to be recorded into.
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 series of colored runes within the book. The color represents the realm to which the pattern originates.
Stubby chalks (for cross-realms transport) are high quality, about 50,000 silver for one transport. Long chalks (for same-realm transport) are lesser quality and cost about 1,000 silver for 100 transports. WARNING: Do not mix and match chalks when drawing, results could be disastrous.

Same-realm versus Cross-realms

Each general vicinity of Elanith possesses its own unique flow patterns, expressed by a particular color. Generally, each town and its surrounding environs are considered a single "realm," as the individual patterns found within each location all share the same color. Often times the areas between major towns will be of more than one color, or the patterns are unrecognizable altogether. When travelling between locations which share a color, the travel is considered same-realm. Likewise, travelling from one location to another whose rune is of a different color, is considered cross-realms. A table of realms and their corresponding colors can be found here.

Same-realm Mechanics

In order to save money, low-quality chalks are used for shorter trips, thus transports within a single realm can be the most complex. Sorcerer Base ranks, Discipline, Aura, Wisdom, and ranks in Spiritual Mana Control and Elemental Mana Control all contribute to success. With average stats and 1x in each skill, base proficiency should begin at about level 60. The maximum possible success rate is 95%. Training in Sorcerous Lore, Demonology allows other characters grouped to the caster to be transported through opened rifts. Each 20 ranks of demonology will allow for one additional passenger to enter the rift safely (max 10 passengers at 200 ranks). It is possible to drag characters through the rift, though an amount of demonology may be required. Once a rift has been opened, it remains for 60 sec before closing upon itself.

  • Hold the rune book in the right hand, and long chalk in the left.
  • TURN/FLIP the book to the page with the desired pattern.
  • DRAW SUMMONING CIRCLE.
  • DRAW PATTERN {#}.
  • PREPARE/CAST 740 AT CIRCLE.
  • Passengers first and caster last, GO RIFT.

Cross-realms Mechanics

High-quality chalk must be used for this process, therefore the success rate begins at 90%. Each 12 ranks of Sorcerous Lore, Demonology will increase the success by 1% (max 100% at 120 ranks). Characters other than the caster may not accompany them across realms, the caster is transported immediately upon casting at the circle. Demons and animated creatures will continue to follow their master as normal.

  • Hold the rune book in the right hand, and stubby chalk in the left.
  • TURN/FLIP the book to the page with the desired pattern.
  • DRAW SUMMONING CIRCLE.
  • DRAW PATTERN {#}.
  • PREPARE/CAST 740 AT CIRCLE and you will be transported automatically.

Failures

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

More Information

Kastrel's Planar Shifting Guide