Planar Shift (740)

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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 without creating a summoning circle, though the dangers of such transport are doubled.

Necessary Components for Creating a Summoning Circle

To record patterns into, and draw patterns from. Books have 10 pages of 20 possible entries and each book must be bonded to in order to be recorded into. To bond to a rune book, go to any sorcerer guild summoning chamber and rub the latticed yellow crystal.
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.
  • Chalk
Chalks of the same type can be bundled using Phase.
WARNING: Do not mix and match chalks when drawing, results could be disastrous
Cross-realms transport:
Stubby chalks are high quality, about 30,000 silver for one transport. A piece of crystalline chalk can be made by sorcerers in the Trinkets subskill of Alchemy and are good for interrealm transport as well.
Same realms transport:
Long chalks are lesser quality and cost about 1,000 silver for 100 transports. A rough stick of white chalk can be made via Alchemy and is good for intrarealm travel.

Same-realm versus Cross-realms

Each individual room possesses a unique flow pattern which appears in the rune book as a series of archaic runes. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each town and its surrounding environs are considered a single "realm," as the individual patterns found in the area all share the same color. Often times the areas between major towns will be of more than one color, or the patterns are unrecognizable altogether. When travelling between locations which share a color, the travel is considered same-realm. Likewise, travelling from one location to another whose rune is of a different color, is considered cross-realms.

Same-realm Mechanics

Low quality chalks are used for shorter trips, thus transports within a single realm can be the most complex. Sorcerer Base ranks, Discipline, Aura, Wisdom, and ranks in Spiritual Mana Control and Elemental Mana Control all contribute to success. More recently, skill in Sorcerous Lore, Demonology provides such a benefit that a Sorcerer who is 1xed in Demonology will find their success rate to be at or approaching 99% upon learning the spell. Those without any Demonology lore will find a similar success rate closer to level 60, variable somewhat due to stats and other skills.

Training in Sorcerous Lore, Demonology also provides another benefit, in that it allows other characters grouped to the caster to be transported through opened rifts. Every 20 ranks of demonology will allow for one additional passenger to enter the rift safely (max 10 passengers at 200 ranks). It is possible to drag characters through a rift as well, each character dragged through requiring an additional 20 Demonology as with those who simply walk through. Once a rift has been opened, it remains for 60 sec before closing upon itself.

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

  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 AT CIRCLE.
  6. GO RIFT passengers first and caster last, the rift closes once the caster has passed through.
  7. Elemental Dispel (417) or Spirit Dispel (119) will manually close an open rift.

Gold Ring Function

Additionally, recent changes have allowed a skilled Sorcerer to use a more limited form of this spell without a circle entirely. To do so, a Sorcerer must have at least 40 ranks in Sorcerous Lore, Demonology. This spell will allow the Sorcerer to transport themselves to the last intra-realm location they shifted from, or room where they last used SENSE PATTERN without holding a runebook, similar in functionality to a common gold ring. Doing so is twice as difficult as normal intra-realm shifting, and so should not be done recklessly except by the most skilled Sorcerers. The maximum success rate for this version is 98%, and a level 75 Sorcerer who is 1x in Demonology can expect to be seeing approximately this success rate, with minor variations to be expected due to skills and stats. This version also carries an increased risk of unleashing a demon upon failure. It cannot be used cross-realms, and if attempted, the spell will not work, with no catastrophic failure.

Cross-realms Mechanics

High quality chalk must be used for this process. These must be purchased from the local Alchemist shop for 30,000 silvers, or made through Alchemy. The success rate is the same as intra-realm transport, however, failures have an increased chance of summoning a demon. A Sorcerer cannot bring companions with this version, regardless of training, but Demons and animated creatures will continue to follow their master 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 AT CIRCLE automatically transports you.

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 right.

If the area prevents teleportation, the sorcerer will not be able to overcome it. If the runes on your summoning circle glow faintly with a soft yellow light and then peter out, try moving to a different location. If in Ta'Vaalor, the caster must leave the city.

Messaging

Most commonly, abyran'ra are 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.

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)

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